![]() The following change puts Allied half-tracks in line with the Ostheer 251. Veterancy 2 +20% sight bonus to +25% total is now 50 from 54.To compensate they are receiving a slight price decrease. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. Now have a healing aura that heals 7.5% of an infantry models health per second in an area of 5m does not stack on itself.This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model. Medics assigned to structures now have a healing aura. Formation changes when in the open, two of the crew members will now stand slightly ahead of the MG.We have also added a manual reload feature to the unit. The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. Smoke Barrages no longer share a cooldown with the primary barrage.Scatter bonuses at veterancy 3 no longer apply to smoke barrages.Number of smoke shells per barrage from 3 to 4.Smoke Barrage wind down from 2 to 0.375.Infantry Mortar pivot time from 2 to 1.25.Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke. To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Ostheer 81mm) PTRS Rifles can now attack ground and has a projectile.Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke. Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41ĪT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Now have an innate penalty of +10% received accuracy.Stun now disables weapons and reduces speed by 80% for 5 seconds rather than completely disabling the vehicle for its duration.ĪTG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time. Main Gun Critical now has a chance to trigger at 20% life rather than 25%Ĭritical Shot and Aimed Shot against Casemate Vehicles.This will mainly affect 160 damage sources against 640 health medium tanks. To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion. These folks have invested a lot of time and effort designing, discussing, testing, and surfacing your feedback for consideration.Ī massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Of course, a big thanks to the rest of the community balance team Sander93, Sturmpanther, Tightrope, JibberJabberJobber, Aerafield, Stark_PL, and Whorunbartertown, with mod and UI support from Osinyagov, and Janne252. Winter Balance Patch - February 26th 2021Ī special thanks to Miragefla for leading the balance team, test mod implementation, and patch integration process.
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