General

Squads

  • You can now create squads of up to 8 players for full premades in matchmaking
  • Fixed an issue with squads that could lead to crashes on joining one Armor
  • Tanks now have intermediate penetration zones:
  • This will appear as yellow in the armor visualizer
  • Yellow areas have a 50% chance of penetration when shot
  • Green areas remain always penetrable
  • Red areas remain always impenetrable
  • Yellow areas appear when your pen value is less than but within 10% of the effective thickness of that plate
  • These are intended to allow high-armor tanks (like the Sonar) to more often rely on their armor, while not becoming overly oppressive Shells
  • High Explosive shell penetration increased to 50 from 40 Misc
  • Fixed an issue with camera zoom under legacy settings where it would return to max zoom when scrolling out of sniper mode (thanks to @PM for the report)
  • Fixed an issue where the Ping Wheel would stick open (disabled for now until we revisit it)
  • Changed the sound effects for UI interactions (thanks to @AzureAkua and others for calling that out)
  • Fixed a bug where it would sometimes take a long time to start accelerating again after reversing while turning

Maps

Note: These changes are generally aimed towards providing more cover and enabling players to push up against and siege sniping locations

Ravine Map

  • Added more hardcover elements to the desert area
  • Closed off sniping angles from the corner desert sniping locations looking into the desert itself. It should now be easier to siege sniping locations from the desert.
  • Shaved down the cover for the western upper path area near the central entry Fields Map
  • Closed off the bush sniping positions from the midpoint of the large ridge so they no longer look out over or interact with the field
  • Added rock cover outside the field entrances to the tunnels that connect to the brawl corridor

Vehicle Tuning / Balance

Siege Tank

  • The Siege Shot ability now also knocks out enemy tracks Valkyr - Medic Tank
  • Lowered the heal coefficient to 250% of base damage from 300%
  • Increased reload time to 6s from 5s Wall Tank
  • Wall tank has a new model
  • Fixed an issue that caused the wall tank to not be spotted appropriately in some cases
  • Wall ability now has a visual timer for its phase-in when first placed Sonar Tank
  • Fixed an unintentional armor weakspot behind the barrel on the gun mantlet Stealth Tank
  • Now has a more detailed model and ability effects