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Update September 10th, 2013 Part 2

Heavy Tanks

One major issue we sought to resolve was the viability of heavier tanks within the mid-late game. Their cost and performance was refactored to better take into consideration their effectiveness at the later stage of a match. Additionally, heavier tanks should be more viable in smaller matches.

Tiger
• Reload from 6.25 to 5
• Armor from 350 to 300
• Acceleration from 1.25 to 1.8
• Max speed from 4.7 to 3.9
• Deceleration from 4.2 to 3.9
• Price from 600 MP and 250 FU to 720 MP and 200 FU

IS-2
• Armor from 375 to 325
• Damage from 160 to 240
• Penetration from 140 to 170
• Deflection damage removed from the main gun
• Price from 680 MP and 300 FU to 760 MP and 240 FU

Brummbar
• Price from 520 MP and 170 FU to 680 MP and 140 FU
Panther
• Price from 440 MP and 165 FU to 600 MP and 130 FU

Weapon Teams

Focus on improving early game flow and balance. Weapon teams should be support units rather than front line soldiers. The Maxim and MG42 had their weapon profiles adjusted slightly, resulting in some performance modifications. As a result of this change, the Maxim should suppression slightly faster than before. Their overall DPS remains relatively unchanged. The changes to weapon traverse make flanking a MG easier when using multiple squads.

HMG and Mortar Teams
• Now receive 25% more damage

Soviet Sniper
• Cooldown duration multiplier far from 1.5 to 2

Maxim
• Damage from 9.5 to 5
• Near accuracy from 0.6 to 0.64
• Far accuracy from 0.16 to 0.32
• Near rate of fire from 1.1 to 2.1
• Weapon horizontal traverse speed from 90 to 35

MG42
• Damage from 4.4 to 5
• Far accuracy from 0.1375 to 0.11
• Far cooldown from 0.8 to 0.85
• Suppression from 0.00159 to 0.00085
• Rate of fire near from 1.2 to 1.1
• Rate of fire far from 1.1 to 0.9
• Weapon horizontal traverse speed from 60 to 25
• Suppression modifier applied to suppressed targets from 0.5 to 1