Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
OOPS!:

The patch below lists the skill Weapon Enthusiast, this skill name was changed to Bear Arms, in reference of our first team-up with Rightfully Beary Arms! The skill also lists the incorrect values of 10-30% weapon damage, and should state 15-45% weapon damage. We apologize for this easter egg, oh and one more thing if you're reading this have you unlocked Luck of the Draw yet? NO!? What do you mean... go find this hidden skill in Rogue Mode. If. You. Dare.

BTMR 1.8 Patch Notes:

Cadets, Recruits and Agents, welcome to patch 1.8, where weapons now take reign! Powerful upgrades are more apparent than ever and customization is now at a new high. The Arsenal is unleashed and ready to use against T.O.M’s brigade, pair your favorite skills with a weapon of your choice and wreak havoc across the Origin Sectors!

General Changes

Shielding
The Shield mechanic in Beat the Machine Rebooted was often confusing to understand for both new and returning players, as shield and health worked a bit differently than before. We’re closing the gap between healing and shielding and providing a better explanation here to add clarity to our previous system

Previously: Shield acts as temporary bonus health that’s earned through gameplay via skills, bounties or attributes. Your maximum shield at the start of each level is equal to 150 + skills you take throughout the game. Your current shield at the start of each level is equal to 150 + Clarity and Security Barrier but only if you take those 2 skills.

New: Shield acts as temporary bonus health. To increase your maximum and current shield, unlock ANY shielding skill from the tree. Maximum and Current Shielding is no longer considered as separate skills.

Bullets
Now that Arsenal is here, we have a couple of changes to the default bullets in Beat the Machine: Rebooted. We added Arsenal to reduce early game strain and also late game strain to the game, by allowing players to more easily access area of effect damage and strikethrough damage, without needing to pump 3-5 skills into the skill tree. Some players, around 60-70% of you, were having a more difficult time than we intended in defeating the first couple of levels. In addition to the Arsenal roster, we have a change to the regular bullets to further decrease difficulty in the early stages.
Bullet hitboxes have increased by around 8%.
Bugfix: If a bullet were to hit a wall and an enemy at the same time, the bullet will now deal damage before fizzling.

Wave Dash
This change may surprise a couple of our players, in a good way, or so we hope. Wave Dash’s distance increases with your movement speed, but sometimes you expect your dash to travel a bit farther than expected when a movement speed bonus is applied. Wave Dash now also reduces the time it takes to travel based on movement, to make it more consistent and less jarring when you get a temporary movement speed bonus
Wave Dash’s time it takes to travel, can be reduced with movement speed, by up to 50% faster, increasing smooth gameplay.

Boomboxes
Some players may have noticed inconsistent damage to Boomboxes, well that’s because Boomboxes actually had 3 different amounts of armor. Boomboxes now only have 2 different armor values.
Previously: Boomboxes had 75 armor innately, increased to 225 while charging and 150 while on cooldown.
New: Boomboxes have 75 armor innately, increased to 225 while charging and 1 second post charge, then revert back to 75 while on cooldown.

Automatic Passive Projectiles
Whenever a passive projectile skill is chosen in Beat the Machine: Rebooted, it would automatically occur when you enter a level, effectively wasting the first usage of the ability and caused some audio clutter. Then all of your passive skills would be desynced, and it would become difficult to get them all on the same timeline again. The new way is now much better and more sophisticated
Passive Projectile based abilities start on cooldown at the beginning of each level equal to its actual cooldown. This value is now effected by cooldown reduction.
Weapons

THE ARSENAL IS HERE! Newly added, are now 10 weapons each with their own unique ways of taking down T.O.M’s viral hoard. Choose wisely, once you lock in your choice, you're stuck with it for the run, feel free to take this choice at any time after the tutorial, you can even save it until you beat level 12 if you want to! We dont judge. For specific weapon stats, please visit the in-game skill tree page.

Lashing Blitz:
This first weapon is the king of multi-target critical strikes. Each attack will apply lightning damage to all surrounding foes, this lightning can critically strike too!

Collateral Damage
This weapon strikes enemies behind the first one hit with powerful ignition energy applying damage based on your health, and your on-hit effects.

Wave Refractions
Why shoot 1 big bullet when you can shoot 5 big bullets! These bullets have a downside though, they deal reduced damage, hit an enemy with multiple bullets to watch them implode!

Out N’ Back
Shoot boomerang sawblades that return back to you! Each strikethrough applies damage and can critically strike! Oh and it glides along walls too, use it to your advantage to get to that hidden enemy.

AV-Grenades
These massive grenades apply big damage in a big way! They explode against anything, and always apply their damage to nearby foes.

Ricochet Cannon
BOUNCING BULLETS! YIPPEE

Quick Repulsor
This mini-gun shoots fast, and applies your on-hits on every. single. Bullet. Stack your rate of fire, pure damage and quick reflexes together to enjoy this high capacity gun

Pulse Sniper
A quick and fast striking sniper rifle mixed with high-octane damage makes for one deadly combo. It’s rate of fire isn’t all that bad either! Great for taking down big foes, but struggles against small swarms.

Cybernetic Distributor
“We have Peni Parker at home” no but seriously spread spider webs that when enemies cross into them take damage each second.

Lethality Piercer
While on, these laser beams strikethrough units, while off it's a great single target armor penetrator! Build all kinds of stats to make both modes accelerate to the max!

Skills


Retired Skills

Since Arsenal is now in Beat the Machine: Rebooted some of our beloved skills didn’t make the cut this time around. We hope we didn’t remove too many fan favorites from our roster, but remember, retired skills may return any time and can be accessed in Rogue.

Triple Barrage, Slowball Shooter, Gatling Gun and Pulse Blast have been removed from Beat the Machine Rebooted, for various reasons. Watch our skill rundown youtube video for more in-depth information.

New Skills!
We had some room in our skill tree to add a bunch of new skills! We hope you like them ;). Oh and we had to replace the old Tier 3 of Power, so that’s why Power has more than both Vitality and Utility, since those skills are now weapons or were removed.

Vitality
Blight Burning
+5 Armor; Every 15th attack leaves behind a zone of energy that Blights all enemies inside for 4 seconds. Blight’s potency is now increased by an additional 4%(+2% Max Health) Note: Blight’s default damage reduction is 25%.

Regulator
+75 Shield; Slowly regenerate 3 shield every second, this effect is disabled for 5 seconds after taking damage.

Mechanical Malpractice
+25 Health; Attacking an enemy applies a poison to it, and all nearby enemies, afflicted enemies take (+66/108% Bonus Health) as damage over 6 seconds.

Toxic Cloud
+100 Health; +100 Shield; Every 15 seconds, all nearby enemies take 5(+3% Maximum Health)(+3% Maximum Shield) damage. You heal for 10% of total damage dealt.

Radiant Blessing:
+25 Health; Every time you heal, gain a stack. After you reach 25 stacks, you fire a blast of energy that deals 100(+35% Bonus Health) to everyone hit by it.

Code Compiler
Create a vortex at your location for 3 seconds. Enemies that drive into the vortex are pulled toward the center. Enemies that drive into the center are instantly destroyed, each enemy destroyed this way, restores 2/3/4 health.
Cooldown: 70/65/55 seconds

Placeholder
+10% Passive Cooldown Reduction; +3% Movement Speed; Every 11 seconds, slow all nearby enemies by 60% for 1.5 seconds and deal 25 pure damage to them.
Frost Ammunition:
+4% Movement Speed; After firing 20 attacks, empower your attacks for 4 seconds. Empowered attacks slow enemies for 0.5 seconds and deal 5/15/25(+25% Bonus Movement Speed) pure damage

Generation Station:
+75 Shield; Every 21 seconds your next attack spawns a bubble that blocks projectiles. If you are inside of the bubble slowly restore 10/25 shield per second. The bubble lasts for 4 seconds.

Boost Burst:
Wave Dash becomes Boost Burst, its cooldown is increased from 10 to 20 seconds, you no longer dash but gain 40/80% movement speed and rate of fire for 4 seconds.

Molten Shield:
Wave Dash becomes Molten Shield, its cooldown is increased from 10 to 20 seconds, you no longer dash but deploy a shield that lasts up to 2.25 seconds that blocks up to the first 4/10 enemy bullets.

EMP:
Create a sonic pulse in a large area that deals 100/150/215 pure damage, all enemies hit become Jammed for 3/5/7 seconds. Jammed enemies cannot shoot.
Cooldown: 45/40/35

Pete’s Party Popper:
Place down a mine at your location. Enemies that drive over it, trip the mine. That enemy and all nearby enemies take 55/95/165(+100/150/200% Bonus Movement Speed) damage and are feared for 2(+1% Max Shield) seconds. Mines never expire.
Cooldown: 17/15/13 Seconds

Double Down:
-10% Rate of Fire; Every 11 seconds, shoot out a laser firewall at enemies that deals (+27/91% Damage) damage and weakens all enemies it passes through for 2.75 seconds.

Return to Sender:
+5/10/15 Damage; Every 35/30/25(-7% Damage) seconds, your next attack is readied to hack. Attacking a shell or splitting node hacks them, and restores 5(+23% Armor) health back to the XV9. Hacked units deal an additional 30/50/70(+10/20/30% Damage) to the victim.

Armed and Dangerous
+25/50/75 Health; Every 13/11/9 seconds, the next virus destroyed explodes leaving a toxic cloud behind applying weakened and blight to all enemies that enter it for 3 seconds. All weakened effects are 10/20/30% stronger.

Impact Inquiry
Your total rate of fire is lowered by 25/20/15%. Gain 20/35/50% Armor Penetration. Against bosses deal 5/10/15% Bonus Damage.

Weapon Enthusiast
Your weapon deals 10/20/30% more damage to all enemies.

Scope Enhancement
Active abilities deal 50/75/125 bonus damage, lowered to 10/15/25 damage if the ability is able to hit the same target more than once and on auto-target abilities.

Detonation Slugs
-30% Rate of Fire, +25 Damage; Your attacks deal 5/10(+5/20% Damage) as bonus pure damage.

Sine Wave Symphony
Every 15 seconds, a sine wave is shot from the muzzle of the ship dealing 55(+22.5% Damage)(+5 per 5% rate of fire) to all units they pass through. Enemies hit by it become jammed for 1.5 seconds.

Galactic Embershot
Shoot out a firework that explodes on contact dealing 55(+15% Damage) damage to the target hit and it becomes ENCRYPTED. ENCRYPTED enemies hurt surrounding units dealing 100/150/250(+125/175/275% Damage) over 5 seconds. All ENCRYPTED enemies are weakened.
Cooldown: 11 seconds

Missile Barrage
The field area around the XV9 becomes marked for artillery. Over the field, random missiles fly from the sky dealing 10(+45% Damage) each. The number of missiles fired within the area is 20/30/40 across the field.
Cooldown: 30/25/20

Reworked Skills


Shielding Strikes:
Shielding Strikes was one of the least taken skills since our launch back in December. Turns out, when you have 2 abilities doing very similar things players gravitate toward the one that also grants a base stat. Shielding Strikes will now act as a more aggressive version of shielding, having a bigger payoff for getting into the fray.
Every 12th enemy killed detonates, dealing (+5/11% Maximum Health)(+15/35% Armor) to all nearby units. For each unit hit, restore 5 shield.

Armor Up:
Similar to above, the Tier 3 of Vitality had a lot of armor based abilities that had overlap. Armor Up is the one that we felt caused the most issues. Overall, Armor up should now synergize a bit better with abilities like Sonic Rifts, Power Surge and Perfect Durability, while Fervor of Battle will lean more toward the Neon Barrier and Lifeline lineups.
Attacking an enemy grants a stack of 2.5 / 4.25 / 6 armor for 5 seconds, stacks up to 10 times. At maximum stacks, the XV9 enters CD mode for 6 seconds causing nearby enemies to be slowed and they take 10/25/45 damage each second. After the duration, lose all stacks.

Security Barrier:
Since we changed the shield mechanic in Beat the Machine Rebooted, it was obvious this skill has to get reworked, since you no longer need to start a level with max shield as a skill now that its innate. Security Barrier will excel into medium ranged enemies, applying a knockback to units within a certain range after you block some shots. For long ranged opponents, projectile prism will be the best option, and feel free to stack both of them together for projectile blocking mayhem!
+50/100 Shield; At the start of each level, gain a shield that blocks the first 3 projectiles against you. After it absorbs 3 attacks, it becomes unstable and explodes dealing 75/200 damage and knocks-back all nearby units. Security Barrier regenerates every 30 seconds after the explosion.

Cache Adaptation
Previously named Safeguarded Revenge, had a shotgun shell effect. Now this skill provides a health bonus rather than a spray of minimal damage every 5th shot. This skill should close the gap for health builds that want to exceed the 600 health cap.
+50 Health, Killing an enemy increases your maximum health by 1. The max health cap is increased by 75/200.

Terminal Breakout / Jailbreak Jammer:
Also known as Jailbreak Jammer, this skill wasn’t very good unless you paired it with other effects that reduce armor. Now we know for certain that this ability will always be reliable and adds additional crowd control to pair well with Warped Visions and Rokorzium Beacon. This is a buff against EVERY ENEMY. So take this upgrade please.
Every 8 seconds, your next attack deals 55/115/215 bonus pure damage and weakens the unit for 2/3/4 seconds.

Acidic Prime:
We have decided to remove flat penetration from our game since it’s not effective. Behold (Dark Child?) No Behold PERCENTAGE PENETRATION!
Attacks against enemies place a stack of Acidic Prime on them, lowering their armor by 5%/10% per stack up to 5 stacks.

Skill Balance

Sector VIII Stabilizer
This skill is just barely missing the mark when compared to its tiered counterparts, increasing its base stat will make this more attractive for new health builds with the new Arsenal
Max Health increased from 75 → 100

Volt Zap
With the removal of the Tier 3 power skills, and addition of new ones, we have room to buff all 3 power tier 5’s being Volt Zap, Fire Flare and Target Acquired, as such each of these skills are getting minor buffs to push their usability, and individuality among builds.
Damage changed from 10-100(+35-64% Damage)(+25-45% Critical Damage) --> 10-100(+170%-305% Damage)

Target Acquired
Read Above + lowering the cooldown makes this better for critical builds since critical builds tend to not run Boost Engine or Coherence
Cooldown changed from 17/17/17 to 15/12/9

Fire Flare
Read Above + Read Above + Fire Flare strikethroughs damage needs to be more than a weapon that happens every 0.95 seconds. Fire Flare is most often run with movement speed splash builds along with full damage runs.
Damage increased from 27-67(+92-154% Damage)(+125% Bonus Movement Speed) --> 27-67(+100-178% Damage)(+250% Bonus Movement Speed)

Warped Visions
This utility active was at one point the best skill to run to complete the game, after receiving a bugfix change plus with the removal of the skill Break the Machine this skill never really found a comeback. We’re intentionally making this skill overpowered as we want Warped Visions to once again be strong.
Rate of Fire Bonus increased from 50/65/65 --> 65/80/100% + Bugfix (Fixed a bug where movement speed scaling would sometimes not account toward the rate of fire bonus

All In
This change was already sort of live, we actually hotfixed this to our steam version but not to our xbox version by accident. This change is now noted in the skill tree.
Cooldown lowered from 40/33/26 --> 24/19/14

Rokorzium Beacon
This skill had weird upgrades, changing this specifically for linearity? Is that a word? No. IDC
Cooldown lowered from 160/160/115 --> 135/120/95

Power Surge
Statistically Power Surge is really good, the problem is that most of our devoted players with high playtime think the skill is a bit weak and not actually useful in nightmare mode. After some discussions, we ultimately agree with our playerbase and have listened to the suggestions made by YOU the players. Keep up the great work and we love to talk about balance with you guys!
Cooldown lowered from 35/35/35 --> 35/28/21 Damage increased from 145%/190%/235% Current Shield --> 175%/245%/315% Current Shield

Lifeline
Lifeline has always been used in tandem with Cooling Cell, to get off multiple instances of invulnerability one directly after another, effectively being able to chain around 10-12 seconds of being unable to take ANY damage. However; we’ve never seen a build that attempts to max out the damage of this skill, so this small change
Damage increased from 11% Max Health/+16% Armor--> 20% Max Health/+23.5% Armor; Cooldown lowered from 90/90/75 --> 85/75/65

Ember Dash
So why are we buffing Ember Dash? Literally over a meme. We’re buffing a skill because of a meme made by OOPS WE CANT SAY. SORRY
Damage increased from 40(+25% Damage)/80(+45% Damage) per second --> 40(+31% Damage)/85(+54% Damage)
Windows Beat The Machine Content Depot 1272241
  • Loading history…
Ad-free Steam data for everyone since 2012
Support SteamDB • Donate or contribute
Open link