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PU02 update notes

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Dec 17th, 2013
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  1. PU02 Patch Notes
  2. Performance:
  3.  
  4. Esamir Object Optimization. We optimized the number of unique objects, overall object count, and polygons per object on Esamir. This will give players the same environment based performance increases they see on Indar.
  5. Physics Optimization – We have changed the way we simulate various aspects of the server and client to more efficiently process players and vehicles in the game.
  6. Client Memory Optimization – Animations have gotten some serious work to reduce their overall cost without reducing quality. Many per-player animation costs are reduced for players at a distance.
  7. Additional client crashes fixed.
  8. UI – Optimized dynamic image loading and processing to reduce GUI advance spikes ( eliminates over 50% of the intermittent 4+ms spikes we were seeing )
  9. UI - Optimized data processing on the loadout pages
  10.  
  11. Balance:
  12.  
  13. Significant changes have been made to infantry and vehicle balance. These changes are listed in the last sections of the patch notes and are over 10,000 words.
  14.  
  15.  
  16. Holidays:
  17.  
  18. Over the next few weeks you may come across some snowmen scattered across the frozen wasteland of Esamir. These jolly and harmless fellows can be blown up for a nice chunk of XP, and, if you can light up enough of them you may earn a special reward. Also, keep your eye out for a rare blinged out Golden Snowman who gives a very exclusive reward. If you see one, make sure you get it before your squadmates do!
  19. Nanite Systems has been hard at work on a new pistol. Get a silver medal with it and you will unlock a special title.
  20. In addition to new holiday camos and decals, from the 18th of December through the 1st of January we will be having some huge sales in game.
  21. Each day during those two weeks a new category in the marketplace (such as "shotguns" or "helmets") will be on sale for 50% off. In addition all Items of the Day items will be 99SC regardless of their original cost, and Members Only Item of the Day items will be 1SC, so make sure you log in every day and don't miss out on anything good!
  22. Make sure to give your enemies the gift of C4 this holiday season!
  23.  
  24. Depot:
  25.  
  26. Fixed camo coverage on several infantry weapons
  27. Razor fins attachment will no longer appear washed out at night
  28. Camo coverage and LOD adjustments to several vehicle attachments
  29. VS infantry weapons now have more camo coverage
  30. Weapon camos will no longer be applied to all the weapons in the slot; they will apply to just the one selected
  31. Increased the intensity of camo to 100% and added more coverage on MAX weapons
  32. Lowered the cert point cost of some optics on starting weapons to let new characters customize their weapon earlier.
  33.  
  34. Combat:
  35.  
  36. Deployables should no longer sink into the ground
  37. Spawn Beacons can no longer be placed inside facility walls
  38. A bug allowing players to squad deploy as MAXs has been addressed
  39. Fixed an issue with fall damage not registering at heights below 100m
  40. NC scope’s magnification now correctly matches their labels
  41. AV turrets collision better matches the geometry
  42. Recoil animations while in iron sights have been toned down on several TR carbines
  43. Resolved an issue where certain items could be unlocked in the VR zone for use in the main world
  44.  
  45. Vehicles:
  46.  
  47. Tank mines should explode more reliably when activated by vehicles
  48. Fixed an issue where the Liberator could bypass the Biodome geometry and kill players inside
  49. VS Mine guard is no longer displaying confusing allegiances (NC colors)
  50. Horn of Liberty should now properly unlock account wide
  51. Decals should display correctly on scythes
  52. Hood ornaments should now display when used in combination with bumpers
  53. Cockpit glass should all be fixed now
  54.  
  55. Animation:
  56.  
  57. Fixed an issue with Spawn Beacon animation
  58. Improved iron sights animations
  59. Engineers using turrets should now have more accurate animations
  60. Revive animations should play more reliably
  61. Fixed an issue where landing gear on flying vehicles would end up in the wrong position
  62.  
  63. Misc:
  64.  
  65. Occasionally, players would end up remaining in the world when servers were brought down; that should no longer occur
  66. Proximity repair hologram on the Sunderer should no longer appear incorrectly
  67. Fixed an issue where launching the game on Windows XP could cause the world to tint an odd color for a period of time
  68. Fixed a few issues relating to window resizing and initialization that could cause bugs and errors
  69. Running with multiple monitors should be tolerable now, but note that we don’t yet support UI window adjustments in this mode
  70. Fixed a graphical corruption issue that could occur with certain particles on AMD graphics cards
  71. A small group of accounts have had items removed that were incorrectly purchased without subtracting Station Cash.
  72.  
  73. Standard Spawn Options:
  74.  
  75. Increased standard spawn options to include:
  76. Nearest Small outpost by lattice links
  77. Nearest Large outpost by lattice links
  78. This should alleviate situations where pilots and others are downed more than one region away from a friendly territory and are stuck with no good spawn options. This change will offer the nearest small outpost and nearest large outpost in addition to the nearest major facility that is already available. This should allow those players to either join the nearest front or fall back to spawn another vehicle at a larger facility. Please note that the distance is by lattice-links, not as the crow flies.
  79. You can now deploy at any warpgate regardless of your current continent.
  80.  
  81. Squad Leader Indicators:
  82.  
  83. Functionality for a squad leader to mark a cap point has been added. This will add arrows to the objective indicator on the HUD that your squadmates can see. Hold the spot button down (q by default) to bring up the quick menu while targeting a capture point to set the indicator.
  84. Squad leaders no longer have to cert into the ability to set a primary squad target using the Q menu (QAM)
  85. Players who previously purchased the Squad Objectives certification from the squad leadership certifications tree will be refunded the 30 CP cost
  86.  
  87. UI:
  88.  
  89. Capture point capture progress bars should now update every .5 seconds instead of every 2 seconds
  90. Objectives are now clamped to the edge of the screen
  91. You will now receive a notification whenever you unlock a title
  92. When turning off your UI the overhead icons will once again hide
  93. Enable VSync whether windowed or fullscreen mode
  94. Continent map should load faster the first time you open it every game session
  95. Commissioner variants should no longer appear in the Certs menus
  96. Added some functionality to sort by name and rank on several social screens in the UI
  97. Map searching will no longer produce double results after swapping characters
  98. Addressed an issue where Sunderer icons could display in bad locations
  99.  
  100. World:
  101.  
  102. Warpgate rotation
  103. Freyr Amp Station update. We've added multiple cap points to the Freyr Amp Station. Each cap point is tied to a nearby spawn room. By reducing the reliance on Sunderers for spawning, this should facilitate some fierce infantry battles at Freyr.
  104. Adjusted Biolab pain fields to follow capture status correctly
  105. VR Training zone minimap should no longer appear as black occasionally
  106. VR Training zone should no longer have black terrain
  107.  
  108.  
  109.  
  110. VEHICLE BALANCE
  111. Harasser adjustments
  112. The Harasser is performing too strongly on the battlefield. It’s very fast, has a good amount of armor, a good selection of weapons, and can even repair on the run.
  113.  
  114.  
  115. We’re going to make changes that require the Harasser to use its speed to get closer to targets and create more risk versus reward. So, the range of most Harasser weapon variants is being lowered. In addition, anti-personnel style vehicle weapons are receiving buffs against light-armor. These weapons also generally have a higher RPM and faster projectiles so they are more capable of hitting a high speed target. Details on specific weapon changes are listed farther below in the individual weapons section.
  116. Harasser Turbo
  117. With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option.
  118.  
  119. An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank
  120. A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds
  121.  
  122. Harasser Rumble Seat Repairs
  123. Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.
  124.  
  125. Composite Armor
  126. Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them.
  127. Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.
  128.  
  129. Stock Armor
  130.  
  131. The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).
  132.  
  133.  
  134. Vehicle Secondary Anti-Personnel Adjustments
  135. We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.
  136.  
  137. In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.
  138.  
  139.  
  140. And finally, we are working towards bringing the weapons more in line with each other.
  141.  
  142.  
  143. M12 Kobalt
  144.  
  145. The M12 doesn’t get equipped very often so we want to further define this weapon from the basilisk as a superior infantry killer. We are increasing damage at close ranges and pushing out the minimum damage range. In addition, we are adding headshot and legshot multipliers. Finally, we are making adjustments to the cone of fire making it even more accurate in bursts, but a bit less accurate when held down. This should make the M12 Kobalt stand out more from other weapons and perform well at all ranges. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.
  146.  
  147. M12 Kobalt
  148.  
  149. Max damage increased from 193 to 200
  150. Min damage range increased from 100 to 130
  151. Starting CoF reduced from 0.25 to 0.2 degrees
  152. Maximum CoF increased from 0.25 to 0.5 degrees
  153. CoF recovers quickly
  154. Added headshot multiplier of 2
  155. Added legshot multiplier of -0.1
  156.  
  157. M12 Kobalt-H
  158.  
  159. Max damage increased from 193 to 200
  160. Min damage range decreased from 100 to 65
  161. Starting CoF reduced from 0.25 to 0.2 degrees
  162. Maximum CoF increased from 0.25 to 0.5 degrees
  163. CoF recovers quickly
  164. Added headshot multiplier of 2
  165. Added legshot multiplier of -0.1
  166.  
  167. M20 Basilisk
  168. The Basilisk performs decent, but we feel there is some room for improvement, especially just how it feels when firing it. The below changes should be an overall improvement for the Basilisk especially at close range and against vehicles. It is receiving a rate of fire buff so that using the gun feels better and it feels like it hits more often. The CoF changes are intended to offset some of its infantry killing capability, especially with its rate of fire increase. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.
  169.  
  170. M20 Basilisk
  171.  
  172. Fire rate increased from 300 RPM to 400 RPM
  173. Max damage reduced from 275 to 250
  174. Max damage range reduced from 75 to 10 meters
  175. Min Damage reduced from 200 to 167
  176. Min damage range increased from 75 to 130 meters
  177. Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
  178. Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
  179. Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
  180. Cone of fire recovers quickly
  181. Added legshot multiplier of -0.1
  182. Ammo resupply now grants 60 rounds per tick up from 25 (100 on Sunderer version)
  183.  
  184. M20 Basilisk-H & F
  185.  
  186. Fire rate increased from 300 RPM to 400 RPM
  187. Max damage reduced from 275 to 250
  188. Max damage range reduced from 75 to 10 meters
  189. Min Damage reduced from 200 to 167
  190. Min damage range increased from 75 to 60 meters
  191. Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
  192. Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
  193. Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
  194. Cone of fire recovers quickly
  195. Added legshot multiplier of -0.1
  196. Ammo resupply now grants 60 rounds per tick up from 25
  197.  
  198. M20 Drake
  199.  
  200. Being the air borne version of the Basilisk, we made some similar adjustments. The fall off for this variant is being adjusted to be to better overlap with ESF fall off damage.
  201.  
  202. M20 Drake
  203.  
  204. Fire rate increased from 300 RPM to 400 RPM
  205. Max damage range increased from 150 to 250 meters
  206. Min damage range increased from 250 to 350 meters
  207. Added legshot multiplier of -0.1
  208. Ammo resupply now grants 60 rounds per tick up from 25 (Liberator version)
  209. Ammo resupply now grants 100 rounds per tick up from 25 (Galaxy version)
  210.  
  211. M60-G Bulldog
  212. For now, we are just defining a difference for the Harasser version. The direct hit damage is increasing for the Sunderer variant.
  213.  
  214. M60-G Bulldog
  215.  
  216. Max damage increased from 750 to 1000
  217.  
  218. M60-G Bulldog-H
  219.  
  220. No changes
  221.  
  222. C85 Canister
  223. This weapon has been renamed so there is less confusion with the enforcer ML and it is receiving lots of adjustments to bring it more in line compared to the Marauder and PPA. While it lacks splash damage it has the highest potential damage output, is receiving headshot multipliers, has the quickest projectile, receiving additional ammo per magazine, receiving additional pellets per shot, and the pellet spread should allow for some slop in aiming. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its damage fall off occur sooner.
  224.  
  225. C85 Canister
  226.  
  227. Renamed from “Enforcer C85 Modified” to “C85 Canister”
  228. Now on a new Resist Type: “Vehicle Shotgun (Canister)”
  229. This resist type does no damage to heavy armor, but does good damage to light armor.
  230. Nanoweave and MAX Kinetic armor protects against this damage type
  231. Max Damage lowered from 150 to 125
  232. Max Damage Range decreased from 40 to 12
  233. Min Damage decreased from 125 to 80
  234. Min Damage Range decreased from 100 to 40 meters
  235. Magazine size increased from 5 to 8
  236. Magazine size certification now has a second rank that adds 2 rounds
  237. Ammo Capacity increased from 100 to 160
  238. Ammo Capacity certifications now grant 8 rounds per rank
  239. Added headshot multiplier of 1.5
  240. Added legshot multiplier of 0.1
  241. Pellet count increased from 8 to 12
  242. Projectile speed increased from 225 to 400
  243. Projectile gravity increased from 1 to 7.5
  244.  
  245. C85 Canister-H
  246.  
  247. Renamed from “Enforcer C85 Modified-H” to “C85 Canister-H”
  248. Now on a new Resist Type: “Vehicle Shotgun (Canister)”
  249. This resist type does no damage to heavy armor, but does good damage to light armor.
  250. Nanoweave and MAX Kinetic armor protects against this damage type
  251. Max Damage lowered from 150 to 125
  252. Max Damage Range decreased from 40 to 8
  253. Min Damage decreased from 125 to 80
  254. Min Damage Range decreased from 100 to 30 meters
  255. Magazine size increased from 5 to 8
  256. Magazine size certification now has a second rank that adds 2 rounds
  257. Ammo Capacity increased from 100 to 160
  258. Ammo Capacity certifications now grant 8 rounds per rank
  259. Added headshot multiplier of 0.5
  260. Added legshot multiplier of -0.1
  261. Reversed the order of digits to make this code more unique 5963-466-855
  262. Pellet count increased from 8 to 12
  263. Projectile speed increased from 225 to 400
  264. Projectile gravity increased from 1 to 7.5
  265.  
  266. P525 Marauder
  267. As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.
  268.  
  269. P525 Marauder
  270.  
  271. Now on a new Resist Type: “Anti-Light Armor”
  272. This resist type does no damage to heavy armor, but does good damage to light armor.
  273. Flak Armor protects against this kind of damage
  274. Max Damage increased from 150 to 350
  275. Inner Blast damage reduced from 450 to 334
  276. Inner Blast damage radius reduced from 2 to 1 meters
  277. Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
  278. Projectile Speed increased from 125 to 150 meters per second
  279. Fire rate decreased from 200 RPM to 171 RPM
  280.  
  281. P525 Marauder-H
  282.  
  283. Now on a new Resist Type: “Anti-Light Armor”
  284. This resist type does no damage to heavy armor, but does good damage to light armor.
  285. Flak Armor protects against this kind of damage
  286. Max Damage increased from 150 to 315
  287. Inner Blast damage reduced from 450 to 334
  288. Inner Blast damage radius reduced from 2 to 1 meters
  289. Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
  290. Fire rate decreased from 200 RPM to 171 RPM
  291.  
  292. Proton II PPA
  293. As part of the light armor changes we want to increase the PPAs effectiveness against light armor. For this, we are placing it on a new damage type that does extra damage to light armor, but no damage to heavy armor. Otherwise, the Proton II PPA is close to where we would like. We’re going to bring in the fall off damage ranges to better match the Basilisk and Canister, and reduce the inner blast damage radius. We are also experimenting with increasing its projectile size to see if that provides any noticeable benefit. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its fall off damage occur sooner.
  294.  
  295. Proton II PPA
  296.  
  297. Now on a new Resist Type: “Anti-Light Armor”
  298. This resist type does no damage to heavy armor, but does good damage to light armor.
  299. Flak Armor protects against this kind of damage
  300. Max damage decreased from 275 to 235
  301. Max damage range decreased from 50 to 10 meters
  302. Min damage decreased from 225 to 167
  303. Min damage range decreased from 150 to 75 meters
  304. Blast inner radius reduced from 1.5 meters to 1 meter
  305. Projectile size increased to 200mm up from 30mm
  306.  
  307. Proton II PPA - H
  308.  
  309. Now on a new Resist Type: “Anti-Light Armor”
  310. This resist type does no damage to heavy armor, but does good damage to light armor.
  311. Flak Armor protects against this kind of damage
  312. Max damage decreased from 275 to 235
  313. Max damage range decreased from 50 to 10 meters
  314. Min damage decreased from 225 to 167
  315. Min damage range decreased from 150 to 65 meters
  316. Blast inner radius reduced from 1.5 meters to 1 meter
  317. Projectile size increased to 200mm up from 30mm
  318.  
  319. M40 Fury
  320. The Fury performs well, but we want the fury to be a more distinct choice compared to other similar options. We’re going to do this by allowing increasing its direct hit damage and allowing that to do damage to heavy armor. The damage it can do to heavy armor will be higher than what it could do previously. Its blast radius will be brought to match the PPA and Marauder, but we will also increase its magazine size. As one of the changes to promote the Harasser getting closer to targets, the Harasser and Flash variant is adjusted to do less direct damage than the tank version.
  321.  
  322. M40 Fury
  323.  
  324. Direct damage increased from 300 to 400
  325. Blast damage reduced from 550 to 334
  326. Blast damage inner radius reduced from 2 meters to 1 meter
  327. Blast damage outer radius reduced from 4 meters to 3 meters
  328. Magazine size increased from 5 to 8
  329. Ammo Capacity for Flash increased from 30 to 48
  330. Certifications increased to 8 per rank up from 5
  331. Ammo Capacity for Sunderer increased from 100 to 160
  332. Certifications decreased to 8 per rank up from 20
  333.  
  334. M40 Fury-H & F
  335.  
  336. Direct damage increased from 300 to 365
  337. Blast damage reduced from 550 to 334
  338. Blast damage inner radius reduced from 2 meters to 1 meter
  339. Blast damage outer radius reduced from 4 meters to 3 meters
  340. Magazine size increased from 5 to 8
  341. Ammo Capacity for the Harasser version increased from 75 to 120
  342. Certifications decreased to 8 per rank down from 15
  343.  
  344. AV Secondary Weapons
  345. We are making adjustments on these weapons based on data to bring them more in line with each other (details next to each weapon below). In addition we want to make them less effective against infantry. To do that we are bringing the damage of these weapons down by approximately 66%. This will allow us to make flak armor more consistent and more effective against them. Vehicle resistances are being adjusted to make the damage against them the same.
  346.  
  347.  
  348. E540 Halberd
  349. The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.
  350.  
  351. ES540 Halberd
  352.  
  353. Direct hit damage reduced from 1500 to 1000
  354. Inner Blast damage radius reduced from 1 meter to 0.5 meters
  355. Inner Blast damage reduced from 750 to 450
  356. Launch speed set to 200 meters per second
  357. Within 1 second, the projectile will accelerate to max speed of 275 meters per second
  358.  
  359. ES540 Halberd–H
  360.  
  361. Direct hit damage reduced from 1500 to 800
  362. Blast damage inner radius reduced from 1 meter to 0.5 meters
  363. Inner Blast damage reduced from 750 to 400
  364. Launch speed set to 200 meters per second
  365. Within 1 second, the projectile will accelerate to max speed of 275 meters per second
  366.  
  367. Enforcer ML85
  368. The Enforcer slightly underperforms compared to the Halberd, Vulcan and Saron. So will be a damage increase against other vehicles (by not lowering it by 66%). We are also increasing its splash damage to be in line with the other weapons. Finally, we are also applying the new projectile acceleration mechanics to it. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.
  369.  
  370. Enforcer ML85
  371.  
  372. Direct hit damage reduced from 700 to 500
  373. Inner Blast damage increased from 150 to 334
  374. Launch speed set to 200 meters per second
  375. Within 1 second, the projectile will accelerate to max speed of 300 meters per second
  376.  
  377. Enforcer ML65 - H
  378.  
  379. Direct hit damage reduced from 650 to 450
  380. Inner Blast damage increased from 150 to 334
  381. Launch speed set to 200 meters per second
  382. Within 1 second, the projectile will accelerate to max speed of 300 meters per second
  383.  
  384. Saron HRB
  385. The Saron is pretty close to where we like it. For now, the only change we are doing is adjusting the harasser version. It will require one more splash hit to kill if hitting with only inner splash damage.
  386.  
  387. Saron HRB
  388.  
  389. Direct hit damage reduced from 425 to 284
  390. Inner Blast damage increased from 350 to 367
  391.  
  392. Saron HRB-H
  393.  
  394. Direct hit damage reduced from 375 to 250
  395. Inner Blast damage reduced from 350 to 334
  396.  
  397. Armor Piercing Bullet Weapons
  398. We are lowering the damage of these weapons to make them less effective against infantry. Vehicle resistance is being updated to be the same TTK with the following exceptions. These were cases we found that armor piercing bullets were too effective:
  399.  
  400. Flash resistance to Armor Piercing Bullets increased: Adding about 0.25 seconds to TTK
  401. Lightning resistance to Armor Piercing Bullets increased: Adding about 1 second to the TTK on average.
  402. Phalanx Turret resistance to Armor Piercing Bullets increased: The phalanx turret now has tank level armor against AP Bullets (prowler/Magrider side armor specifically)
  403. MANA Turret resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK
  404. Terminal resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK
  405.  
  406. G30 Vulcan
  407. Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.
  408.  
  409. G30 Vulcan
  410.  
  411. Max damage decreased from 250 to 167
  412. Max damage range decreased from 200 to 10 meters
  413. Min Damage decreased from 175 to 125
  414. Min Damage range decreased from 500 to 130 meters
  415. Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
  416. Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
  417. Cone of Fire will recover faster
  418. Added a legshot multiplier of -0.1
  419.  
  420. G30 Vulcan–H
  421.  
  422. Max damage decreased from 220 to 167
  423. Max damage range decreased from 200 to 10 meters
  424. Min Damage decreased from 165 to 125
  425. Min Damage range decreased from 500 to 65 meters
  426. Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
  427. Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
  428. Cone of Fire will recover faster
  429. Added a legshot multiplier of -0.1
  430.  
  431. CAS30 Tank Buster
  432. No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
  433.  
  434. Max Damage decreased from 500 to 334
  435. Min Damage decreased from 250 to 143
  436. Added a legshot multiplier of -0.1
  437.  
  438. AP30 Shredder
  439. No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
  440.  
  441. Max Damage decreased from 375 to 250
  442. Min Damage decreased from 225 to 143
  443. Added a legshot multiplier of -0.1
  444.  
  445. Tank Cannons
  446. Tank cannon damage and resistance is being adjusted in order to keep damage numbers more consistent. Time to kill should remain the same with AP and HEAT in most cases. We think High Explosive rounds are performing too poorly when used against other tanks so they are getting a direct damage increase.
  447.  
  448. Phalanx Turrets and Facility Terminals are receiving increased resistance to tank shells. A Phalanx Turret is now equivalent to a side hit against a Magrider or Prowler. A terminal in most cases will require two tank rounds to destroy.
  449.  
  450. As mentioned above, damage is the only thing to change on the below tank cannons. TTK remains unchanged except against Phalanx Turrets and Facility Terminals:
  451.  
  452. Lightning
  453.  
  454. L100 Python HEAT
  455. Direct hit damage reduced from 1400 to 1275
  456. L100 Python HE
  457. Direct hit damage increased from 925 to 1000
  458. L100 Python AP
  459. Direct hit damage increased from 1540 to 1600
  460.  
  461. Magrider
  462.  
  463. Supernova PC
  464. Direct hit damage reduced from 1550 to 1410
  465. Supernova Volatile PC
  466. Direct hit damage remains unchanged at 1175
  467. Supernova Focused PC
  468. Direct hit damage increased from 1785 to 1865
  469.  
  470. Vanguard
  471.  
  472. Titan-150 HEAT
  473. Direct hit damage reduced from 1750 to 1600
  474. Titan-150 AP
  475. Direct hit damage increased from 2000 to 2075
  476. Titan-150 HE
  477. Direct hit damage remains unchanged at 1300
  478.  
  479. Prowler
  480.  
  481. P2-120 HEAT
  482. Direct hit damage reduced from 1100 to 1000
  483. P2-120 AP
  484. Direct hit damage reduced from 1200 to 1250
  485. P2-120 HE
  486. Direct hit damage increased from 650 to 725
  487.  
  488. Phalanx
  489.  
  490. Spear
  491. Direct hit damage increased from 1500 to 1550
  492.  
  493. Liberator
  494.  
  495. C150 Dalton
  496. Direct hit damage increased from 1750 to 1825
  497.  
  498. ESF Nose cannon adjustments (Default and Rotary)
  499. We are lowering the damage they can do versus infantry and heavy armor. We want them to be excellent against air and light armor and they are just too high on the list of things killing infantry and armor. There are other weapons to pick on the ESF for those targets and we want to drive that distinction more. So we are lowering the base damage of nose cannons and adjusting vehicle resistances. Against most vehicles, the TTK will be the same.
  500.  
  501. Fall off damage is also being adjusted with a few goals in mind. It goes well with our above goal and over time, we will be adjusting other weapons like the Walker to better overlap with these new damage ranges, creating a better dynamic for ESF engagement ranges. Additionally, it provides further distinction between the default nose cannons and the rotary nose cannons.
  502.  
  503. Finally, we will be making some adjustments based on data gathered since the cannons were re-tuned several updates ago. Reload speeds are being adjusted to bring damage over time of each weapon closer to each other. This includes making the rotary damage over time closer to the default nose cannons. This removes an advantage the rotary has against high health targets such as MBTs, Galaxies and Liberators. We also found the Mosquito nose cannons in general were outperforming, so we are lowering their magazine size advantage.
  504.  
  505. To accommodate the lower damage versus infantry, the resistance value against “ESF nose cannons” for all vehicles needed to be adjusted. The TTK (time to kill) will remain close to live values with the exception of:
  506.  
  507. Flash: Armor against ESF cannons increased about 50%
  508. Lightnings: Resistance increased about 20%
  509. MBTs: Resistance increased about 20%
  510. Phalanx Turrets: Resistance increased about 40%
  511. MANA Turrets: Resistance increased about 25%
  512.  
  513. Default Nose Cannons
  514. As mentioned above, for each empire, damage is being lowered against infantry and the fall off damage range is being brought in. Reload speeds are being slightly tweaked to bring the damage over time closer together. The Reavers minimum damage is not lowered as much as the other empires. The Mosquito is outperforming the other empires so we are lowering its magazine size advantage.
  515.  
  516. Saron LC
  517. Max damage decreased from 340 to 220
  518. Min damage decreased from 255 to 184
  519. Min damage range decreased from 325 to 300
  520. Added a legshot multiplier of -0.1
  521. M20 Mustang
  522. Max damage decreased from 400 to 250
  523. Max damage range increased from 225 to 230
  524. Min damage decreased from 290 to 200
  525. Min damage range decreased from 350 to 330
  526. Reload speed reduced from 2.5 seconds to 2.4 seconds
  527. Added a legshot multiplier of -0.1
  528. M18 Needler
  529. Max damage decreased from 315 to 200
  530. Min damage decreased from 245 to 167
  531. Min damage range decreased from 325 to 300
  532. Magazine size reduced from 75 to 70
  533. Added a legshot multiplier of -0.1
  534.  
  535. Rotary Nose Cannons
  536. As mentioned above, for each empire damage is being lowered against infantry. The fall off damage range was brought in. We are adjusting the reload speeds to better match damage over time between these weapons and the default nose cannons. The Mosquito is outperforming the other rotary cannons so we are lowering its magazine size advantage.
  537.  
  538. Hailstorm Turbo Laser
  539. Max damage decreased from 360 to 230
  540. Max damage range decreased from 125 to 100
  541. Min damage decreased from 300 to 167
  542. Min damage range decreased from 250 to 200
  543. Reload speed increased from 1.75 seconds to 1.8 seconds
  544. Added a legshot multiplier of -0.1
  545. Vortek Rotary
  546. Max damage decreased from 500 to 320
  547. Max damage range decreased from 150 to 130
  548. Min damage decreased from 425 to 210
  549. Min damage range decreased from 275 to 230
  550. Reload speed increased from 2 seconds to 2.25 seconds
  551. Added a legshot multiplier of -0.1
  552. M18 Rotary
  553. Max damage decreased from 315 to 200
  554. Max damage range decreased from 125 to 100
  555. Min damage decreased from 200 to 143
  556. Min damage range decreased from 270 to 200
  557. Reload speed increased from 2.25 seconds to 2.5 seconds
  558. Magazine size reduced from 50 to 45
  559. Added a legshot multiplier of -0.1
  560.  
  561. Other Changes
  562. C75 Viper
  563. Weapon could use a small buff. We are going to increase its effectiveness against vehicles a bit by changing its damage type. The tank adjustments noted above still cause the damage value to decrease, so we are also increasing its blast damage to ensure it can still 1 hit kill a non flak armor target.
  564.  
  565. Direct hit damage is now on resist type 7 (tank shells)
  566. Damage reduced from 475 to 400
  567. Blast damage increased from 550 to 600
  568.  
  569. Prowler Anchored Mode
  570. Data shows that anchored mode is extending the Prowlers range too far as well as making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced from 15/30/45/60% per rank, to 7.5/15/22.5/30%
  571.  
  572. Sunderer
  573. Sunderer Resistance versus type 4 damage (heavy machine gun) increased from 70% to 75%. Mostly as a response to the Basilisk rate of fire change, but looking at data, the Sunderer is a bit too vulnerable to heavy machine gun damage and could the increase in resistance.
  574.  
  575.  
  576.  
  577. Weapon Balance
  578.  
  579.  
  580. Major changes
  581.  
  582. LMGs have been performing too well at hip-fire when compared to the other weapon types. This coupled with their higher than average ammunition capacity has caused them to outclass other weapon types in those other weapon’s intended roles. We've done a global reduction to hip fire accuracy across all LMGs to make them more LMG-like.
  583. Weapons with 0.75x aim move speeds have been adjusted so that they have clearer tradeoffs for that move speed bonus. This generally means more recoil to better match their role as close-quarter weapons, and in some cases longer reloads.
  584. Assault rifles with hip-fire accuracy bonuses have a little too much hip range when compared to the standard rifles. Hip-fire accuracy on these weapons has been reduced, though they still have higher accuracy than the standard assault rifles.
  585. Carbines have had their minimum damage range brought in by 5 meters. This better matches the scale of our facilities and the carbines intended role as a closer range weapon when compared to LMGs and Assault Rifles.
  586. All 143 damage carbines: Min damage reduced from 65 to 60 meters
  587. All 167 damage carbines: Minimum damage range reduced from 75 to 70 meters
  588. The one 200 damage carbine: Minimum damage range reduced from 85 to 80 meters
  589. Note: The close-range carbines that already had a lower minimum damage range remain at their previous values
  590. Laser sight attachment modifiers have been reduced so that they will no longer cause a weapon to have better accuracy than a weapon type that is two or more accuracy tiers down. For example, an LMG with an advanced laser sight will no longer give that LMG SMG-level hip accuracy (Yes, that was happening before).
  591.  
  592. NC Assault Rifle Changes
  593.  
  594. GR-22
  595. This weapon has received the standard assault rifle hip-fire reduction. Recoil has also been increased to better match its rate of fire.
  596. Vertical recoil increased from 0.22 to 0.25
  597. Min horizontal recoil increased from 0.225 to 0.25
  598. Hip fire accuracy reduced, but still better than AR standard
  599. Crouch: 1.0 to 1.125
  600. Crouch walk: 1.5 to 1.75
  601. Running: 2.0 to 2.25
  602. Reaper DMR
  603. The Reaper is getting a magazine size increase to even out its kill potential compared to other assault rifles. It is also receiving accuracy buffs so that movement isn’t as penalizing.
  604. Magazine size increased from 20 to 24
  605. Ammunition capacity increased from 140 to 144
  606. Short reload adjusted to work with the higher magazine size
  607. Increased from 1.86 to 1.925 seconds
  608. Hip-fire accuracy improved
  609. Crouch: 2.5 to 2.0
  610. Crouch walk: 3.0 to 2.5
  611. Stand: 3.0 to 2.5
  612. Running: 3.5 to 3.0
  613. Aimed moving accuracy improved
  614. Stand: 0.35 to 0.32
  615. Crouch: 0.2 to 0.17
  616. Velocity ammo now increases bullet speed to 650 m/s. The previous value was 600 m/s
  617. Fixed a bug that was causing the compensator to penalize hip-fire twice
  618. Gauss Rifle Burst
  619. This weapon has been growing in popularity after our last round of moving accuracy buffs. We’re taking those same buffs and applying them to the stationary states.
  620. Non-moving aimed accuracy improved
  621. Aimed accuracy improved from 0.03 to 0.0125
  622. Recoil adjustments to make second shot in burst more consistent
  623. Horizontal recoil reduced from 0.15 to 0.14
  624. Max recoil angle reduced so that burst direction is more consistent
  625. Gauss Rifle S
  626. Very small reload improvements to even out its damage over time with the other assault rifles
  627. Long reload: 2.86 to 2.8
  628. Short reload: 2.365 to 2.1
  629. Carnage BR
  630. This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.
  631. Vertical recoil increased from 0.22 to 0.247
  632. First shot recoil increased from 2.25 to 2.5
  633. Hip fire accuracy reduced, but still better than AR standard
  634. Crouch: 1.0 to 1.125
  635. Crouch walk: 1.5 to 1.75
  636. Running: 2.0 to 2.25
  637. Aimed moving accuracy now matches all other 0.75 ADS assault rifles
  638. 0.3 to 0.35
  639. Renamed to Carnage AR, because it’s an Assault Rifle and not a Battle Rifle
  640.  
  641. NC Carbines Changes
  642.  
  643. GD-7F
  644. Improving accuracy so it matches its damage type
  645. Hip accuracy loss per shot improved from 0.12 to 0.1
  646. Aimed accuracy loss per shot improved from 0.1 to 0.05
  647. AC-X11
  648. Like the Reaper DMR, we’re improving both bullets per magazine and overall accuracy. This weapon will now output more damage over time compared to before even though the reload time is being lengthened.
  649. Magazine size increased from 20 to 24
  650. Ammunition capacity increased from 140 to 144
  651. Reload adjusted to compensate for larger magazine
  652. Long reload increased from 2.425 to 2.75 seconds
  653. Short reload increased from 1.855 to 2.045 seconds
  654. Aimed moving accuracy improved
  655. Stand: 0.35 to 0.32
  656. Crouch: 0.2 to 0.17
  657. Hip fire improved, but still higher than carbine standard to match it being a long range weapon
  658. Crouch: 2.0 to 1.75
  659. Crouch walk: 2.5 to 2.25
  660. Stand: 2.5 to 2.25
  661. Running: 3.0 to 2.75
  662. Fixed a bug that was causing the compensator to penalize hip fire twice
  663. Recalculated the number of NC killed by C4'ing themselves. The new total is 591,432,0499.
  664. Gauss Compact Burst
  665. Same accuracy improvements as the Gauss Rifle Burst
  666. Non-moving aimed accuracy improved
  667. Aimed accuracy improved from 0.03 to 0.0125
  668. Recoil adjustments to make second shot in burst more consistent
  669. Horizontal recoil reduced from 0.15 to 0.14
  670. Max recoil angle reduced so that burst direction is more consistent
  671. Razor GD-23
  672. Full-auto accuracy and long reload have been improved
  673. Long reload is faster, from 2.275 to 2.0 seconds
  674. Reduced maximum horizontal recoil drift
  675.  
  676. NC LMG Changes
  677.  
  678. NC6 Gauss Saw
  679. This weapon is only receiving the global hip-fire reduction
  680. New minimum hip-fire accuracy: 3.5
  681. New maximum hip-fire accuracy: 4.5
  682. EM1
  683. Small recoil improvement to better match its rate of fire class
  684. Vertical recoil reduced from 0.35 to 0.335
  685. Muzzle velocity increased from 600 to 650 m/s
  686. New minimum hip-fire accuracy: 3.5
  687. New maximum hip-fire accuracy: 4.5
  688. GD-22S
  689. Short reload is now faster to better match its magazine size and rate of fire. Both full-auto recoil drift and recoil recovery have been improved.
  690. Short reload is faster, from 3.135 to 2.275 seconds
  691. Recoil recovery improved from 13 to 15
  692. Reduced maximum recoil horizontal drift
  693. New minimum hip-fire accuracy: 2.25
  694. New maximum hip-fire accuracy: 3.75
  695. Gauss Saw S
  696. Small muzzle velocity increase to better work with some of the weapon’s attachments
  697. Muzzle velocity increased from 615 to 630 m/s
  698. New minimum hip-fire accuracy: 3.25
  699. New maximum hip-fire accuracy: 4.25
  700. EM6
  701. Long reload length increased to better match its ammunition capacity. It was previously outputting more damage over time compared to other weapons in its class
  702. Long reload slower, from 5.5 to 5.655 seconds
  703. New minimum hip-fire accuracy: 3.5
  704. New maximum hip-fire accuracy: 4.5
  705. Anchor
  706. Reduced max recoil angle to make initial burst more accurate and overall recoil pattern more consistent
  707. Recoil angle variance reduced
  708. New minimum hip-fire accuracy: 2.25
  709. New maximum hip-fire accuracy: 3.75
  710.  
  711. NC Pistols Changes
  712.  
  713. LA8 Rebel
  714. Adding 2 more rounds per magazine to even out its kill potential versus other pistols
  715. Magazine size increased from 8 to10
  716. Ammunition capacity increased from 56 to 60
  717.  
  718. NC MAX AI Changes
  719.  
  720. Scattercannon
  721. Very small short reload speed increase to get the damage output to match the other NC MAX weapons
  722. Short reload from 3.0 to 2.945 seconds
  723. Mattock
  724. Increased range before damage starts scaling to match shotgun standard
  725. Max damage range increased from 10 to 12
  726.  
  727. NC Battle Rifle Changes
  728.  
  729. Warden
  730. Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
  731. Minimum damage increased from 200 at 65 meters to 225 at 75 meters
  732. Long reload improved from 3.5 to 3.4 seconds
  733.  
  734.  
  735.  
  736. TR Assault Rifles Changes
  737.  
  738. Cycler TRV
  739. Small improvement to full-auto recoil
  740. Reduced max horizontal recoil drift
  741. T1B Cycler
  742. Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base Cycler.
  743. Aimed COF from 0.1 to 0.06
  744. Horizontal recoil from 0.175 to 0.17
  745. TAR
  746. This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.
  747. Short reload increased from 2.96 to 3.0 seconds
  748. Vertical recoil increased from 0.27 to 0.3
  749. First shot accuracy increased from 2.75 to 3.0
  750. Hip-fire accuracy reduced
  751. Crouch: 1.0 to 1.125
  752. Crouch walk: 1.5 to 1.75
  753. Running: 2.0 to 2.25
  754.  
  755. TR Carbines Changes
  756.  
  757. LC2 Lynx
  758. This weapon is receiving the standard 0.75x weapon adjustments
  759. Long reload increased from 3.5 to 3.94 seconds
  760. Vertical recoil increased from 0.3 to 0.31
  761. Horizontal recoil increased by one tier, from 0.225/0.25 to 0.25/0.275
  762. Reduced maximum recoil angle to make initial burst more consistent
  763. T5 AMC
  764. Accuracy improved
  765. Vertical recoil reduced from 0.3 to 0.295
  766. TRAC-5 Burst
  767. Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base TRAC-5
  768. Aimed COF from 0.1 to 0.06
  769. Horizontal recoil from 0.175 to 0.17
  770. LC3 Jaguar
  771. This weapon is receiving the standard 0.75x weapon adjustments
  772. Vertical recoil increased from 0.3 to 0.31
  773. First shot recoil increased from 2.0 to 2.1
  774. Minimum horizontal recoil increased from 0.225 to 0.245
  775. Long reload increased from 3.88 to 3.89 seconds
  776. Stand move accuracy reduced from 0.3 to 0.35 to match close range carbine standard
  777.  
  778. TR LMGs Changes
  779.  
  780. CARV
  781. This weapon is only receiving the global hip-fire reduction
  782. New minimum hip-fire accuracy: 3.5
  783. New maximum hip-fire accuracy: 4.5
  784. CARV-S
  785. Improving both reload and recoil to better match its rate of fire
  786. Shortened long reload from 6.11 to 5.585 seconds
  787. Shortened short reload from 5.11 to 4.64 seconds
  788. Vertical recoil reduced from 0.45 to 0.42
  789. First shot recoil increased from 1.6 to 1.75
  790. Min horizontal reduced from 0.225 to 0.2. Max remains the same at 0.225.
  791. Reduced maximum horizontal recoil drift
  792. New minimum hip-fire accuracy: 3.5
  793. New maximum hip-fire accuracy: 4.5
  794. MSW-R
  795. Long reload improved to better match magazine size
  796. Long reload from 3.65 to 3.305 seconds
  797. Reduced maximum horizontal recoil drift
  798. New minimum hip-fire accuracy: 2.25
  799. New maximum hip-fire accuracy: 3.75
  800. T16
  801. This weapon is only receiving the global hip-fire reduction
  802. New minimum hip-fire accuracy: 3.5
  803. New maximum hip-fire accuracy: 4.5
  804. TMG-50
  805. This weapon is only receiving the global hip-fire reduction
  806. New minimum hip-fire accuracy: 3.25
  807. New maximum hip-fire accuracy: 4.25
  808. T32 Bull
  809. Long reload improved to better match magazine size.
  810. Improved long reload from 3.565 to 3.28 seconds
  811. Minimum hip-fire accuracy remains unchanged at 2.0
  812. New maximum hip-fire accuracy: 3.25
  813.  
  814. TR Pistols Changes
  815.  
  816. TX1 Repeater
  817. This weapon is performing a little too well at range when compared to the other pistols range. It only needs a slight adjustment so more recoil drift is being added in.
  818. Horizontal recoil increased from 0.1 to 0.175
  819. Increased maximum recoil drift range
  820.  
  821. TR MAX Changes
  822.  
  823. M6 Onslaught
  824. Increasing reload times to better match damage output when compared to pother MAXes
  825. Long reload from 2.8 to 3.0 seconds
  826. Short reload from 2.2 to 2.5 seconds
  827. M2 Mutilator
  828. Improving short reload to better match damage output when compared to pother MAXes
  829. Short reload from 2.9 to 2.4 seconds
  830.  
  831. TR Battle Rifle Changes
  832.  
  833. AMR-66
  834. Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
  835. Minimum damage increased from 200 at 65 meters to 225 at 75 meters
  836. Long reload improved from 3.5 to 3.4 seconds
  837.  
  838.  
  839.  
  840. VS Assault Rifle Changes
  841.  
  842. H-V45
  843. This weapon is receiving the standard 0.75x weapon adjustments
  844. Vertical recoil increased from 0.2 to 0.245
  845. Hip fire accuracy reduced
  846. Crouch: 1.0 to 1.125
  847. Crouch walk: 1.5 to 1.75
  848. Running: 2.0 to 2.25
  849. CME
  850. Reduced maximum recoil angle. Makes initial burst more accurate and predictable, and overall recoil more consistent.
  851. Equinox VE2 Burst
  852. Standard burst weapon accuracy improvements
  853. Aimed accuracy improved from 0.1 to 0.06
  854. Horizontal recoil reduced from 0.175 to 0.17
  855. Reduced maximum recoil angle to make burst angle more consistent
  856.  
  857.  
  858.  
  859.  
  860. VS Carbine Changes
  861.  
  862. Pulsar C
  863. Improving short reload to better match rate of fire
  864. Short reload from 1.82 to 1.67 seconds
  865. Solstice Burst
  866. Standard burst weapon accuracy improvements
  867. Aimed accuracy improved from 0.1 to 0.06
  868. Horizontal recoil reduced from 0.175 to 0.17
  869. Reduced maximum recoil angle to make burst angle more consistent
  870. Serpent
  871. Recoil is being increased. This weapon previously had too little recoil for its rate of fire.
  872. First shot recoil increased from 2.5 to 2.75
  873. Maximum horizontal recoil increased from 0.25 to 0.275. Minimum horizontal recoil remains the same at 0.25.
  874.  
  875.  
  876. VS LMG Changes
  877.  
  878. All VS LMGs
  879. All VS LMGs now match the LMG standard of having a 0.2 crouch move COF and a 0.4 stand-move LMG COF. The VS carbines and assault rifles retain their high moving accuracy because it offsets them having lower magazine sizes and a lower than average rate of fire, which are traits that the VS LMGs don’t share.
  880. Orion
  881. This weapon is receiving the standard 0.75x weapon adjustments
  882. Long reload improved from 4.0 to 3.655 seconds
  883. Short reload increased from 3.045 to 3.28 seconds
  884. First shot recoil increased from 2.15 to 2.25
  885. New minimum hip-fire accuracy: 2.25
  886. New maximum hip-fire accuracy: 3.5
  887. VX29 Polaris
  888. Small improvements to reload speeds and full auto-accuracy
  889. Long reload from 5.1 to 4.925 seconds
  890. Short reload from 4.0 to 3.925 seconds
  891. Reduced maximum horizontal recoil drift
  892. New minimum hip-fire accuracy: 2.25
  893. New maximum hip-fire accuracy: 3.75
  894. Pulsar LSW
  895. Increasing vertical recoil so that it better matches the weapon’s rate of fire. This weapon previously had a recoil value that was the standard for most 650 RPM LMGs.
  896. Vertical recoil increased from 0.3 to 0.335
  897. First shot recoil reduced from 2.75 to 2.45
  898. Short reload improved from 3.2 to 3.09 seconds
  899. Reduced maximum horizontal recoil drift
  900. New minimum hip-fire accuracy: 3.25
  901. New maximum hip-fire accuracy: 4.25
  902. SVA-88
  903. Lengthening reloads to match 0.75x move speed weapon standard. This weapon is not receiving the 0.75x moving accuracy penalty because of its lower rate of fire.
  904. Long reload increased from 4.18 to 4.7 seconds
  905. Short reload increased from 3.065 to 3.38 seconds
  906. Vertical recoil reduced from 0.45 to 0.44
  907. First shot recoil increased from 1.5 to 1.75
  908. Max horizontal recoil increased from 0.2 to 0.225
  909. New minimum hip-fire accuracy: 3.0
  910. New maximum hip-fire accuracy: 4.0
  911. Flare
  912. This vertical recoil reduction gives the weapon the same full-auto recoil as the other weapon in its rate of fire class, just in a slightly different pattern.
  913. Vertical recoil reduced from 0.45 to 0.44
  914. New minimum hip-fire accuracy: 3.25
  915. New maximum hip-fire accuracy: 4.25
  916. Tweaked the code that unlocks the secrets of Vanu. It is now 593-754-8133.
  917. Ursa
  918. Small reduction to reload speeds to match the damage output of other weapons in its class. Small increase to accuracy so to better offset its lower rate of fire.
  919. Short reload from 3.6 to 3.72 seconds
  920. Long reload from 4.5 to 4.7 seconds
  921. Vertical recoil reduced from 0.4 to 0.395
  922.  
  923.  
  924. VS SMG Changes
  925.  
  926. Eridani SX5
  927. The below damage change is as overall improvement to the Eridani’s damage curve.
  928. Min damage range increased from 6 to 10
  929. Max damage range reduced from 42 to 40
  930.  
  931.  
  932. VS Pistol Changes
  933.  
  934. Cerberus
  935. Improving accuracy and magazine size. This weapon’s limiter at range is now lower damage instead of lower than average accuracy
  936. Magazine size increased from 8 to 10
  937. Ammunition capacity increased from 56 to 60
  938. All aimed accuracy states improved from 0.6 to 0.3
  939. Hip accuracy improved
  940. Stand: 1.5 to 1.0
  941. Stand move: 2.0 to 1.5
  942. Min damage reduced from 125 to 112
  943.  
  944.  
  945. VS MAX Changes
  946.  
  947. Blueshift
  948. Reducing reload speeds to match damage output of the other MAXes
  949. Long reload from 2.7 to 2.8 seconds
  950. Short reload from 2.0 to 2.3 seconds
  951. Nebula
  952. Reducing short reload speed to match damage output of the other MAXes
  953. Short reload from 2.15 to 2.3 seconds
  954. Cosmos
  955. Improving the damage output over time
  956. Long reload from 3.2 to 3.1 seconds
  957. Short reload from 2.4 to 2.1 seconds
  958.  
  959.  
  960. VS Battle Rifle Changes
  961.  
  962. Eidolon
  963. Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
  964. Improving damage at range and long reload
  965. Minimum damage increased from 200 at 65 meters to 225 at 75 meters
  966. Long reload improved from 3.5 to 3.4 seconds
  967.  
  968.  
  969.  
  970. NS Weapon Changes
  971.  
  972. NS-11a and NS-11c
  973. Improved angle so initial burst is more accurate (no shots land on right side) and overall recoil is more controllable.
  974. NS-15m
  975. Same burst improvement as above NS-11 weapons. This weapon is also receiving a small increase to horizontal recoil drift because it was incorrectly set too low before. It now matches the other NS full-auto weapons.
  976. Reduced maximum recoil angle
  977. Very small increase to horizzontal recoil drift
  978. Minimum hip-fire accuracy remains unchanged at 2.0
  979. New maximum hip-fire accuracy: 3.25
  980.  
  981. All Bolt-Action Sniper Rifle Changes
  982.  
  983. All sniper rifles have been adjusted to have better defined 1-shot headshot kill ranges. Reload speeds, damage, and other stats have been adjusted to match.
  984. NC14 Bolt Driver, TR M77-B, and VS XM98
  985. Max damage reduced from 750 to 650
  986. Min damage changed from 550 at 750 meters to 400 at 350 meters
  987. Long reload improved from 5.0 to 4.6 seconds
  988. Short reload improved from 3.5 to 3.0 seconds
  989. 1-shot headshot until 250 meters
  990. NC SAS-R, TR TSAR-42, and VS Ghost
  991. Long reload improved from 4.5 to 4.0 seconds
  992. Short reload improved from 3.15 to 2.8 seconds
  993. Max damage reduced from 750 to 700
  994. Min damage changed from 550 at 750 meters to 400 at 265 meters
  995. 1-shot headshot until 200 meters
  996. Removed sway when using low powered optics
  997. NC LA80, TR SR-7, and VS V10
  998. Long reload improved from 5.0 to 4.7 seconds
  999. Short reload improved from 3.75 to 3.1 seconds
  1000. Max damage reduced from 750 to 650
  1001. Min damage changed from 550 at 75 meters to 400 at 350 meters
  1002. Bolt time increased from 1.3 to 1.395 seconds
  1003. 1-shot headshot until 250 meters
  1004. NC EM4 Longshot, TR RAMS .50M, and VS Parallax
  1005. Long reload improved from 6.0 to 5.575 seconds
  1006. Short reload improved 5.0 to 4.72 seconds
  1007. Max damage changed from 800 to 700
  1008. Min damage changed to from 550 at 100 meters to 400 at 400 meters
  1009. 1-shot headshot until 300 meters
  1010.  
  1011. All Semi-Auto Sniper Rifle Changes
  1012.  
  1013. NC Gauss SPR, TR 99SV, and VS VA39 Spectre
  1014. Long reload improved from 3.6 to 3.3 seconds
  1015. Short reload improved from 2.6 to 2.22 seconds
  1016. Improved recoil angle so it will more consistently pull to the right
  1017. NC Impetus, TR KSR-35, VS Phantom
  1018. Long reload improved from 3.6 to 3.3 seconds
  1019. Short reload improved from 2.6 to 2.22 seconds
  1020. Removed sway weapon using low powered optics
  1021. NC Shadow, TR HSR-1, VS Nyx
  1022. Long reload improved from 2.9 to 2.76
  1023. Short reload improved from 2.0 to 1.95
  1024. Min damage range increased from 65 to 75 meters
  1025.  
  1026. All Scout Rifle Changes
  1027.  
  1028. NC Stalker, TR SOAS-20, VS Artemis
  1029. Long reload improved from 2.9 to 2.45
  1030. Short reload improved from 2.0 to 1.865
  1031. Improved hip accuracy by 0.5 in all states
  1032. Min damage range reduced from 65 to 60 meters to match the other weapon of the same damage model
  1033.  
  1034. Rocket Launcher Changes
  1035.  
  1036. Damage Reduction
  1037. All launchers have been reduced in damage so that they better interact with flak armor. The resists on the vehicle side have been modified to match, so all launchers will still be doing the same damage against vehicles as before, with the exception of the Annihilator which got a damage increase.
  1038. The Annihilator is getting a damage increase because it already had two downsides, it lacks lock-free fire and it has a longer lock time. We’re removing the third downside.
  1039. Default launcher damage = 1135
  1040. Decimator and Engineer anti-vehicle turret damage = 1335
  1041. All lock-ons, except the TR Striker, damage = 1000
  1042. TR Striker damage = 335
  1043. Lock-on changes
  1044. All lock-on ranges have been reduced to better match the effective attack ranges of infantry versus vehicles
  1045. Ground lock-on range reduced from 400 to 300 meters
  1046. Air lock-on range reduced from 500 to 450 meters
  1047. Close range lock-on times are now faster to better fit the risk/reward gameplay between infantry and vehicles.
  1048. All launchers will use their fast lock time if the target is within 100 meters
  1049. The lock time will then scale linearly to the far lock time at 300 meters
  1050. The far lock time is always used if the target is farther than 300 meters away
  1051. Dedicated anti-tank launchers
  1052. Fast lock time: 1.5 seconds
  1053. Far lock time: 2.0 seconds
  1054. Dedicated anti-air launchers:
  1055. Fast lock time: 1.0 seconds
  1056. Far lock time: 2.2 seconds
  1057. Annihilator
  1058. Fast lock time: 1.5 seconds
  1059. Far lock time: 2.5 seconds
  1060. Striker
  1061. Fast lock time: 2.0 seconds
  1062. Far lock time: 2.25 seconds
  1063. Rocket velocity changes
  1064. Rocket acceleration has increased to make hitting moving targets easier. Rocket speeds and gravity have been adjusted to match.
  1065. Default Launcher
  1066. Launch Speed: 35 m/s
  1067. Acceleration: 40 m/s
  1068. Max speed: 85 m/s
  1069. Gravity: 2
  1070. Decimator
  1071. Launch Speed: 30 m/s
  1072. Acceleration: 40 m/s
  1073. Max speed: 60 m/s
  1074. Gravity: 2.5
  1075. Dedicated anti-air and anti-vehicle launchers
  1076. Fired rockets will no longer accelerate if fired without a lock
  1077. Other miscellaneous changes
  1078. Max aimed accuracy now matches the majority of other weapons in the game at 3.0, increased from 2.0. This has no impact on most movement states. The exception is firing while jumping, which will be less accurate now.
  1079. Reduced hip accuracy of all rocket launchers that can fire without a lock. They now all match the below. The previous hip accuracy was too high for weapons with this much damage output
  1080. Crouch: 2.5
  1081. Crouch move: 3.0
  1082. Stand: 3.0
  1083. Stand move: 3.5
  1084. This is an increase of 0.5 to the decimator and 1.0 to all other launchers
  1085. Added an upward kick angle to all launchers when firing while aimed. This gives all launcher projectiles a more natural arc that can be learned
  1086. Fixed a bug that was causing launchers to reach their aimed accuracy before the iron sight duration had finished
  1087. The Striker and Annihilator no longer have predictive tracking. Their projectiles now fly like the other lock-on types (they shouldn’t hit vehicles behind cover now)
  1088.  
  1089. NC Phoenix Launcher Changes
  1090.  
  1091. Reload speed is now faster at 4.7 seconds, down from 5.2 seconds.
  1092.  
  1093. Mana Anti-Vehicle Turret Changes
  1094.  
  1095. Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance.
  1096. Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon
  1097. Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.
  1098. Gravity value of 2 added. This only applies if the rocket is no longer controlled.
  1099.  
  1100. Underbarrel Grenade launcher Changes
  1101.  
  1102. Damage and accuracy values have been adjusted. The previous values were too strong for a weapon that has no resource cost limiter. The biggest change here is that an indirect hit will no longer kill a full health target, only direct hits will.
  1103. Blast damage reduced from 1275 max damage at 0.1 meters to 700 max damage at 0.35 meters
  1104. Transition time in and out of the launchers increased from 0.550to 0.800 seconds
  1105. Added a hip cone of fire
  1106. Crouch: 2
  1107. Crouch move: 2.5
  1108. Stand: 2.5
  1109. Stand move: 3.0
  1110. Sprint/jump: 7.0
  1111. Also added to smoke launchers
  1112. Added a penalty to accuracy when aimed and moving. This matches the current values of the rocket launchers
  1113. Crouch walking: 1.0
  1114. Stand walking: 1.0
  1115. Sprint/jump: 3.0
  1116. Projectile speed dropped from 50 to 45 m/s
  1117. Gravity increased from 3 to 7
  1118. Note: This is a larger change then it sounds like. We fixed a bug that was causing the previous gravity value to not apply correctly.
  1119. Ammo pack pickup delay increased from 4 to 5 seconds
  1120.  
  1121. MAX Anti-Vehicle weapon Changes
  1122.  
  1123. All MAX AV weapons except the VS Vortex have had their damage infantry reduced.
  1124. All MAX AV weapons now originate their projectile at the eye, making them all more accurate.
  1125. Direct damage against vehicles and other MAXes is the same as previous values, unless specifically called out below
  1126. NC NCM2 Falcon
  1127. Direct damage reduced from 875 to 585
  1128. Max blast damage increased from 80 to 90
  1129. Increased projectile acceleration, from 30 to 40 m/s
  1130. Reload speed is now faster, from 2.1 to 1.9 seconds
  1131. NC NCM3 Raven
  1132. Direct damage reduced from 490 to 335
  1133. Max blast damage increased from 50 to 115
  1134. These got a small damage increase against tank armor. Rockets needed to destroy a full health target remains the same
  1135. Added gravity value of 1. Only applies if the controlling max dies
  1136. TR M3 Pounder
  1137. Direct damage reduced from 425 to 285
  1138. Max blast damage increased from 100 to 190
  1139. Gravity dropped from 10 to 7.5
  1140. Counted the number of hairs on Higby's head. The total was 599,687,0498.
  1141. TR MR1 Fracture
  1142. Direct damage reduced from 315 to 210
  1143. Max blast damage increased from 25 to 30
  1144. Short reload is now longer at 2.2 seconds, from 1.75 seconds
  1145. The flat projectile velocity of 200 m/s has changed to the below
  1146. Launch Speed: 70 m/s
  1147. Acceleration: 50 m/s
  1148. Max speed: 180 m/s
  1149. VS Comet VM2
  1150. Direct damage reduced from 475 to 315
  1151. Max blast damage increased from 80 to 85
  1152. Short reload is now longer at 1.6 seconds, from 1.5 seconds
  1153. Rate of fire reduced to 110 rpm, from 120 rpm
  1154. This evens out the damage output with the other max AV weapons
  1155. Accuracy reduced from 0.1 to 0.2
  1156. VS Vortex VM21
  1157. The short reload is now longer at 1.8 seconds, from 1.5 seconds. This offsets the increased damage against infantry.
  1158. Base direct damage increased from 105 to 167
  1159. The damage curve is now more consistent across all charge levels. Large changes below
  1160. Charge level 1
  1161. Fixed a bug that caused charge level 1 to be weaker against Prowlers (and Magriders). Damage is now consistent across all tanks.
  1162. Charge level 2
  1163. Increased damage against all main battle tanks, infantry, and other MAXes
  1164. Small reduction to damage against Sunderers, Lightnings, and all aircraft
  1165. Charge level 3
  1166. Increased damage against Harassers, Liberators, and other MAXes
  1167. Reduced damage against Galaxies. Very small reduction in damage to ESFs (the hits to destroy remains the same as previous live values)
  1168. Reduced damage against Vanguards to better match the damage against the other tanks
  1169.  
  1170. Other Changes
  1171.  
  1172. Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin
  1173.  
  1174. Infantry hitboxes have had small adjustments.
  1175.  
  1176. The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.
  1177. Hitboxes now better match the player’s actual geometry. Leg hitboxes have received the biggest change. The rest of the player’s body is less noticeable.
  1178.  
  1179. Audio adjustments to give better situational awareness
  1180.  
  1181. Muzzle audio range and direction should be easier to locate now
  1182. Projectile flybys will now give a better sense of travel direction
  1183. We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets blending together to sound like one impact.
  1184.  
  1185. Nanoweave Armor
  1186.  
  1187. Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only
  1188. This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage
  1189. The strength of Nanoweave against the valid damage types remains the same as before
  1190. Headshots will now always bypass the Nanoweave resist and do full damage
  1191. Nanoweave no longer stacks with the Heavy Assault’s Resist Shield ability. This was not intentional and it was granting the Heavy Assault too much survivability when compared to all other classes
  1192. All Nanoweave certs have been refunded
  1193.  
  1194. Flak Armor
  1195.  
  1196. Flak armor now resists direct damage from explosive weapons in addition to resisting AOE damage
  1197.  
  1198. VS MAX Zealot Overdrive Engine
  1199.  
  1200. This ability has proven to be an all-around upgrade compared to the baseline MAX. It is receiving an overhaul to make it more of a situational ability compared to before. In addition, both the speed and damage increases are being reduced so that the ability better fits into the MAX vs. infantry balance.
  1201. The MAX’s movement speed increases by the below amounts when AOE is active
  1202. Forward walk speed increases by 50%
  1203. Strafe and back walk speeds increase by 43%
  1204. Sprint does not get a speed increase, though the MAX will reach top speed faster
  1205. The weapon damage increase is now the same across all cert levels
  1206. Only close range damage is increased
  1207. Far range damage and blast damage are no longer increased
  1208. The ability lasts for 15 seconds and it cannot be turned off after activation. This does not change when ranking the ability up
  1209. A reuse timer has been added. Each cert rank will reduce this timer
  1210. Each cert rank now reduces the damage taken
  1211. Rank 3 is equivalent to the previous amount of damage taken
  1212. Ranks 1 and 2 will take slightly more damage
  1213. Ranks 4 and 5 will take less damage compared to the previous amount of damage taken
  1214. All Zealot Overdrive Engine certs have been refunded
  1215.  
  1216. Miscellaneous
  1217.  
  1218. Tank mines and anti-personal mines are no longer highlighted by thermal or night vision
  1219. MAX footsteps are now louder
  1220. The below explosives have had their blast damage reduced to match the Nanoweave change
  1221. NC Bouncer: Max damage reduced from 1225 to 1000
  1222. VS Proximity Mine: Max damage reduced from 1225 to 1000
  1223. C-4: Max blast damage range reduced from 2.5 to 2.0 meters
  1224. The VS turret shield now has two-way collision (same as the other two factions)
  1225. MAXes now take longer to revive. This gives the other side a longer window for denying that revive
  1226. Uncerted heal tool = 6.0 second revive time
  1227. Max rank heal tool = 4.2 seconds to revive
  1228. Laser Sight attachments will no longer reduce hip accuracy when jumping or sprinting
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