Esamir (another continent), a hefty amount of new certs, and some new weapons are currently scheduled for deployment in tonight's patch (Wed/Thursday Morning).
Cant wait! This patch is going to be one of the biggest ones yet!
Also, Higby addresses a few concerns and talks about upcoming changes:
Cant wait! This patch is going to be one of the biggest ones yet!
Also, Higby addresses a few concerns and talks about upcoming changes:
Higby - Beta Status & Upcoming Changes said:Hey guys -
I wanted to address some common issues we're seeing on beta right now and some plans for solving them which you'll see in the next couple weeks.
Spawn Camping
Towers and certain large facilities have had big increase in the prevalence of spawn camping since the last patch. When a base is about to flip you'll see players spawn engineers and camp the tubes with turrets. To combat this we will be implementing pain fields (areas where enemy players take damage over time as long as they're standing in them) in certain spawn rooms.
Rockets and tank shells occasionally do no damage
Currently there is a bug where if you fire immediately after reloading the projectile will not do damage. This is most obvious when firing rocket launcher and tank shells. You can avoid this by waiting a moment after reloading before firing, but it will be resolved with this week's beta update. [Currently scheduled for Wednesday night/Thursday morning]
Population balancing
We've noticed the issues associated with population imbalances in the game. There are two primary things we're doing to address these issues in the near future:
1 - This week we'll be increasing the XP and Resource bonuses for under populated empires, as well as the threshold for when those bonuses are received.
2 - Next week we will be implementing zone and world level empire population caps. These will prevent a single over-populated empire from locking the other empires out of the zone / server.
We will continue to monitor the issues associated with population balance and reassess as more continents become available for play.
Default lack of anti-air
With the recent character wipe we've noticed players having a lot of trouble dealing with aircraft (especially liberators) from the ground. This week we'll be making Burster MAX weapons more readily available to new characters (this may just be a 1 Auraxium unlock for now, or it may just show up automatically on your character, we're still figuring it out), and eventually we'll be adding more anti-air weaponry for Engineers.
Platoon and squad issues
Platoons and squad leaders have expressed several communication and coordination related issues, largely having to do with being able to see all platoon members on the map, being able to see platoon and squad vehicles on the map. We're working on fixing these issues as quickly as possible and you should start seeing improvements this week, with a lot more coming next week.
My guns suck now! Boo! Hiss!
We've seen a lot of threads about various weapon balance changes and the feeling that "_____ faction's weapons have been nerfed, I can't hit anything now". Looking through our data we can see that overall weapon accuracy has gone down a few percentage points in the last week, but not significantly and not for any one faction more than any other. Here is some aggregate accuracy data for each of the main infantry weapons gathered since the most recent patch vs pre-patch:
Pre-patch accuracy:
NC Assault Rifle: 34.0542%
TR Assault Rifle: 33.0161%
VS Assault Rifle: 33.2806%
NC Carbine: 33.3055%
TR Carbine: 32.4743%
VS Carbine: 33.6675%
NC LMG: 28.3856%
TR LMG: 27.7163%
VS LMG: 27.8617%
Post-patch accuracy:
NC Assault Rifle: 29.9629%
TR Assault Rifle: 29.2134%
VS Assault Rifle: 29.4579%
NC Carbine: 30.6946%
TR Carbine: 29.4575%
VS Carbine: 29.8943%
NC LMG: 24.0507%
TR LMG: 24.6082%
VS LMG: 24.8786%
This shows a drop across the board of about 3-4.5% accuracy on each weapon with the addition of the new recoil mechanics. This is pretty much as expected and isn't impacting any particular empire more than the others. The average difference in accuracy across each empire are as follows:
NC: -3.7614%
TR: -3.8115%
VS: -3.9724%
NOTE: This loss in accuracy hurts the NC the most, since they're generally speaking the most punch per bullet, but the effects should be mostly negligible.
As always, thanks for continuing to beta test, your feedback and bug reports are definitely helping us to make this game great. Until next time!