|
 The smooth aiming update from early February is paying dividends in balance disruption. Units with high turn rate (ie Reaver) and high fire rate (ie Reaver) gained the ability to jink while constantly firing at their target, effectively increasing their DPS. We're working to address this, as well as to make Tank and Jumpbot back into real factories.
Balance
Units can now be force fired at trees, rocks and wrecks to clear paths and deny reclaim.
Reaver:
-
Auto regen +30 -> +20
-
DPS reduced by 7.2%
Kodachi:
-
Auto regen +10 -> +15
-
Burn time lots -> 5s.
-
Damage 120 -> 150.
-
Ground fire DPS increased by 25%.
Blitz:
-
Removed unique EMP explosion as it is often detrimental.
-
Normal damge 170 -> 200
-
Reload time 2.6 -> 2.7 (old value was 3)
Ogre:
Pyro:
-
Increased burn chance from 10% to 40%.
For the mathematically disinclined this corresponds to a 95% chance to set units on fire after a second of continuous fire. Previously the burn chance after a second was 47%.
Made puppies not terrible:
-
Removed goo inefficiency (goo cost 75m -> 50m).
Grizzly:
Siren:
-
Now hits, even if it misses (like Ripper).
Dante
-
Increased Flamethrower burn chance to 40%.
Commanders:
-
Build power module nerfed from 5bp to 4bp.
-
Increased Flamethrower burn chance to 40%.
-
Engineer commander now aims prior to firing, resulting in a slightly longer effective unpack time.
Faraday:
-
Reload time 2.4 -> 2.6 (pre-buff was 2.8)
Personal shields now start at 100% charge. This affects some shieldbots and commanders.
Unit AI:
-
Fencer now uses its limited AI to keep away from Ogre (default off).
-
Units no longer try to jink around Kodachi.
-
Kodachi tries to keep at maximum range against more types of unit.
Interface
-
Added 'Edit Behaviour' to space+click menu opens the initial unit states menu entry for the unit.
Fixes
-
Fixed random startboxes.
-
Fixed Welder firing jerkyness.
-
Fixed enemy cloak visual error.
-
Fixed projectile lights stacking issue.
-
Fixed pause button issue.
-
Fixed rare Raven issue that could cause it to be stuck low.
-
Fixed Cutter Debris size.
+5 / -0
|
|
|
The Blitz explosion is meant to be detrimental, to stop people using it in monospam packs. It also helps stun units that try to swarm it, making it riotiery, but that's not the primary purpose. This was always the problem with the unit when it was ever any good, it's above the threshold as a raider where AoE really wrecks it and the EMP stacks best with itself.
Are there other things now suppressing Blitz monospam or do you think it's just still not good enough to be used that way?
+7 / -0
|
|
|
Are you sure about the grizzly nerf? It seems rather extreme to me.
+2 / -0
|
|
|
I know what the Blitz explosion was for. Tank is in trouble so it can afford to try some buffs. I'm trying the explosion removal because it made Blitz armies even more of a slippery slope and was not fun to use.
If Tanks start destroying everything then I've got some useful data. I slightly doubt it will occur with this update though.
+0 / -0
|
|
|
Well the patchnotes make it sound like often detrimental isn't the whole point, it's a bit odd like saying Penetrators low HP or long reload time was removed because it is 'often detrimental'. But I guess if it's annoying to use then you don't want it as the way to stop blitzballs longterm anyway and there needs to be another solution to that if or when it ever becomes a problem again.
+1 / -0
|
|
|
The detrimental comment is to signal that the change is meant as a buff.
+1 / -0
|
|
|
Poor carRepairer.
+0 / -0
|
|
|
quote: Removed goo inefficiency (goo cost 75m -> 50m). |
Sorry, I don't understand this. What is "Goo cost"? I thought that it sucked metal and spam Puppies at 1 Puppy per 50 metal wreck
+0 / -0
|
|
|
I know you are not balancing for this gamemode but i just want to notice that tanks were really strong in teamgames even before the buff because their weaknesses get covered pretty easy by the teammates (given they are useful).
+2 / -0
|
|
|
|
Why the random faraday nerf? It was almost usefull.
+3 / -0
|
|
|
The Blitz emp blast was a mechanic that one just had to work around. It was useful in some situations (when your enemy had overwhelming advantage) but it prevented Blitzes from being able to snowball. Now its pretty much just a light Zeus on wheels.
Also I think that the further tank buffs are highly uncalled for. Its just the meta hasn't caught up with the changes yet.
+5 / -0
|
|
|
|
I notice Blitz oneshots Glaive now? Did Tank really have that much issue with cloaky?
+0 / -0
|
|
|
if blitz dont turn out to be op in the next days.. then i feel its a good change
+0 / -0
|
|
|
Post Blitz replays.
+0 / -0
|
|
|
|
Darts kind of worked even before they were buffed.
Though quite slowly and only in low densities, because otherwise Blitzes could survive long enough to run for the turrets or Welders.
Now they're even better, especially if you bring along some additional source fo whoop-ass,like Domi.
+0 / -0
|
|
|
Isn´t DeinFreunds example BEFORE the buff? Edit: ok i see it´s not, but there is no real difference between before and after in this case. Ripper is just really poor against blitze.
+0 / -0
|
|
|