Most importantly, this patch has a fix for the AT teams getting stuck trying to fire when ordered into cover.
In general, the goal of this patch is to nudge the usefulness of Infantry back up a bit. We've given Riflemen and Snipers a little bit of a boost and pulled back some of the changes we made to the vehicles.
As always, let us know what you think.
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Gameplay
- Fixed an issue where AT units would sometimes become stuck in an idle state after entering cover while in an attacking state.
- Unlock: TOW and Kornet - reduced fire rate, decreased accuracy.
- Equipment: Grenades - reduced throw accuracy, reduced damage radius by 15%.
- Units: All Vehicle Resupply Timers increased by 10%.
- Units: Tank shell accuracy decreased, damage radius reduced slightly.
- Units: Tank health reduced by 10%.
- Units: Riflemen health increased by around 15%.
- Units: Sniper health increased by around 15%.
- Units: Sniper resupply timers reduced to 25 sec.
- Units: US AT Teams health reduced by 10%.
- Support: "Broadcast Attack", "EMP", "Blackout", "Network Disruption" : The camera is now moveable while the HUD lockouts are active and the fullscreen glitch effect has been reworked to be more subtle
- Support: "Critical Deployment" cost increased from 5 to 7.
- Support: "Rapid Response" limited to Infantry.
- Support: "Heavy Armor" cost increased from 4 to 5, gives opponent 5 supply instead of 2.
- Support: "Smoke Mortar" increased effectiveness of accuracy effect on rockets / tank shells.
- Support: "Smoke Artillery" increased effectiveness of accuracy effect on rockets / tank shells.
- Support: "Beyond the Wire" reduced reinforcements gained from 3 to 1.
- Support: "Priority Target" reduced cost from 4 to 2.
Animation & Effects
- Projectiles from weapons should now originate correctly from the weapon muzzle.
