Infantry hitboxes have had small adjustments. The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen. Leg hit boxes have been reduced in size. They now better match the player’s actual geometry. Audio adjustments to give better situational awareness Muzzle audio range and direction should be easier to locate now Projectile flybys will now give a better sense of travel direction We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets all blending together to sound like one impact. Nanoweave will now only resist a set % of incoming damage from infantry small arms and rapid fire vehicle weapons. Headshots will always bypass the nanoweave resist and do full damage. Flak now resists direct damage from explosive weapons in addition to resisting AOE damage. Rockets and other explosive direct damage has been adjusted to work better with flak armor. For example, rocket launchers do 1000-1335 damage on average now, compared to the 1500-1700 pre-resist damage that they previously did Damage resists on the vehicle side have been adjusted so that rocket damage against vehicles and MAXes is unchanged We adjusted how projectile acceleration works on the backend. You’re going to see some projectile values drop, but projectiles with acceleration are all reaching their max velocity much faster now because that data is being interpreted differently The dumbfire rocket launchers have had their gravity slightly increased to compensate for the faster average velocity Sniper rifles no longer kill a full health target with one headshot if that target is more than 150 meters away. Nanoweave no longer prevents a one-shot headshot kill if the target is less than 150 meters away. Zealot Overdrive Engine changes Reduced speed Forward move speed is now 50% faster than the MAX’s base run speed Strafe and backpedal move speeds are now at 43% faster than the MAX’s base strafe and backpedal speeds Sprint is now the same as the base MAX speed (so the MAX cannot outsprint infantry now), but the MAX now reaches that sprint speed faster when ZOE is active Damage is now the same across all cert ranks and only increases close range damage After activation the ability is active for 15 seconds This ability now has a cooldown. Each cert rank will reduce the cooldown Each cert rank now reduces the amount of damage received when ZOE is active MAX AV weapons These now all fire from the weapon barrel. Previously, some weapons fired from the barrel and others from the camera. Damage against infantry has been reduced. Damage against vehicles is mostly the same, with only a few minor adjustments here and there for balance reasons. All weapons have been sighted so that they perform better at range Other misc. infantry changes The blast damage of underbarrel grenades has been reduced. They will no longer kill with one indirect shot. Direct shots will still kill with one hit. The AV MANA turret has had its range and blast damage reduced Harasser adjustments Reducing effectiveness of repairs from the rumble seat Composite armor effectiveness reduced All Harasser weapons are now “-H” variants. They now do less damage at range compared to the non-H variants on the main battle tanks. Adjusting infantry survivability against vehicles in some areas Refactored high damage value weapons so they do less damage to infantry Reduced damage resists on the vehicle side to compensate. Vehicle vs. vehicle damage values will remain near the live values (some weapons are being adjusted for balance reasons). Flak armor will protect against direct hits from rockets, grenades, and similar damage types Added headshot/legshot modifiers in some cases All infantry lock-on launchers have been adjusted to have a shorter lock-on range, but they lock on faster at close range. Anti-tank launchers These now have a max lock range of 300 meters, down from 400 meters These will now complete their lock in 1.5 seconds if the target is within 100 meters. They then scale to a 2 second lock time at 300 meters. Anti-air launchers These now have a max lock range of 450 meters, down from 500 meters These will now complete their lock in 1.0 seconds if the target is within 100 meters. They then scale to a 2.5 second lock time at 300 meters and farther. Striker and Annihilator These have a 0.5 to 1.0 second longer lock time compared to the above launchers to compensate for them being able to lock on to multiple vehicle types Fired projectiles now behave like the normal launchers (less hitting vehicles behind cover) The Annihilator is getting a damage increase to offset it having a longer lock time and no dumb fire capability All launchers that can fire without a lock Hip accuracy is being reduced Aimed accuracy is unchanged, though we fixed a bug that was causing them to reach their aimed accuracy before the iron sight animation had completed Vehicle weapons are becoming more distinct in their roles General tuning pass on anti-personnel weapons Anti-personnel weapons are now more effective against light armor (Harasser, flash, ESF) Anti-personnel weapons are now unable to damage heavy armor (they were pretty ineffective to begin with) Anti-vehicle weapons less effective against infantry Blast damage adjustments Flak armor now more effective We are adjusting some of the vehicle secondary weapons to be stronger counters to light armor targets. Specifically, we want the M20 Basilisk, P525 Marauder, C85 Canister and Proton II PPA to be stronger Harasser counters. Prowler Anchored Mode: Data shows that anchored mode is extending the Prowlers range too far and making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced.