Post by toasteroven on Dec 16, 2013 21:53:18 GMT -8
No, I'm not going to sugar-coat it. It's a nerf, straight across the board. Armor, survivability, speed, weapons, everything. This is cause for a significant change in our tactics. I think the days of back-seat engineer repairs are gone. Time for 3-man Harassers with Triage-equipped Medic drivers, Engineer gunners, and MAX rumble-seat occupants.
Full patch notes are here.
TR Harasser Nerf Highlights:
Weapon Details:
P525 Marauder
As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.
P525 Marauder-H
Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max Damage increased from 150 to 315
Inner Blast damage reduced from 450 to 334
Inner Blast damage radius reduced from 2 to 1 meters
Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
Fire rate decreased from 200 RPM to 171 RPM
Full patch notes are here.
TR Harasser Nerf Highlights:
Harasser Turbo
With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option.
An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank
A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds
Harasser Rumble Seat Repairs
Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.
Composite Armor
Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them.
Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.
Stock Armor
The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).
Vehicle Secondary Anti-Personnel Adjustments
We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.
In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.
And finally, we are working towards bringing the weapons more in line with each other.
With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option.
An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank
A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds
Harasser Rumble Seat Repairs
Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.
Composite Armor
Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them.
Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.
Stock Armor
The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).
Vehicle Secondary Anti-Personnel Adjustments
We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.
In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.
And finally, we are working towards bringing the weapons more in line with each other.
Weapon Details:
P525 Marauder
As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.
P525 Marauder-H
Now on a new Resist Type: “Anti-Light Armor”
This resist type does no damage to heavy armor, but does good damage to light armor.
Flak Armor protects against this kind of damage
Max Damage increased from 150 to 315
Inner Blast damage reduced from 450 to 334
Inner Blast damage radius reduced from 2 to 1 meters
Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
Fire rate decreased from 200 RPM to 171 RPM
E540 Halberd
The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.
E540 Halberd-H
Direct hit damage reduced from 1500 to 800
Blast damage inner radius reduced from 1 meter to 0.5 meters
Inner Blast damage reduced from 750 to 400
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 275 meters per second
The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.
E540 Halberd-H
Direct hit damage reduced from 1500 to 800
Blast damage inner radius reduced from 1 meter to 0.5 meters
Inner Blast damage reduced from 750 to 400
Launch speed set to 200 meters per second
Within 1 second, the projectile will accelerate to max speed of 275 meters per second
G30 Vulcan
Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.
G30 Vulcan–H
Max damage decreased from 220 to 167
Max damage range decreased from 200 to 10 meters
Min Damage decreased from 165 to 125
Min Damage range decreased from 500 to 65 meters
Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
Cone of Fire will recover faster
Added a legshot multiplier of -0.1
Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.
G30 Vulcan–H
Max damage decreased from 220 to 167
Max damage range decreased from 200 to 10 meters
Min Damage decreased from 165 to 125
Min Damage range decreased from 500 to 65 meters
Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
Cone of Fire will recover faster
Added a legshot multiplier of -0.1