I don't know what the patch did besides add a delay to barrage. Played a few games of supremacy and balance and spawns are still a mess.
Impact grenades are only a kill now if they land a direct hit. They seemed to have fixed the glitch/bug with the unlimited star cards as well. Yesterday I played a ton and continued to stay at 99, today it finally started to go down.
For anyone who wants to rack up a ton of kills on Imperial doing Turning Point. If you get a Thermal Imploder save that shit till you see 5+ on a point. I managed to kill 12 on the last point. Also a tip for those playing on Rebel above 5 players it doesn't make the cap go any faster so if you are on the point you are just making yourself an easier target.
Still not feeling Turning Point though. I think it just feels like too much of a zerg fest.
I have seemingly avoided the bad spawn mess. I do get some rough ones at times, but nowhere near as bad as some of those describe by posters in this thread. I didn't read patch notes, but did notice something off with my barrage ability. Good to know it's been delayed I suppose
Barrage is about as shit as Homing Shot is against a good player now. Not only do you see them whip out there gun for Barrage but you now have a ton of time to run away. Since the grenades explode in sequence you can be standing on the first nade as it lands and start running and you'll dodge all three. It is such a joke. All they needed to do was lower the blast radius and maybe a bit of the damage. Screwing with the fuse timer took away the one advantage it had over a regular Thermal Detonator at a higher cooldown. Using the Thermal Detonator now for a couple of matches and holy shit am I spamming that nade every 10 seconds. I expect a nerf on that in the future as well. I paired it up with the Bounty Hunter trait card for a lot of fun.