2024-12-18 2026-05-04 playtest
Patch Notes — December 18, 2024
By wacko
General
Aiming
- Adjusted the sensitivity slider to allow for more granularity at low sensitivities.
- 2.5 is now the default, and is the same as 1.0 previously was
- 0.4 is equivalent to what 0.1 was previously.
- Adjusted how sniping sensitivity is done such that the same numbers should match the same amount of distance traveled per mouse inch in 3rd person cam and the first zoom of sniper cam (2x)
- Zooming in further in sniper cam will still scale sensitivity as you zoom in
- Shots are now weighted more towards the center. This should make shots feel more intentional, reduce reliance on - precision aim, and reduce the chance of off-target dirt shots.
- Hull traverse and movement dispersion penalties have been increased by 20% across the board to compensate, in order for snapshots and on-the-move shots to not become too reliable.
- Precision aim is now no longer affected by turret movement, but takes 1s longer to get into. As long as you’re not moving or turning your hull, you’ll be ticking towards precision mode. This is still intended to be a last resort “I must hit this shot” option.
Movement
- Treaded tanks’ handbrake has been tuned to be more physically grounded, rather than very slide-y and aggressive as it was before.
- Tank-on-tank collisions should be slightly more grounded, with less secondary motion as tanks collide with each other.
- Handling for treaded tanks at high speeds should now be easier – tanks should no longer experience oversteer in most cases.
- Hover vehicles should no longer be unstable at rest when on slopes–this should make aiming more smooth and less jittery
Camera
- Scrolling in and out with the 3rd person camera should now be smoother than previously, especially when scrolling the mouse wheel quite fast
- 3rd person camera moving in-out is now more separated from vertical movement at the end of the track. This should make it easier to not accidentally cause excess vertical movement of the camera.
Ammunition
- Ammo zones now only grant tertiary shells (third ammo slot)
- Secondary shells can no longer be gained within a match, your starting loadout is what you have to work with for the match
- The number of starting secondary shells has been increased to 5 from 3
- Vehicles with multi-shell clips are given more starting shells in accordance with the size of their clips
- A special fourth ammo slot can be gained by finding and picking up ammo crates found in certain map locations.
- The ammo type gained from ammo crates is picked randomly each match but will be consistent for each crate picked up for all players on both teams (so you know what the enemy team also potentially has access to)
- Silenced shells now deal 66% of base damage instead of full damage
- HE shells now deal 125% of base damage. This was previously bugged and dealt 140% of base damage.
- Momentum shells now deal 30% increased damage after traveling 200 meters (half of max view range)
- The distance trigger was previously at 400 meters
- Spotting shells now also sense enemies near the impact location but deal 15% less damage than standard shells
Bushes
- Some bushes now have birds on them that will get jostled and fly away when driven into - this can be seen by enemy team
- This leans further into the strategic aspect of vision by providing loose and imperfect information to the enemy team when someone carelessly (or intentionally, for misdirection) drives through a bush and jostles the birds on it
- The “spotting enemy” notification has been removed, both to reduce information overload in the vision and to add a bit more skill depth to spotting gameplay.
- The time it takes to spot someone through bushes has been significantly increased (6s at max, up from 3s)
- The time to spot someone outside of bushes is now instant
- The camo that bushes provide has been lowered (35, down from 50), effectively increasing the distance at which a vehicle will start being spotted through bushes.
- The effect of this and the above is that camping in bushes should still be reasonably possible, but not indefinitely. Players should feel they have adequate warning they are about to be spotted when they are hiding in bushes, and be able to make a decision accordingly.
- A number of bugs causing unintended instant spots have been resolved.
Pickups
- There are new pickups that can be found on some maps
- Ammo crates as described above in the ammunition section
- [Experimental] Seeker Orb: Spawns an orb that will float towards the nearest enemy and pings when it arrives (so it provides imprecise information about where the nearest enemy is but does not spot them)
UI
- Sniper mode UI has been updated and now includes some more detailed information on the range of the target, current degrees of gun depression, and the hit result of the spot you’re aiming at
- Holding down the alt key in-game will now show you the path and location of shell impacts that have hit you in that game
General
- The game now correctly ends in steam when you exit (there was previously a bug where you had to end the process manually or wait a while)
Maps
Ravine
- North East sniping spot is now dramatically more exposed to counter fire as the hill has been pitched down to remove cover
- Snipers using this location now run a high risk of counterfire if they get spotted
New Map: Core
- A small map with city-like corridors and central action that’s well suited to brawlers
Vehicles
Blink
- Max gun elevation increased to 55deg, from 25deg
- Reduced hull traverse speed to 55 deg/s, down from 70 deg/s
- Reduced turret traverse speed to 40 deg/s, down from 70 deg/s
Drone
- Ability now starts on cooldown
- Ability cooldown increased to 15s, up from 10s
Stealth
- Stealth windup VFX now correctly play for all players so you can tell when it’s about to go into stealth
- Stealth bike aiming should no longer get stuck misaligned with your camera facing
- Aiming will still be “chunky” in high latency cases, but it should now always be accurate to your intention
VTOL
- Can no longer use the ability at the start of a battle when it is supposed to be on cooldown
- Ability now has a 2s windup where it can turn, but cannot throttle before takeoff
- Max gun elevation reduced to 30deg, from 50deg
Bush
- Max gun elevation increased to 55deg, from 25deg
Medic
- Max gun elevation increased to 60deg, from 35deg
- Healing shot ability duration increased from 10s to 15s, to reduce pressure on chasing unaware allies while the ability is active
- Ending the ability (through cancelling or firing) should now correctly re-select the ammo you had previously selected, rather than always defaulting to Standard ammo.
Recall
- Max gun elevation increased to 35deg, from 30deg
- Has had a number of VFX improvements to its ability sequence
Siege
- Ending the ability (through cancelling or firing) should now correctly re-select the ammo you had previously selected, rather than always defaulting to Standard ammo.
Ram
- Max gun elevation increased to 50deg, from 30deg
Sonar
- Max gun elevation increased to 30deg, from 25deg
- Reduced hull traverse speed to 15 deg/s, down from 22 deg/s
- Increased turret traverse speed to 18 deg/s, up from 12 deg/s
Force Field
- Max gun elevation increased to 45deg, from 30deg
- Reduce hull traverse speed to 25 deg/s, down from 33 deg/s
- Increase turret traverse speed to 29 deg/s, up from 22 deg/s
