GUNS UP! 3.00 Update Gameplay Changes!
Rally Flag Changes
For a long time rally flag has acted as a 'nudge' for your units to move to a tactical position, and some of you have noticed that it hasn't been exactly reliable. In this update we've changed it to be a full override for your units - meaning they'll ignore enemies, even if they are in the way of the rally point. This will alter some existing strategies, but we think it will also create some new ones - you can now rush through a chokepoint, or retreat even in situations where you are surrounded. Paired with this, we have increased the duration of the rally flag by 2 seconds, and decreased the Rally Area size by 35%, and solved a few bugs where units would leave the rally flag area when they're not supposed to.
Sniper Tower Changes
Sniper Towers are some of the most powerful structures in the game. We love their role as precision killers, but at the same time we want to make sure that units are able to effectively combat them. In previous updates, units that were rounding corners or walking past very small gaps could get picked off at god-like reaction times by the towers, making choke points sometimes impossible to breakthrough and allowing annoying base setups where the towers could pick off units without any chance of retaliation.
In 3.00 we've added a very small delay to the sniper towers before they fire. The change is slight and overall won't affect the performance of your base, but if your setup relies on some of these very small windows of time you might need to re-adjust.
Headquarters Targeting Priority
In the last update, we reduced the targeting priority for Tents, Mortars, and Anti Air turrets to make sure that units have a chance to destroy damage-dealing units first. This could have a side effect where units would ignore those structures in favor of targeting the headquarters! We've changed that in this update so that you can milk out the maximum amount of points at the end of the battle.
Bullet Damage Reduction at Long Distances
One problem that many of you have spotted is that the transport truck, headquarters, and other buildings that aren't in active combat will take too much damage from bullets that missed their targets from long distances. To address this we've added a falloff to bullets that miss their targets, so that they will deal reduced damage after traveling long distances. This will mean that both the attacking and defending forces will receive less damage on units that aren't actively participating in the battle - yay!
GUNS UP! 3.00 Update Notes
All:
- Halloween Event!
- Rally flag improvements: Troops will always rally to the flag and stand closer
- Tweaked bullet damage fall off to reduce truck damage from stray bullets
- Adjusted target detection on sniper towers to stop them from shooting through small gaps
- Implemented a new error message for banned players
- Deprioritized HQ targeting so units wouldn’t ignore tents
- Fixed an issue where players wouldn’t see the level up flourish
- Adjusted the camera in the initial tutorial battle
- Adjusted Camera shake
- Added an option to disable camera shake
- Added an option to disable controller vibration
- Added new regen hat modifier
- Fixed an issue that caused friends to be unavailable for gifting
- Fixed an issue that caused friends to be unavailable for gifting. Friends will still need to be an active player to receive gifts
PC:
- Fixed an issue where players couldn’t cycle through CPU defend rewards with the mouse
- Fixed an issue where the “Info” button on Alliance battles would disappear easily with a mouse
- Moved the setting button on the intel screen for mouse and keyboard controls
- Fixed an issue where veterans could be deployed by accident with a mouse
- Fixed a display issue that would cause munitions not to return to your total when backing out of pvp
- Added an option to disable pause when the window losses focus
