Most importantly, this patch has a fix for the AT teams getting stuck trying to fire when ordered into cover.
In general, the goal of this patch is to nudge the usefulness of Infantry back up a bit. We've given Riflemen and Snipers a little bit of a boost and pulled back some of the changes we made to the vehicles.
As always, let us know what you think.
Gameplay Fixed an issue where AT units would sometimes become stuck in an idle state after entering cover while in an attacking state. Unlock: TOW and Kornet - reduced fire rate, decreased accuracy. Equipment: Grenades - reduced throw accuracy, reduced damage radius by 15%. Units: All Vehicle Resupply Timers increased by 10%. Units: Tank shell accuracy decreased, damage radius reduced slightly. Units: Tank health reduced by 10%. Units: Riflemen health increased by around 15%. Units: Sniper health increased by around 15%. Units: Sniper resupply timers reduced to 25 sec. Units: US AT Teams health reduced by 10%. Support: "Broadcast Attack", "EMP", "Blackout", "Network Disruption" : The camera is now moveable while the HUD lockouts are active and the fullscreen glitch effect has been reworked to be more subtle Support: "Critical Deployment" cost increased from 5 to 7. Support: "Rapid Response" limited to Infantry. Support: "Heavy Armor" cost increased from 4 to 5, gives opponent 5 supply instead of 2. Support: "Smoke Mortar" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Smoke Artillery" increased effectiveness of accuracy effect on rockets / tank shells. Support: "Beyond the Wire" reduced reinforcements gained from 3 to 1. Support: "Priority Target" reduced cost from 4 to 2.
Animation & Effects Projectiles from weapons should now originate correctly from the weapon muzzle.