⚙️ General
Vehicles
- Ranger graduates to the main roster!
- It brings with it three new components it can unlock:
- Redirector Gear: Increases Hull Rotation Speed by 10%. Effect doubles while you are reloading.
- Overflow Shunt: Increases your damage by 1% per 10 Energy you’re holding
- Cascade Gate: Using an ability while above 50 Energy increases your energy generation by 35% for 15 seconds
- It can now be used in ranked play (and tournaments)
- It can now level up to 30 and unlock mastery titles Ping Wheel
- It brings with it three new components it can unlock:
- Players now have a Ping Wheel to better communicate with teammates during battle:
- There are 8 unique pings available to players, broken into context sensitive sets of four options
- The ping wheel is accessible by holding down the T key, the middle mouse button, or left bumper on gamepad
- Each ping displays an icon and light column on a specific point in the world or attached to a specific player
- Most pings will display for all other teammates and spectators during battle (some, like “help” and “thanks” will only show for the player sending and the other player receiving the ping)
- When aimed at terrain, players can ping “aim here,” “going here,” “caution here,” and “help me”
- When aimed at a teammate, players can ping “advance,” “retreat,” “assist,” and “thanks”
- Tapping the ping key or button will still ping as before:
- When aimed at an ally, an “assist” ping will be sent to that player (the target player will see a ping on the ally who sent the ping)
- When aimed at an enemy, a “target this enemy” ping will be sent (the enemy and enemy team will not see the ping)
- When aimed at terrain, a basic ping will be sent to that location Medals
- You can now receive medals for matches with exceptional performance
- You earn a medal when you get 6000 XP or more in a match
- These medals are tracked for each tank and are shown on your tank grid and in the tank-specific details page
- The medals will upgrade in color on the tank grid when you accumulate enough of them to cross specific thresholds Components
- Energy Vent now also increases Max Reverse Speed in addition to Max Speed and Hull Rotation Speed.
- Three new components added with Ranger (see the above note on its graduation) UI
- Squad member in-game healthbars have a different color to differentiate them from other players on your team
- While in Sniper mode, when aiming at a module, the text in the top right will now update to show what module is being aimed at, instead of just saying module Ammunition
- All shell trails' visual duration increased by 20%
- Spotting Shells:
- Targets that have been pinged (but not spotted) are now correctly shown the ping that notifies about detection
- Spotting shells now have 40% lower Shell Damage and Shell Velocity Vehicle Driving Physics
- While at speed, vehicles should now have more lateral grip than previously
- This means you should encounter less sliding when turning at medium-to-high speeds
- Extreme cases should still experience sliding--for instance, if you land perpendicular to your direction of motion after going off a Ranger ramp, you’ll still slide.
- This is intended to allow faster vehicles to more effectively use their top speed in more cases
Performance
- Performance has been significantly improved when aiming through multiple bushes in sniper mode Cosmetics
- Ranger has a new skin: Ollie
- New charms have been added:
- Ranger Charm
- Fortis Charm Misc
- The Alpha Program tank requirement is increased from 10 to 14 tanks unlocked
- Phrases where we previously used “Hull Traverse” and “Turret Traverse” have been replaced by the clearer “Hull Rotation” and “Turret Rotation”
- Energy capture zone now displays an updated energy icon to match the UI
- Added new cooldown prediction system reducing the impact of latency on reload/swap and intra-clip times
- Updated Steam SDK to latest
- Alpha Tanks now have placeholder VO lines (from yours truly) to communicate ping information
🗺️ Maps
General
- Collision across all maps has been improved
- This has been a wide effort to dial in collision to match visual models while keeping the game highly performant. If you find areas where collision is still off compared to the visual model, please let us know. Fields
- The field energy zone has been moved ever so slightly north to get it more centered on its hill Divide
- A rock has been strategically placed near the exit path from the north side base to intercept early game cross-map shots Scorch
- The crevice below the lava crack on the east side has been widened. Instead of getting you stuck, drops into the crack are now lethal. Prototype: Expanse
- Pulled from the custom game map pool while we start work on the art for it
🛞 Tanks
Alecto
- Shell swap time reduced to 2.5 seconds to match its reload time Arbalest
- Shell Fabrication keystone reworked:
- Siege Amplification: Siege damage amplification increases by 5% each time you penetrate a Siege shot Deadeye
- Elevate will now stop midair if the turret will bump into an object instead of clipping through
- If Deadeye is flipped mid ability, the ability is canceled
- Increased the difficulty rating from 3 to 4 Fortis
- Mine Heal Keystone reworked:
- Mine Spread: Increases your Hull Rotation Speed by 50% while deploying mines
- Allied shots can no longer impact with mines Ikarus
- We’ve introduced a suite of changes intended to make Ikarus more reliable to play as, and play against. A few goals for these changes were:
- Limit the power of repeated strafing runs in one flight to allow for reasonable counterplay on the receiving end
- Limit the amount of verticality the vehicle can attain, which made it easy to enter enemy gun elevation blind spots
- Singular strafing runs should still exist and be viable
- Make evasive maneuvers while flying more effective for dodging shots
- Reduce the power of the vehicle’s damage in medium length engagements where you would get multiple reloads
- Increase the power of the flight ability as a repositioning and straggler hunting tool
- Design Note: We hope that these changes allow an Ikarus player to feel powerful when shifting in and out of flight form more commonly, while limiting the previous high-altitude dive bomb cases where Ikarus felt noninteractive.
- The changes are:
- Altered flight parameters:
- Reduced base thrust duration from 4.5 to 3.0
- Increased turn speed during thrust mode by 20%
- Lowered drag in glide mode. (This is now be equivalent to the glide tuning the vehicle was at for the 7/30 patch)
- Additional flight effects:
- Removed the improved base accuracy Ikarus would get in flight form
- While flying, rapid turning (either pitch or yaw) will now apply noticeable dispersion penalty
- While flying, aim speed is increased by 20%
- Design Note: Functionally, these changes mean you will now need to keep your nose pointed at your target for a bit to have reasonable accuracy in flight. We expect this should keep more horizontal strafing runs effective, while making more vertical up-and-down dive bombs more difficult.
- Upon landing, the vehicle’s current Spotted Time is reduced drastically.
- Design Note: This is intended to allow the vehicle to more safely land in more spots, increasing the flexibility of the flight.
- Gun windup time reduced from 3s to 2s when transforming back from flight form
- Base reload increased from 7s to 8s
- Tech Tree:
- The Hull Rotation Speed tech node has been replaced with one that heals Ikarus for 20/40/60 when transforming back out of flight form
- Reload Speed tech node effect reduced from 0.75s/1.5s to 0.375s/0.75s
- Altered flight parameters:
- The ability icon has been updated
Phantom
- Fixed a bug where Phantom would exit precision aim when turning while stationary
- Added more tolerance to Phantom auto turn. This should reduce cases where the reticle gets stuck. This does not resolve all cases of this, but should make the experience generally better than before. Ranger
- Cleaned up some unexpected bounce areas when viewing the armor from the side
- Reduced side armor from 30mm to 28mm
- Reduced flat front plate armor from 55mm to 52mm
- Fixed a bug where Ranger's ramps sometimes lost their boost power for the rest of the match Fuse
- Updated the description to include mention of Glom missiles detonating other glom missiles on contact
- Lowered dispersion induced by firing a Glom by 20%
- Fixed a number of issues with glom missile behavior.
- Gloms should no longer get stuck in the air or bounce off of enemies
- Helio’s lower plate will no longer eat shells targeted at gloms
- Gloms should generally be more performant
- Destroying a glom will “popcorn” nearby gloms
- Glom death VFX should not fail to play in some cases
- Glom missile flight should be smoother
- Firing a Glom should no longer trigger a friendly glom stuck to your own vehicle
🦟 Bug Fixes
- Reticle dispersion interpolation has been tuned to more closely match server values. This was introduced last patch, but the interpolation was slightly slow and could make reticle aim time and bloom appear delayed or slower than they actually are.
- Fixed the secondary description for spotting assist energy tech nodes to say they provide 3% of the spotting value as energy rather than 2%
- Fixed an issue in replays where whiz-by shell audio would continue to play for a few seconds after impacting a target
- Fixed a bug where destructible walls would sometimes play their crumble effect after they were already broken
- Fixed a bug where spectator free camera speed values were not assigned until speed was changed once
- Fixed a bug with the Deadeye Elevate ability where the camera and aim location were offset to the side when on a slope
- Fixed a bug where speed buff and speed debuff visual effects could apply more than once to a vehicle, resulting in persistent speed lines
- The game no longer visually allows damage and capture point reduction after the game is over
- Alpha Tank levels are no longer considered for ranked eligibility because they’re not usable in ranked
- It is no longer possible to auto-lock allies unless your ability allows it, such as Valor heal shots
- Fixed an issue where you could sometimes empty your clip in an auto-loader and not be able to fire unless you reloaded again
- Energy shells now work properly when the target is destroyed by the shot
- Fixed a bug where your selected game mode could switch back to Standard when someone left your squad
- Fixed a bug where your clan’s member list could be out of date and not reflect the latest changes
- Reload, swap, and intra-clip timers now show up consistently in the HUD
- Fixed a bug where the loadout screen could stay open when the final lobby countdown timer starts
- Fixed a rare case where the ready button in the lobby would not function
- Fixed a bug where claiming multiple games could get stuck
- Updated the home screen Discord link
- The spawn wall should now always properly show up on your client
- Removed redundant FOV LOD scaling on the landscape, which could cause visuals and collision on lower settings to be heavily out of sync
- Fixed an issue with lag compensation hit notifications that could sometimes prevent VFX from properly displaying or cause issues with mines and Fuse gloms
- Display resolutions now properly preserve across restarts. Note: there was always a bug where we were saving the wrong display index, so when you start the game, it may load on a different monitor if you have more than one display. This happened because we were not properly restoring the saved index, which was also being saved incorrectly.
- Fixed the commander ability icon occasionally starting greyed out at the beginning of a match, even when the ability was ready to use
- Fixed team kill totals on the end-of-game scoreboard undercounting scores from players who disconnected before the match ended
- Fixed fall damage numbers displaying the enemy module icon left over from the last time you hit an enemy module
- Fixed Fortis mines sometimes showing in enemy colors after you were killed and started spectating
- Fixed certain bird bushes sometimes not spawning bird visuals
