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Reinforcement balancing

Reinforcements balancing

Patch 1.4.0 brought the Reinforcement element to the game, aiming to prevent games from snowballing if one team got a very good start. Reception has been good, but as all things that change a game in a major way, things will need some tweaking before it works perfectly.

In this new revision of the system, the game looks at Player Kills, Ground Vehicle Count and Remaining FOB Health when estimating how much a team is in the lead (as opposed to only Player Kills like before). If the opposing team is enough ahead of you (as shown by the new little HUD arrow just below the morale line), you're eligible of a Reinforcement when your next FOB is destroyed.

As always, keep the feedback coming!

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Best regards
//Bankler

Patch notes

1.4.1

  • When hotjoining and teams are equal, the new player will now end up on a random team rather than always get on the NATO team.
  • When determining if a team qualifies for a reinforcement when a FOB is destroyed, the total combined FOB health, creep count and player kill count are now compared (in contrast to only kill count like before).
  • Added a small arrow under the morale line, indicating a collected state on how the match goes. When this arrow reaches the end of the line, reinforcements will be available for the losing team.
  • Added small "!" marks to the FOB health boxes, visible when reinforcements are ready, to make it more clear when a FOB kill would result in a reinforcement.
  • Polished and repositioned some of the HUD elements.
  • Updated the credits listing.