US and British HAT roles have been set to 2 per team, one frag grenade added to their inventories. ![]() Lowered ammo point cost of LAT weapons (M72A7, RPG7 HEAT, RPG7-V2 HEAT and RPG-26) from 50 to 40. Narrowed L85A2/L22A2 and M4 series ironsight front post for better target visibility. Removed physics kickback on all 25mm/30mm autocannons and the KPVT when firing.ĭecreased overheat penalty on BTR/MTLB 30mm and ZU-23. Tweaked BTR82A's 30mm turret armor, introducing a weak spot where the gun connects to the turret, but buffing its overall frontal armor. Increased coverage of heavy front turret armor on the T72-B3, but added a weak spot where the base of the gun attaches to the turret. Simplified the collision mesh and distribution of armor on the T72-B3 hull slightly. Increased carrying capacity of Logistics Technical to 1400 points. Reduced armor thickness on the M1126 Stryker. Tweaked camouflage netting on the M1A2 Abrams woodland cannon to not be as visually obtrusive from the gunners point of view. Simplified armor distribution on the BRDM-2. Light Anti-Tank standardised to 320mm RHA penetration. Increased Heavy Anti-Tank rocket armor penetration capability from 630mm to 900mm RHA penetration. Made unarmored vehicles slightly more resistant to 25mm/30mm Autocannon High Explosive ammunition. 50cal's armor penetration capability at medium (100-800m) ranges. MATV/BRDM-2: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burningīTR, MTLB: 1 TOW to burning, 1 HAT + 1 LAT to burning Trucks: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning When the actual GB and US HAT weapons are implemented, the AT-4 projectile specs will return to their original "light/medium" AT role.ĭamage tweaks to guided missiles and rockets: This is a temporary placeholder change to the AT-4 to give the US and GB factions an infantry HAT weapon system. Increased AT-4 HEAT armor penetration capability from 350mm to 500mm. WSAD keyboard controls now can control traverse and pitch of all vehicle turrets with the exception of the KPVT, NSV-T, PKT turrets, and open turrets.įixed an issue in the physics code gear mapping preventing the 6th forward gear on vehicles to work correctly and made sure RPM thresholds for shifting out of neutral gear are being respected, making driving up slopes in first gear much more manageable.ĪT-4 HEAT projectile set to use Heavy Anti-Tank type damage. 50cal turrets or Technical DSHK are not affected by this change. Repair tools will be able to repair its health up to 25%, requiring vehicle crews to take their vehicles back to a repair station to restore full turret functionality. A cracked screen will appear when turret health is below 50%. Stabilised turrets also suffer by having its stabilisation disabled below 50% health. The more damage taken, the more severe the penalty. In addition, if a turret is below 50% health the turret will begin to suffer a penalty in its maximum turn speed. Should a turret take damage, the damage will be passed on to its parent vehicle. Turret damage has been implemented to all closed turrets. (Top to bottom: Spawn Points, Infantry, Vehicles, View cone, FOB Radio, Capture zone flag, Deployables, HABs, other Map Markers) Increased Steam connection timeout from 60 sec. Unified the sub role drop-down interaction style across all role selection modes. Tweaked the first person offset to closer match where the head and eyes are in third person when leaning left and right. Removed player collision interaction on infantry ammo bags. Performance optimisations to the main menu map. Performance optimisations to the Squad Leader order widget. As the file structure has been changed, this patch will be quite large. PAK files apart into smaller chunks, which speeds up loading into the game as well as installing updates from Steam. ![]() PAK file sizes by breaking the large content. Optimised audio assets and sound cue variations in order to have a much lower memory profile. Large number of optimisations to foliage and UI texture sizes and streaming in of textures.
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