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