Totem Arts Staff Totem Arts Posted July 29 Totem Arts Staff Share Posted July 29 "Welcome back, Commander!" The team has been hard at work revamping major features of the game, including veterancy, AOW and more. Several bugs have been squashed alongside some balance tweaks and map fixes. Please note that these are preliminary, and are subject to change. Spoiler Balance | Veterancy Rework | The Veterancy System has received a major overhaul in order to offer a more gradual progression and make rank difference feel less drastic. Some character/weapon parameters have also been changed for a better consistency across ranks Veterancy Added 2 incremental steps between the previous ranks: Recruit > Recruit I > Recruit II > Veteran Infantry Building damage modifiers now start at Veteran and increase with every major Rank Secondary weapons damage is maxed out at +35% instead of +50% at Heroic Grenade Launchers/Flamethrowers/Chem Sprayers damage against buildings scales up with veterancy Weapons range/Projectile speed will be consistent across all ranks. Their new values are the previous Elite stats The effect time of EMP/smoke grenades no longer scales with veterancy Changed Infantry repair VP checkpoint from 50 to 75 Weapons no longer refill ammo on promotion Vehicles Normalized some vehicles reload time multipliers Vehicle Limit is now globally 20 Entering vehicles unequips weapons, cancelling any weapon actions Flame Tank Damage against buildings scales with veterancy Orca/Apache Orca now gains 4 rockets at Heroic instead of just 2 Overall reduced a disparity in the Orca/Apache veterancy gains Missile Launcher (Rocket Soldier) Lowered reload speed at Heroic Lowered Their damage against buildings at Heroic (from +33% to +20%) Laser Chain Gunner Increased base armor by 50. Armor at Heroic remains the same Marksman Increased armor from 75 to 100 Changed armor type from Kevlar to Light Defense Turret Increased rate of fire but reduced damage resulting in slightly better DPS Increased damage against Flak armor Rocket Emplacement Increased Swarm missile range to better match lock on range Shotgun Decreased spread, increased range Lowered pellet damage from 13 to 12 Spread pattern is now consistent Bug Fixes Defense Mode Fixed invisible wall on Dark Night near vehicle spawn area Fixed kills not being counted in Defense mode Bots now have their class name instead of generic name Fixed the placeable per-player defense limit not working Fixed Dark Night minimap being barely visible Fixed character purchase not going through sometimes after respawn Fixed elapsed / remaining time ticking before match has officially begun Fixed map selection pool not being suited for player count Fixed an issue where damage dealt by volumes would give points for repairing Fixed an exploit where if you switch team and you have reserved vehicle on the opposing team, you can circumvent the team exclusivity Fixed player pawns still drawing on minimap while dead Disabled "feigndeath" command Global fix for jumping over the Barracks' sandbags in non flying maps Fixed bounty notification showing 0 credits Fixed an issue where commander smokes on Nod sometimes didn't work as intended Fixed spacing issue in spotted messages Killing vehicles that never had a driver or on your own team no longer triggers a voice line Disabled spatialization on voicelines from own character Fixed some PT descriptions All Out War Marathon mode has received virtually all of the playtime from the playerbase for in-numerous years. With the revamp of the AOW (timed) mode, we are looking to solve some of the pain points of hours long marathon slugfests, while improving on the original AOW formula Overtime Overtime triggers if one team isn't at least 1000 points (configurable) ahead of the losing team when time runs out. Overtime disables building revivals Sudden Death Sudden Death triggers if one team still isn't more than 1000 points ahead when Overtime runs out. Sudden Death disables repairing buildings Buildings can now be set to revive after a time (default is 10 minutes) Autobalancer Following the introduction of autobalancing in the last patch, we have gathered player feedback and taken several steps to improve the system in order to provide a better and more fair experience. All parameters can be configured by server owners Can be enabled/disabled via Vote Disabled for the first 10 minutes of a game Now gives out the reward over a period of time Now has a cooldown between attempts regardless of it succeeding or being cancelled or failing Can now give a VP reward Now does not auto balance people who have placed down important objects like nuke or ion cannon beacons Now does not auto balance people who have a score of over 100 in the last minute Players who were autobalanced will be skipped the next time autobalancing gets activated. (Players can not be autobalanced twice in a row) Balancing will now last 30 seconds by default Will not balance Commanders Will no longer force people to switch on death by default Changed acceptance key to F12 Added warm up period when auto balance starts (10 seconds) to let volunteers go first before swapping people on death Quality of Life Random weapon crate no longer sets acquired weapon as current Added an option to vote for stopping/starting the harvester Added notification when enemy votes in commander and you don't have one If an Infantry group gets splashed only one person in the group will trigger a hit reaction Disabled surrender votes if a team has already surrendered Vote/radio menu now shows correct hotkey for 0 Visuals / Audio New Flame Trooper Model FlameTrooperPreview.mp4 Updated sprint animations Pressing sprint no longer instantly sends you to sprint speed, and instead accelerates you to sprinting speed Added Chemical Trooper's First Person Arm mesh Added unique voice lines for every free class available: Soldier, Shotgunner, Marksman, Engineer, Soldier, Shotgunner, Marksman, Engineer Added more voice lines for Black Hand Sniper, Technician, Mendoza, Sakura, Chem Trooper, Rocket Soldier, Raveshaw, McFarland, Officer, Hotwire Removed voice lines that were too different from Black Hand Sniper, Flame Trooper, Rocket Soldier, Officer, Officer, Laser Chain Gunner Maps Tomb Blocked the ridge from Nod's Silo Side from climbing Added blocking volumes on the Weapons Factory Reservoir Fixed being able to climb into the Dam Tunnel from Nod's Power Plant Increased Nod's Airstrip drop off height to prevent new vehicles destroying others by accident Changed some collision to stop vehicles from getting stuck Under Added cover to prevent vehicles from shooting into the tunnel entrances Fixed the Ice Cave causing the game to freeze briefly upon death Islands Fixed a base to base spot Fixed Remote/Timed C4 getting tossed on the tunnels from above Added missing materials from bunkers Blocked an unintended spot near the GDI tunnel exit Blocked line of sight from Nod's tunnel entrance in base to field Fixed being able to climb the perch on Nod side from Nod's base Increased Air Strike cooldown from 60s to 85s Blocked a climbable spot next to Hand of Nod Mines Reduced the income from Refineries Blocked the usage of Ion cannon/Nuke beacons inside the tunnel area Moved the Guard Tower from the GDI Refinery Rotated the AGT to allow better targeting for rockets Elevated the Airstrip to be easier to hit Lowered mine limit from 30 to 26 Lowered Air Strike cooldown from 110s to 100s Expanded vehicle routes. Enabled vehicles to enter the area next to the lake by destroying fences Blocked vehicles from boosting into the other team's base via the central path Reworked some areas in field. Overall more cover for support infantry Blocked some lines of sight for snipers Visual changes Crash Site Economy tweaks Reworked the Ship tunnels layout Blocked the usage of Proximity/Remote/Timed C4 in the tunnels Changed the area in front of GDI's base to be easier to defend and reach the Capturable Silo Field X Added cover to prevent vehicles from hitting inside tunnels from the field area Adjusted the rocks in the tunnels in order to allow both factions to climb Adjusted the GDI long tunnel to be easier to defend Field Fixed an exploit that allowed MRLS to climb the rocks behind GDI Weapons Factory and shoot into GDI long tunnel Walls Fixed an exploit behind GDI base that allowed vehicles to climb the rocks Outpost Fixed a ladder volume on the tower near GDI's base that caused players to die instantly Oasis Scaled down some rocks to free up the space blocked by collision Cliff Side Blocked an area in the tunnels where players would get stuck with no way back Mesa Fixed projectiles going through the water and not hitting the surface Lakeside Fixed being able to get on top of the cliffs next to GDI base Fixed being able to get on top of some other cliffs with a Chemical Trooper 3 1 Quote Link to comment Share on other sites More sharing options...
isupreme Posted July 31 Share Posted July 31 Awesome advancement. I look forward to trying out the changes in AOW and players voting on harvy in particular. 1 Quote Link to comment Share on other sites More sharing options...
Odanert Posted August 5 Share Posted August 5 No city no fun. 1 Quote Link to comment Share on other sites More sharing options...
isupreme Posted August 11 Share Posted August 11 I have seen some chat and player excitement about the update. Well.. ok ...i have been pushing it... I like a lot of the content. But when can we expect it? I been getting that question a lot. Bring it on. P.S. Bring back the O button! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 19 Totem Arts Staff Share Posted August 19 We are still fine-tuning some of the major changes with the patch and we've found some additional bugs that we are sorting out. ETA for release is unknown but hopefully soon. 3 Quote Link to comment Share on other sites More sharing options...
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