Marathon’s latest patch just nerfed Thief’s ‘slide cancel’ movement tech, because if you give Destiny players an inch, they will always take a mile

Players on a map in Marathon

A new Marathon update is live, and while it’s mainly full of bug fixes and minor tweaks, one of the game’s classes just got a big nerf to its movement tech.

Sorry, Thief players, but the fix is in. Marathon gamers quickly found out over the game’s first couple of weeks that there was a movement exploit to “slide cancel” with the Thief Runner Shell’s Grapple Device ability. It’s now gone.

“One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost,” Bungie said in the patch notes. “That cost can be an ability charge, heat buildup, or increased risk but it must exist and be understandable to an observer. Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon. To set expectations early, we will be looking at any future movement exploits through the same lens.”

If you give any competitive gamer the opportunity to game the system a bit, they’ll usually take it. This is especially true for Destiny players, many of whom have migrated to Marathon, as they have been figuring out ways to cheese their in-game movement for over a decade.

For the rest of the changes in today’s update, check out the patch notes below.

Marathon patch notes – March 31: Update 1.0.5.2

Combat

Runner Shells

  • Fixed an issue allowing slide cancel animations to keep momentum when either pulling out equipment or Thief’s Grapple Device ability. 

Contracts

  • Fixed an issue where players could end up locked in a room during the Introducing: NuCaloric contract. 
  • Fixed an issue where disabled contracts could not be rerolled for free. 
  • Fixed an issue making the objective points visible for all Runners on the map when one Runner is on RUN/HIDE [Part 1/6]. 

Zones

Dire Marsh

  • Fixed an issue where the Anomalous waypoint activity was appearing below the map even when the event was inactive. 

Outpost

  • Adjusted the combat area for the Tox Warden:

    • Tuned the layout to reduce the number of hiding spots. 
    • Tox plants now react correctly to player presence. 

  • Fixed an issue where the final exfil would spawn in the same spot every time. 
  • Pinwheel 

    • Destroyed Wing entrance has been re-opened. 
    • Improved overall loot rewards. 

      • This includes the quality of loose loot and small containers. 

    • Updated encounters to match reward quality. 
    • Changed the security credentials needed to access the locked room in the Hub. 
    • Added bulletproof glass to the Hub room. 

Cryo Archive

  • Fixed geometry in Vault 6 that allowed Runners to fall to their death. 

Armory

  • Fixed a crash that could occur when opening the Armory. 
  • Fixed a bug that was causing low framerate on Armory tabs with many items. 

Codex

  • Fixed an issue in the Ranked Challenges section causing Diamond to show before Platinum. 
  • Fixed an issue with the Requiem for a Cyborg challenge so that it progresses for all players in a crew after a successful Compiler kill. 

UI & UX

Keybinds  

  • The ESC key will now exit the keybinding menu instead of exiting settings. 
  • Added an option to clear keybinds in the settings menu. 
  • NOTE: Non-English languages will show this setting as blank. This will be fixed in a future patch. 

Text Chat 

  • Fixed an issue causing loss of control for a few seconds after using an IME keyboard in text chat while in a run. 

Localization

  • Fixed an issue causing certain Codex entries to appear blank when viewing in Chinese. 

The post Marathon’s latest patch just nerfed Thief’s ‘slide cancel’ movement tech, because if you give Destiny players an inch, they will always take a mile appeared first on Destructoid.

Scrappy with a hat in ARC Raiders

Our beloved Scrappy is no longer the rooster that it was in ARC Raiders, and you can now feed it different items. The new feeding boost system is an extension of the default upgrade system since you can get bonuses.

This guide will state all the bonus rewards that you can get from feeding Scrappy with various food items.

All ARC Raiders Scrappy feeding boosts explained

There are two types of bonuses you can activate by feeding Scrappy. The table below has all the important information that you’ll need when trying to activate the boosts.

Food itemFeeding RewardsResource Bonus
AgaveMods/Mod crafting materialsAssorted Seeds
ApricotGunsmith material or equipmentMetal Parts
Fruit MixBetter chance of finding Topside materialsRubber Parts
Fabric
Chemicals
Metal Parts
Plastic Parts
Assorted Seeds
LemonExplosive Station materials or equipmentChemicals
MushroomGear Bench materials or equipmentPlastic Parts
OlivesMedical lab materials or equipmentFabric
Prickly PearUtility Station material or equipmentRubber Parts

Both the Feeding Rewards and Resource Bonus will be activated for one round once Scrappy has been fed. The bonuses and rewards will be determined by what you’re feeding Scrappy, and you can queue up to six different food items.

Once the round is finished, you’ll get your applicable rewards. The collection box has a limit, so check it after every round or two to see if Scrappy has managed to get anything valuable.

How to feed Scrappy in ARC Raiders

Once you have a food item, you can feed it to Scrappy. If you have extra, you can add it to the queue. That way, you won’t need to add the food item after every round manually. Once the round is over, you’ll get the bonus materials in the Collection Box.

Ideally, you should always feed food items that match your requirements (in terms of the offered bonuses).

The post All ARC Raiders Scrappy feeding rewards and resource bonuses explained appeared first on Destructoid.

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