NS Weapon Changes •NS-11a and NS-11c ◦Improved angle so initial burst is more accurate (no shots land on right side) and overall recoil is more controllable.
•NS-15m ◦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.◾Reduced maximum recoil angle ◾Very small increase to horizzontal recoil drift ◾Minimum hip-fire accuracy remains unchanged at 2.0 ◾New maximum hip-fire accuracy: 3.25
All Bolt-Action Sniper Rifle Changes •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. •NC14 Bolt Driver, TR M77-B, and VS XM98 ◦Max damage reduced from 750 to 650 ◦Min damage changed from 550 at 750 meters to 400 at 350 meters ◦Long reload improved from 5.0 to 4.6 seconds ◦Short reload improved from 3.5 to 3.0 seconds ◦1-shot headshot until 250 meters
•NC SAS-R, TR TSAR-42, and VS Ghost ◦Long reload improved from 4.5 to 4.0 seconds ◦Short reload improved from 3.15 to 2.8 seconds ◦Max damage reduced from 750 to 700 ◦Min damage changed from 550 at 750 meters to 400 at 265 meters ◦1-shot headshot until 200 meters ◦Removed sway when using low powered optics
•NC LA80, TR SR-7, and VS V10 ◦Long reload improved from 5.0 to 4.7 seconds ◦Short reload improved from 3.75 to 3.1 seconds ◦Max damage reduced from 750 to 650 ◦Min damage changed from 550 at 75 meters to 400 at 350 meters ◦Bolt time increased from 1.3 to 1.395 seconds ◦1-shot headshot until 250 meters
•NC EM4 Longshot, TR RAMS .50M, and VS Parallax ◦Long reload improved from 6.0 to 5.575 seconds ◦Short reload improved 5.0 to 4.72 seconds ◦Max damage changed from 800 to 700 ◦Min damage changed to from 550 at 100 meters to 400 at 400 meters ◦1-shot headshot until 300 meters
All Semi-Auto Sniper Rifle Changes •NC Gauss SPR, TR 99SV, and VS VA39 Spectre ◦Long reload improved from 3.6 to 3.3 seconds ◦Short reload improved from 2.6 to 2.22 seconds ◦Improved recoil angle so it will more consistently pull to the right
•NC Impetus, TR KSR-35, VS Phantom ◦Long reload improved from 3.6 to 3.3 seconds ◦Short reload improved from 2.6 to 2.22 seconds ◦Removed sway weapon using low powered optics
•NC Shadow, TR HSR-1, VS Nyx ◦Long reload improved from 2.9 to 2.76 ◦Short reload improved from 2.0 to 1.95 ◦Min damage range increased from 65 to 75 meters
All Scout Rifle Changes •NC Stalker, TR SOAS-20, VS Artemis ◦Long reload improved from 2.9 to 2.45 ◦Short reload improved from 2.0 to 1.865 ◦Improved hip accuracy by 0.5 in all states ◦Min damage range reduced from 65 to 60 meters to match the other weapon of the same damage model
Rocket Launcher Changes •Damage Reduction ◦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. ◦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.◾Default launcher damage = 1135 ◾Decimator and Engineer anti-vehicle turret damage = 1335 ◾All lock-ons, except the TR Striker, damage = 1000 ◾TR Striker damage = 335
•Lock-on changes ◦All lock-on ranges have been reduced to better match the effective attack ranges of infantry versus vehicles◾Ground lock-on range reduced from 400 to 300 meters ◾Air lock-on range reduced from 500 to 450 meters
◦Close range lock-on times are now faster to better fit the risk/reward gameplay between infantry and vehicles.◾All launchers will use their fast lock time if the target is within 100 meters ◾The lock time will then scale linearly to the far lock time at 300 meters ◾The far lock time is always used if the target is farther than 300 meters away ◾Dedicated anti-tank launchers ◾Fast lock time: 1.5 seconds ◾Far lock time: 2.0 seconds
•Rocket velocity changes ◦Rocket acceleration has increased to make hitting moving targets easier. Rocket speeds and gravity have been adjusted to match.◾Default Launcher ◾Launch Speed: 35 m/s ◾Acceleration: 40 m/s ◾Max speed: 85 m/s ◾Gravity: 2
◾Decimator ◾Launch Speed: 30 m/s ◾Acceleration: 40 m/s ◾Max speed: 60 m/s ◾Gravity: 2.5
◾Dedicated anti-air and anti-vehicle launchers ◾Fired rockets will no longer accelerate if fired without a lock
•Other miscellaneous changes ◦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. ◦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◾Crouch: 2.5 ◾Crouch move: 3.0 ◾Stand: 3.0 ◾Stand move: 3.5 ◾This is an increase of 0.5 to the decimator and 1.0 to all other launchers
◦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 ◦Fixed a bug that was causing launchers to reach their aimed accuracy before the iron sight duration had finished ◦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)
NC Phoenix Launcher Changes •Reload speed is now faster at 4.7 seconds, down from 5.2 seconds. Mana Anti-Vehicle Turret Changes •Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance. •Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon◦Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.
•Gravity value of 2 added. This only applies if the rocket is no longer controlled. Underbarrel Grenade launcher Changes •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.◦Blast damage reduced from 1275 max damage at 0.1 meters to 700 max damage at 0.35 meters ◦Transition time in and out of the launchers increased from 0.550to 0.800 seconds ◦Added a hip cone of fire◾Crouch: 2 ◾Crouch move: 2.5 ◾Stand: 2.5 ◾Stand move: 3.0 ◾Sprint/jump: 7.0 ◾Also added to smoke launchers
◦Added a penalty to accuracy when aimed and moving. This matches the current values of the rocket launchers◾Crouch walking: 1.0 ◾Stand walking: 1.0 ◾Sprint/jump: 3.0
◦Projectile speed dropped from 50 to 45 m/s ◦Gravity increased from 3 to 7◾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.
◦Ammo pack pickup delay increased from 4 to 5 seconds
MAX Anti-Vehicle weapon Changes •All MAX AV weapons except the VS Vortex have had their damage infantry reduced. •All MAX AV weapons now originate their projectile at the eye, making them all more accurate. •Direct damage against vehicles and other MAXes is the same as previous values, unless specifically called out below •NC NCM2 Falcon ◦Direct damage reduced from 875 to 585 ◦Max blast damage increased from 80 to 90 ◦Increased projectile acceleration, from 30 to 40 m/s ◦Reload speed is now faster, from 2.1 to 1.9 seconds
•NC NCM3 Raven ◦Direct damage reduced from 490 to 335 ◦Max blast damage increased from 50 to 115 ◦These got a small damage increase against tank armor. Rockets needed to destroy a full health target remains the same ◦Added gravity value of 1. Only applies if the controlling max dies
•TR M3 Pounder ◦Direct damage reduced from 425 to 285 ◦Max blast damage increased from 100 to 190 ◦Gravity dropped from 10 to 7.5 ◦Counted the number of hairs on Higby's head. The total was 599,687,0498.
•TR MR1 Fracture ◦Direct damage reduced from 315 to 210 ◦Max blast damage increased from 25 to 30 ◦Short reload is now longer at 2.2 seconds, from 1.75 seconds ◦The flat projectile velocity of 200 m/s has changed to the below◾Launch Speed: 70 m/s ◾Acceleration: 50 m/s ◾Max speed: 180 m/s
•VS Comet VM2 ◦Direct damage reduced from 475 to 315 ◦Max blast damage increased from 80 to 85 ◦Short reload is now longer at 1.6 seconds, from 1.5 seconds ◦Rate of fire reduced to 110 rpm, from 120 rpm◾This evens out the damage output with the other max AV weapons
◦Accuracy reduced from 0.1 to 0.2
•VS Vortex VM21 ◦The short reload is now longer at 1.8 seconds, from 1.5 seconds. This offsets the increased damage against infantry. ◦Base direct damage increased from 105 to 167 ◦The damage curve is now more consistent across all charge levels. Large changes below◾Charge level 1◾Fixed a bug that caused charge level 1 to be weaker against Prowlers (and Magriders). Damage is now consistent across all tanks.
◾Charge level 2◾Increased damage against all main battle tanks, infantry, and other MAXes ◾Small reduction to damage against Sunderers, Lightnings, and all aircraft
◾Charge level 3◾Increased damage against Harassers, Liberators, and other MAXes ◾Reduced damage against Galaxies. Very small reduction in damage to ESFs (the hits to destroy remains the same as previous live values) ◾Reduced damage against Vanguards to better match the damage against the other tanks
Other Changes •Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin Infantry hitboxes have had small adjustments. •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. •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. Audio adjustments to give better situational awareness •Muzzle audio range and direction should be easier to locate now •Projectile flybys will now give a better sense of travel direction •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. Nanoweave Armor •Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only◦This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage ◦The strength of Nanoweave against the valid damage types remains the same as before ◦Headshots will now always bypass the Nanoweave resist and do full damage ◦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 ◦All Nanoweave certs have been refunded
Flak Armor •Flak armor now resists direct damage from explosive weapons in addition to resisting AOE damage VS MAX Zealot Overdrive Engine •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.◦The MAX’s movement speed increases by the below amounts when AOE is active◾Forward walk speed increases by 50% ◾Strafe and back walk speeds increase by 43% ◾Sprint does not get a speed increase, though the MAX will reach top speed faster
◦The weapon damage increase is now the same across all cert levels◾Only close range damage is increased ◾Far range damage and blast damage are no longer increased
◦The ability lasts for 15 seconds and it cannot be turned off after activation. This does not change when ranking the ability up ◦A reuse timer has been added. Each cert rank will reduce this timer ◦Each cert rank now reduces the damage taken◾Rank 3 is equivalent to the previous amount of damage taken ◾Ranks 1 and 2 will take slightly more damage ◾Ranks 4 and 5 will take less damage compared to the previous amount of damage taken
◦All Zealot Overdrive Engine certs have been refunded
Miscellaneous •Tank mines and anti-personal mines are no longer highlighted by thermal or night vision •MAX footsteps are now louder •The below explosives have had their blast damage reduced to match the Nanoweave change◦NC Bouncer: Max damage reduced from 1225 to 1000 ◦VS Proximity Mine: Max damage reduced from 1225 to 1000 ◦C-4: Max blast damage range reduced from 2.5 to 2.0 meters
•The VS turret shield now has two-way collision (same as the other two factions) •MAXes now take longer to revive. This gives the other side a longer window for denying that revive◦Uncerted heal tool = 6.0 second revive time ◦Max rank heal tool = 4.2 seconds to revive
•Laser Sight attachments will no longer reduce hip accuracy when jumping or sprinting
Instant action will be a bit repurposed - it will be a "take me to a different fight!" button. It will always work for a more balanced fight, and it will always take you somewhere you haven't been recently if possible. So if you don't like the fight you're in, hit IA and it'll take you somewhere else on a different mission. If it's always working as a population balance mechanism then we can safely reduce the cooldown on it so you can more easily hop around from fight to fight (or more accurately, mission-to-mission) if you want.
Edit: One caveat is that we plan on having different instant action rules for newer players (example: under BR 20) so they get better fights, even if it may imbalance the fight a little. The goal there is to improve things for new players and give them less riskier locations so they are less likely to get a really brutal first impression of PS2.
We plan to have specified drop zones for each outpost, both for attackers and defenders. This guarantees that drop pods come down in appropriate locations for each facility, and attackers and defenders don't come down in the same locations. We wanted to do this as part of drop pod tuning but it got postponed for performance optimizations. Can't give an ETA on when that will happen, but it would be nice to get it in as part of the mission feature.
Edit: and no the drop zones won't be known to players; there will be multiple areas for each outpost, those areas will be big, and the drop pods will be randomly spawning in them, so camping drop pods won't be any more possible than it is today.
VS Assault Rifle Changes •H-V45 ◦This weapon is receiving the standard 0.75x weapon adjustments◾Vertical recoil increased from 0.2 to 0.245 ◾Hip fire accuracy reduced ◾Crouch: 1.0 to 1.125 ◾Crouch walk: 1.5 to 1.75 ◾Running: 2.0 to 2.25
•CME ◦Reduced maximum recoil angle. Makes initial burst more accurate and predictable, and overall recoil more consistent.
•Equinox VE2 Burst ◦Standard burst weapon accuracy improvements◾Aimed accuracy improved from 0.1 to 0.06 ◾Horizontal recoil reduced from 0.175 to 0.17 ◾Reduced maximum recoil angle to make burst angle more consistent
VS Carbine Changes •Pulsar C ◦Improving short reload to better match rate of fire◾Short reload from 1.82 to 1.67 seconds
•Solstice Burst ◦Standard burst weapon accuracy improvements◾Aimed accuracy improved from 0.1 to 0.06 ◾Horizontal recoil reduced from 0.175 to 0.17 ◾Reduced maximum recoil angle to make burst angle more consistent
•Serpent ◦Recoil is being increased. This weapon previously had too little recoil for its rate of fire.◾First shot recoil increased from 2.5 to 2.75 ◾Maximum horizontal recoil increased from 0.25 to 0.275. Minimum horizontal recoil remains the same at 0.25.
VS LMG Changes •All VS LMGs ◦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.
•Orion ◦This weapon is receiving the standard 0.75x weapon adjustments◾Long reload improved from 4.0 to 3.655 seconds ◾Short reload increased from 3.045 to 3.28 seconds ◾First shot recoil increased from 2.15 to 2.25 ◾New minimum hip-fire accuracy: 2.25 ◾New maximum hip-fire accuracy: 3.5
•VX29 Polaris ◦Small improvements to reload speeds and full auto-accuracy◾Long reload from 5.1 to 4.925 seconds ◾Short reload from 4.0 to 3.925 seconds ◾Reduced maximum horizontal recoil drift ◾New minimum hip-fire accuracy: 2.25 ◾New maximum hip-fire accuracy: 3.75
•Pulsar LSW ◦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.◾Vertical recoil increased from 0.3 to 0.335 ◾First shot recoil reduced from 2.75 to 2.45 ◾Short reload improved from 3.2 to 3.09 seconds ◾Reduced maximum horizontal recoil drift ◾New minimum hip-fire accuracy: 3.25 ◾New maximum hip-fire accuracy: 4.25
•SVA-88 ◦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.◾Long reload increased from 4.18 to 4.7 seconds ◾Short reload increased from 3.065 to 3.38 seconds ◾Vertical recoil reduced from 0.45 to 0.44 ◾First shot recoil increased from 1.5 to 1.75 ◾Max horizontal recoil increased from 0.2 to 0.225 ◾New minimum hip-fire accuracy: 3.0 ◾New maximum hip-fire accuracy: 4.0
•Flare ◦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.◾Vertical recoil reduced from 0.45 to 0.44 ◾New minimum hip-fire accuracy: 3.25 ◾New maximum hip-fire accuracy: 4.25 ◾Tweaked the code that unlocks the secrets of Vanu. It is now 593-754-8133.
•Ursa ◦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.◾Short reload from 3.6 to 3.72 seconds ◾Long reload from 4.5 to 4.7 seconds ◾Vertical recoil reduced from 0.4 to 0.395
VS SMG Changes •Eridani SX5 ◦The below damage change is as overall improvement to the Eridani’s damage curve.◾Min damage range increased from 6 to 10 ◾Max damage range reduced from 42 to 40
VS Pistol Changes •Cerberus ◦Improving accuracy and magazine size. This weapon’s limiter at range is now lower damage instead of lower than average accuracy◾Magazine size increased from 8 to 10 ◾Ammunition capacity increased from 56 to 60 ◾All aimed accuracy states improved from 0.6 to 0.3 ◾Hip accuracy improved◾Stand: 1.5 to 1.0 ◾Stand move: 2.0 to 1.5
◾Min damage reduced from 125 to 112
VS MAX Changes •Blueshift ◦Reducing reload speeds to match damage output of the other MAXes◾Long reload from 2.7 to 2.8 seconds ◾Short reload from 2.0 to 2.3 seconds
•Nebula ◦Reducing short reload speed to match damage output of the other MAXes◾Short reload from 2.15 to 2.3 seconds
•Cosmos ◦Improving the damage output over time◾Long reload from 3.2 to 3.1 seconds ◾Short reload from 2.4 to 2.1 seconds
VS Battle Rifle Changes •Eidolon ◦Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.◾Improving damage at range and long reload ◾Minimum damage increased from 200 at 65 meters to 225 at 75 meters ◾Long reload improved from 3.5 to 3.4 seconds
TR Assault Rifles Changes •Cycler TRV ◦Small improvement to full-auto recoil◾Reduced max horizontal recoil drift
•T1B Cycler ◦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.◾Aimed COF from 0.1 to 0.06 ◾Horizontal recoil from 0.175 to 0.17
•TAR ◦This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.◾Short reload increased from 2.96 to 3.0 seconds ◾Vertical recoil increased from 0.27 to 0.3 ◾First shot accuracy increased from 2.75 to 3.0 ◾Hip-fire accuracy reduced◾Crouch: 1.0 to 1.125 ◾Crouch walk: 1.5 to 1.75 ◾Running: 2.0 to 2.25
TR Carbines Changes •LC2 Lynx ◦This weapon is receiving the standard 0.75x weapon adjustments◾Long reload increased from 3.5 to 3.94 seconds ◾Vertical recoil increased from 0.3 to 0.31 ◾Horizontal recoil increased by one tier, from 0.225/0.25 to 0.25/0.275 ◾Reduced maximum recoil angle to make initial burst more consistent
•T5 AMC ◦Accuracy improved◾Vertical recoil reduced from 0.3 to 0.295
•TRAC-5 Burst ◦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◾Aimed COF from 0.1 to 0.06 ◾Horizontal recoil from 0.175 to 0.17
•LC3 Jaguar ◦This weapon is receiving the standard 0.75x weapon adjustments◾Vertical recoil increased from 0.3 to 0.31 ◾First shot recoil increased from 2.0 to 2.1 ◾Minimum horizontal recoil increased from 0.225 to 0.245 ◾Long reload increased from 3.88 to 3.89 seconds ◾Stand move accuracy reduced from 0.3 to 0.35 to match close range carbine standard
TR LMGs Changes •CARV ◦This weapon is only receiving the global hip-fire reduction◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•CARV-S ◦Improving both reload and recoil to better match its rate of fire◾Shortened long reload from 6.11 to 5.585 seconds ◾Shortened short reload from 5.11 to 4.64 seconds ◾Vertical recoil reduced from 0.45 to 0.42 ◾First shot recoil increased from 1.6 to 1.75 ◾Min horizontal reduced from 0.225 to 0.2. Max remains the same at 0.225. ◾Reduced maximum horizontal recoil drift ◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•MSW-R ◦Long reload improved to better match magazine size◾Long reload from 3.65 to 3.305 seconds ◾Reduced maximum horizontal recoil drift ◾New minimum hip-fire accuracy: 2.25 ◾New maximum hip-fire accuracy: 3.75
•T16 ◦This weapon is only receiving the global hip-fire reduction◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•TMG-50 ◦This weapon is only receiving the global hip-fire reduction◾New minimum hip-fire accuracy: 3.25 ◾New maximum hip-fire accuracy: 4.25
•T32 Bull ◦Long reload improved to better match magazine size.◾Improved long reload from 3.565 to 3.28 seconds ◾Minimum hip-fire accuracy remains unchanged at 2.0 ◾New maximum hip-fire accuracy: 3.25
TR Pistols Changes •TX1 Repeater ◦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.◾Horizontal recoil increased from 0.1 to 0.175 ◾Increased maximum recoil drift range
TR MAX Changes •M6 Onslaught ◦Increasing reload times to better match damage output when compared to pother MAXes◾Long reload from 2.8 to 3.0 seconds ◾Short reload from 2.2 to 2.5 seconds
•M2 Mutilator ◦Improving short reload to better match damage output when compared to pother MAXes◾Short reload from 2.9 to 2.4 seconds
TR Battle Rifle Changes •AMR-66 ◦Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.◾Minimum damage increased from 200 at 65 meters to 225 at 75 meters ◾Long reload improved from 3.5 to 3.4 seconds
Major changes •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. •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. •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. •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.◦All 143 damage carbines: Min damage reduced from 65 to 60 meters ◦All 167 damage carbines: Minimum damage range reduced from 75 to 70 meters ◦The one 200 damage carbine: Minimum damage range reduced from 85 to 80 meters ◦Note: The close-range carbines that already had a lower minimum damage range remain at their previous values
•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). NC Assault Rifle Changes •GR-22 ◦This weapon has received the standard assault rifle hip-fire reduction. Recoil has also been increased to better match its rate of fire.◾Vertical recoil increased from 0.22 to 0.25 ◾Min horizontal recoil increased from 0.225 to 0.25 ◾Hip fire accuracy reduced, but still better than AR standard◾Crouch: 1.0 to 1.125 ◾Crouch walk: 1.5 to 1.75 ◾Running: 2.0 to 2.25
•Reaper DMR ◦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.◾Magazine size increased from 20 to 24 ◾Ammunition capacity increased from 140 to 144 ◾Short reload adjusted to work with the higher magazine size◾Increased from 1.86 to 1.925 seconds
◾Hip-fire accuracy improved◾Crouch: 2.5 to 2.0 ◾Crouch walk: 3.0 to 2.5 ◾Stand: 3.0 to 2.5 ◾Running: 3.5 to 3.0
◾Aimed moving accuracy improved◾Stand: 0.35 to 0.32 ◾Crouch: 0.2 to 0.17
◾Velocity ammo now increases bullet speed to 650 m/s. The previous value was 600 m/s ◾Fixed a bug that was causing the compensator to penalize hip-fire twice
•Gauss Rifle Burst ◦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.◾Non-moving aimed accuracy improved◾Aimed accuracy improved from 0.03 to 0.0125
◾Recoil adjustments to make second shot in burst more consistent◾Horizontal recoil reduced from 0.15 to 0.14
◾Max recoil angle reduced so that burst direction is more consistent
•Gauss Rifle S ◦Very small reload improvements to even out its damage over time with the other assault rifles◾Long reload: 2.86 to 2.8 ◾Short reload: 2.365 to 2.1
•Carnage BR ◦This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.◾Vertical recoil increased from 0.22 to 0.247 ◾First shot recoil increased from 2.25 to 2.5 ◾Hip fire accuracy reduced, but still better than AR standard◾Crouch: 1.0 to 1.125 ◾Crouch walk: 1.5 to 1.75 ◾Running: 2.0 to 2.25
◾Aimed moving accuracy now matches all other 0.75 ADS assault rifles◾0.3 to 0.35
◾Renamed to Carnage AR, because it’s an Assault Rifle and not a Battle Rifle
NC Carbines Changes •GD-7F ◦Improving accuracy so it matches its damage type◾Hip accuracy loss per shot improved from 0.12 to 0.1 ◾Aimed accuracy loss per shot improved from 0.1 to 0.05
•AC-X11 ◦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.◾Magazine size increased from 20 to 24 ◾Ammunition capacity increased from 140 to 144 ◾Reload adjusted to compensate for larger magazine◾Long reload increased from 2.425 to 2.75 seconds ◾Short reload increased from 1.855 to 2.045 seconds
◾Aimed moving accuracy improved◾Stand: 0.35 to 0.32 ◾Crouch: 0.2 to 0.17
◾Hip fire improved, but still higher than carbine standard to match it being a long range weapon◾Crouch: 2.0 to 1.75 ◾Crouch walk: 2.5 to 2.25 ◾Stand: 2.5 to 2.25 ◾Running: 3.0 to 2.75
◾Fixed a bug that was causing the compensator to penalize hip fire twice ◾Recalculated the number of NC killed by C4'ing themselves. The new total is 591,432,0499.
•Gauss Compact Burst ◦Same accuracy improvements as the Gauss Rifle Burst◾Non-moving aimed accuracy improved◾Aimed accuracy improved from 0.03 to 0.0125
◾Recoil adjustments to make second shot in burst more consistent◾Horizontal recoil reduced from 0.15 to 0.14 ◾Max recoil angle reduced so that burst direction is more consistent
•Razor GD-23 ◦◾Full-auto accuracy and long reload have been improved◾Long reload is faster, from 2.275 to 2.0 seconds ◾Reduced maximum horizontal recoil drift
NC LMG Changes •NC6 Gauss Saw ◦This weapon is only receiving the global hip-fire reduction◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•EM1 ◦Small recoil improvement to better match its rate of fire class◾Vertical recoil reduced from 0.35 to 0.335 ◾Muzzle velocity increased from 600 to 650 m/s ◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•GD-22S ◦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.◾Short reload is faster, from 3.135 to 2.275 seconds ◾Recoil recovery improved from 13 to 15 ◾Reduced maximum recoil horizontal drift ◾New minimum hip-fire accuracy: 2.25 ◾New maximum hip-fire accuracy: 3.75
•Gauss Saw S ◦Small muzzle velocity increase to better work with some of the weapon’s attachments◾Muzzle velocity increased from 615 to 630 m/s ◾New minimum hip-fire accuracy: 3.25 ◾New maximum hip-fire accuracy: 4.25
•EM6 ◦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◾Long reload slower, from 5.5 to 5.655 seconds ◾New minimum hip-fire accuracy: 3.5 ◾New maximum hip-fire accuracy: 4.5
•Anchor ◦Reduced max recoil angle to make initial burst more accurate and overall recoil pattern more consistent◾Recoil angle variance reduced ◾New minimum hip-fire accuracy: 2.25 ◾New maximum hip-fire accuracy: 3.75
NC Pistols Changes •LA8 Rebel◦Adding 2 more rounds per magazine to even out its kill potential versus other pistols◾Magazine size increased from 8 to10 ◾Ammunition capacity increased from 56 to 60
NC MAX AI Changes •Scattercannon ◦Very small short reload speed increase to get the damage output to match the other NC MAX weapons◾Short reload from 3.0 to 2.945 seconds
•Mattock ◦Increased range before damage starts scaling to match shotgun standard◾Max damage range increased from 10 to 12
NC Battle Rifle Changes •Warden ◦Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped. ◦ Minimum damage increased from 200 at 65 meters to 225 at 75 meters
AV Secondary Weapons 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.
E540 Halberd 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.
ES540 Halberd •Direct hit damage reduced from 1500 to 1000 •Inner Blast damage radius reduced from 1 meter to 0.5 meters •Inner Blast damage reduced from 750 to 450 •Launch speed set to 200 meters per second •Within 1 second, the projectile will accelerate to max speed of 275 meters per second ES540 Halberd–H •Direct hit damage reduced from 1500 to 800 •Blast damage inner radius reduced from 1 meter to 0.5 meters •Inner Blast damage reduced from 750 to 400 •Launch speed set to 200 meters per second •Within 1 second, the projectile will accelerate to max speed of 275 meters per second Enforcer ML85 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.
Enforcer ML85 •Direct hit damage reduced from 700 to 500 •Inner Blast damage increased from 150 to 334 •Launch speed set to 200 meters per second •Within 1 second, the projectile will accelerate to max speed of 300 meters per second Enforcer ML65 - H •Direct hit damage reduced from 650 to 450 •Inner Blast damage increased from 150 to 334 •Launch speed set to 200 meters per second •Within 1 second, the projectile will accelerate to max speed of 300 meters per second Saron HRB 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.
Saron HRB •Direct hit damage reduced from 425 to 284 •Inner Blast damage increased from 350 to 367 Saron HRB-H •Direct hit damage reduced from 375 to 250 •Inner Blast damage reduced from 350 to 334 Armor Piercing Bullet Weapons 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: •Flash resistance to Armor Piercing Bullets increased: Adding about 0.25 seconds to TTK •Lightning resistance to Armor Piercing Bullets increased: Adding about 1 second to the TTK on average. •Phalanx Turret resistance to Armor Piercing Bullets increased: The phalanx turret now has tank level armor against AP Bullets (prowler/Magrider side armor specifically) •MANA Turret resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK •Terminal resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK G30 Vulcan 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.
G30 Vulcan •Max damage decreased from 250 to 167 •Max damage range decreased from 200 to 10 meters •Min Damage decreased from 175 to 125 •Min Damage range decreased from 500 to 130 meters •Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees •Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees •Cone of Fire will recover faster •Added a legshot multiplier of -0.1 G30 Vulcan–H •Max damage decreased from 220 to 167 •Max damage range decreased from 200 to 10 meters •Min Damage decreased from 165 to 125 •Min Damage range decreased from 500 to 65 meters •Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees •Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees •Cone of Fire will recover faster •Added a legshot multiplier of -0.1 CAS30 Tank Buster No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty •Max Damage decreased from 500 to 334 •Min Damage decreased from 250 to 143 •Added a legshot multiplier of -0.1 AP30 Shredder No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty •Max Damage decreased from 375 to 250 •Min Damage decreased from 225 to 143 •Added a legshot multiplier of -0.1 Tank Cannons 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.
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.
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:
Lightning •L100 Python HEAT◦Direct hit damage reduced from 1400 to 1275
•L100 Python HE◦Direct hit damage increased from 925 to 1000
•L100 Python AP◦Direct hit damage increased from 1540 to 1600
Magrider •Supernova PC◦Direct hit damage reduced from 1550 to 1410
•Supernova Volatile PC◦Direct hit damage remains unchanged at 1175
•Supernova Focused PC◦Direct hit damage increased from 1785 to 1865
Vanguard •Titan-150 HEAT◦Direct hit damage reduced from 1750 to 1600
•Titan-150 AP◦Direct hit damage increased from 2000 to 2075
•Titan-150 HE◦Direct hit damage remains unchanged at 1300
Prowler •P2-120 HEAT◦Direct hit damage reduced from 1100 to 1000
•P2-120 AP◦Direct hit damage reduced from 1200 to 1250
•P2-120 HE◦Direct hit damage increased from 650 to 725
Phalanx •Spear◦Direct hit damage increased from 1500 to 1550
Liberator •C150 Dalton◦Direct hit damage increased from 1750 to 1825
ESF Nose cannon adjustments (Default and Rotary) 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.
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.
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.
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: •Flash: Armor against ESF cannons increased about 50% •Lightnings: Resistance increased about 20% •MBTs: Resistance increased about 20% •Phalanx Turrets: Resistance increased about 40% •MANA Turrets: Resistance increased about 25% Default Nose Cannons 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.
•Saron LC ◦Max damage decreased from 340 to 220 ◦Min damage decreased from 255 to 184 ◦Min damage range decreased from 325 to 300 ◦Added a legshot multiplier of -0.1
•M20 Mustang ◦Max damage decreased from 400 to 250 ◦Max damage range increased from 225 to 230 ◦Min damage decreased from 290 to 200 ◦Min damage range decreased from 350 to 330 ◦Reload speed reduced from 2.5 seconds to 2.4 seconds ◦Added a legshot multiplier of -0.1
•M18 Needler ◦Max damage decreased from 315 to 200 ◦Min damage decreased from 245 to 167 ◦Min damage range decreased from 325 to 300 ◦Magazine size reduced from 75 to 70 ◦Added a legshot multiplier of -0.1
Rotary Nose Cannons 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. •Hailstorm Turbo Laser ◦Max damage decreased from 360 to 230 ◦Max damage range decreased from 125 to 100 ◦Min damage decreased from 300 to 167 ◦Min damage range decreased from 250 to 200 ◦Reload speed increased from 1.75 seconds to 1.8 seconds ◦Added a legshot multiplier of -0.1
•Vortek Rotary ◦Max damage decreased from 500 to 320 ◦Max damage range decreased from 150 to 130 ◦Min damage decreased from 425 to 210 ◦Min damage range decreased from 275 to 230 ◦Reload speed increased from 2 seconds to 2.25 seconds ◦Added a legshot multiplier of -0.1
•M18 Rotary ◦Max damage decreased from 315 to 200 ◦Max damage range decreased from 125 to 100 ◦Min damage decreased from 200 to 143 ◦Min damage range decreased from 270 to 200 ◦Reload speed increased from 2.25 seconds to 2.5 seconds ◦Magazine size reduced from 50 to 45 ◦Added a legshot multiplier of -0.1
Other Changes C75 Viper 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. •Direct hit damage is now on resist type 7 (tank shells) •Damage reduced from 475 to 400 •Blast damage increased from 550 to 600 Prowler Anchored Mode 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%
Sunderer 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.
•Fixed an issue causing hits to sometimes not register •Fix for animation and movement jitter of characters at long ranges •Fix for tank turrets occasionally missing at long range •Fixed issue where character could get stuck temporarily after teleporting •AOE damage issues fixed for deployed explosives •Replaced stairs in the VR room and warpgates •Tutorial no longer gated at the redeploy step •Fixes to some helmet and armor popping •Fixed missing rails on Amerish •Saurva banners, teleporters and shields fixed •Fixed incorrect resist settings on ESF versus default/decimator rocket launchers. Decimator should be a 1 hit kill and default rocket launchers should be almost a 1 hit kill again. •Fixed some incorrect damage mitigation values on Flak armor. Flak armor was not properly mitigating the direct hit of rocket launchers, grenade launchers and a few other weapons. •Fixed incorrect value on ZOE max resistance versus default/decimator rocket launchers •Basilisk/Drake adjustments. RPM lowered from 400 to 351 (previous live value was 300). Minimum cone of fire returned to its previous 0.5 degrees up from 0.3 degrees. COF bloom per shoot reduced back down to 0.1 from 0.125 •AV Mana Turret adjustments. Correct incorrect resist values for aircraft against the Engineer AV mana turrets. They were not resisting enough damage. The damage they take should now match what they were before PU002. AV MANA turrets should now be able to 1 shot another AV MANA turret instead of nearly killing it. •TR M3 Pounder HEG adjustment. Reduced max blast damage from 190 to 125. •Liberators and Galaxies no longer lock-on one second quicker than other targets
As always, we appreciate your patience. Cheers, Raxxyl