This build is scheduled to hit test server later tonight.
We are reverting some of the stock armor changes that were presented in the Liberator update. Liberator stock resistance to Armor Piercing rounds is being reverted from 10% back to -20% Liberator stock resistance to HEAT rounds is being reverted from 10% back to -33% Liberator stock resistance to non lock-on rocket launchers rounds is being reverted from -70% back to -88% The composite armor benefit is remaining but will be less effective with the stock armor being adjusted.
Liberator audio adjusted to be more noticeable from greater distances. This does not affect the audio heard for players inside the Liberator.
To reduce effectiveness against infantry, the Daltons blast damage and size is being adjusted to be similar to an armor piercing tank shell. Inner Blast radius reduced from 1 meter to 0.5 meters Outer Blast radius reduced from 9 meters to 1 meter Blast damage reduced from 700 to 450 Blast damage is no longer capable of damaging tanks (or other vehicles normally resistant to explosive damage). Direct hit damage has increased from 1825 to 2000 to compensate. Ammo Capacity◦Base Capacity reduced from 40 to 20 rounds ◦Certified ammo capacity reduced from 8 rounds per rank to 2 rounds per rank. (Maximum of 40 down from 120)
The Zepher is receiving a reduction in effectiveness against infantry but will remain a more effective anti-personnel option than the Dalton due to its six round magazine and blast size. In addition, it will be receiving a small direct damage reduction to make the Dalton stand out more in that regard.
This is the Zepher’s intended role; A variant of the Dalton that trades some vehicle damage for being more forgiving and more effective against infantry. Blast damage reduced from 750 to 450 Direct hits now use the same damage type that the Dalton uses◦This makes the damage more comparable/consistent between the two ◦Direct hit damage lowered from 1200 to 550 ◦This will result in some vehicles requiring 1 to 2 more Zepher hits to destroy (except Galaxy).
The resist and damage adjustments results in the following changes◦MAX (3 HK to 4HK) ◦Flash (1HK to 2 HK) ◦Harasser (4 HK to 6 HK)◾Note: This corrects an issue that the Zepher was superior to the Dalton at destroying Harassers.
◦Sunderer (16 HK to 17 HK) ◦Lightning (9 HK to 10 HK) ◦MBT (10 HK to 11 HK) ◦Phalanx (9 HK to 11 HK) ◦Galaxy (12 HK to 16 HK)◾Note: TTK was previously identical between Dalton and Zepher, this provides a greater distinction
Ammo Capacity◦Base Capacity reduced from 90 to 60 rounds ◦Certified ammo capacity reduced from 18 rounds per rank to 6 rounds per rank
The Duster is intended to be primarily anti-infantry and needs improvements in this regard. It needs to stand out in that role compared to the Zepher so we are increasing the blast radius. Inner Blast Radius increased from 0.75 meters to 2 meters Outer Blast radius increased from 4 meters to 6 meters
We are removing the blast damage on the Shredder to reduce effectiveness against MAX units and personnel. MAXs will be receiving a bump in armor piercing resistance as well.
Blast damage removed from Shredder entirely. Ammo Capacity◦Base Capacity reduced from 1250 to 500 rounds ◦Certified ammo capacity reduced from 120 rounds per rank to 50 rounds per rank.
We are making adjustments to ESF rocket pods and hornet missiles to both better define them and better define the Liberator as the premiere anti-vehicle aircraft.
Rocket pods will be receiving a direct hit damage reduction that will lower its effectiveness against vehicles. We are adjusting it so that it will take 1 full volley of rockets (no misses) to the rear of an MBT will place it in critical damage instead of destroying it. Mosquito Pods◦Damage decreased from 475 to 400
Reaver◦Damage decreased from 635 to 550
Scythe◦Damage decreased from 550 to 475
Hornet Missiles will be receiving a direct damage increase. This increase will bring make hornet missile more effective than rocket pods in certain situations. Damage increased from 1800 to 2000
Air Hammer Changes
The Air Hammer is too effective against Liberators and Tanks. This is partially because of damage and the pellet spread.
The pellet spread is tuned around hitting ESFs, so with other vehicles being larger targets, some of the disadvantages of the weapon being a shotgun are lost. To compensate for this, we will be adjusting the fall off damage ranges to require the Air Hammer to get in closer.
Along with fall off, we’re changing the damage type from heavy machine gun to aircraft machine gun. This will leave it mostly alone against ESFs and other light armor, but heavily armored vehicles will resist more. Direct damage is now on aircraft machine gun resist type◦This essentially means heavy armored vehicles (tanks & libs) will resist more
Max damage increased from 150 to 175 Base magazine size increased from 3 rounds to 5 rounds Max damage range reduced from 150 meters to 50 meters Minimum damage range reduced from 300 meters to 100 meters.
Coyote Missiles Increased time required to reload from 3 seconds to 4 seconds MAX units Max resistance to AP rounds increased from 48% to 60%