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Asset + Vehicle Balancing - Update V0.23


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Con

Con
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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. 
 
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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.
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    Animation & Effects
  • Projectiles from weapons should now originate correctly from the weapon muzzle.
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