Hello!
The next update is coming next week and it will bring some necessary balance changes. Let’s have a look at what we can expect.
We remind you that all the balance changes described in this news are not final and may be changed before they are introduced into the game or may not be implemented into the game at all. Some additional changes could be made after the publishing of this announcement if needed.
Kapkan
When the mine cable is stretched to the maximum length, there will now be a calculation of the captured vehicle’s momentum (the momentum depends on the vehicle’s mass and its current speed). Based on this calculation, there will be 3 possible outcomes:
- if the vehicle’s momentum is below the minimum value, the cable will not break.
- if the vehicle’s momentum is higher than the minimum value, but below the maximum value, the cable will break with a delay.
- if the vehicle’s momentum is higher than the maximum value, the cable will break immediately.
Comment: before, it was hard to predict how a “Kapkan” mine would behave in a given situation. In almost identical cases, the mine would capture the player’s vehicle or not capture it at all. This change should solve such issues.
Now, for example, a vehicle with a mass of 10 tonnes needs to reach a speed of 100 km/h to break the cable with a delay or 160 km/h to break it instantly. A 20 tonne armoured car would need the speed of 50 and 80 km/h, respectively.
Jotun
- The damage from the projectile explosion increased by 50%.
- The puddle applies the freezing effect 33% faster.
Comment: at launch, the weapon was not effective enough. These changes emphasize the main purpose of the howitzer and make it more powerful. Direct projectile hits on the enemy are now additionally rewarded, making the “Jotun” a slightly more self-sufficient weapon.
Tormentor
With more than one module activated simultaneously, the effectiveness of each subsequent module will now amount to 80% of the previous one.
Comment: multiple “Tormentors” installed on one vehicle at once increased the effectiveness of this melee weapon too much, allowing players to destroy almost any part in one hit. This change does not affect the effectiveness of a single module in any way and does not impose hard limitations on the installation at the same time. For example: the bonus from three “Tormentors” is now 70% + 56% (70*0.8) + 44.8% (56*0.7), i.e. 170.8% instead of 210% previously.
GL-55 Impulse
- The size of the projectile decreased.
- The perk now requires 8 hits on the enemy instead of 5. The damage bonus of the next projectile is 40% instead of 50%.
- Cooling rate reduced by 40%.
Comment: the grenade launcher has unreasonably high effectiveness in battles at 6000–9000 PS. Reducing the projectile size (which was much larger than other grenade launchers) should lower the average number of hits, making the weapon more skill demanding. Perk and cooldown rate changes reduce the average damage per second dealt by the weapon.
Mauler
- Base damage reduced by 22%.
- Perk damage bonus increased from 10% to 20%.
Lacerator
Damage reduced by 16%.
Comment: both chainsaws stand out for their high efficiency at any PS, far surpassing the chainsaws of other rarities. Their damage to energy consumption ratio is the highest relative to the other chainsaws, so the decision was made to decrease their damage.
Rebalancing of the “Mauler” perk is required in order to weaken builds with a small number of these chainsaws (with 4 installed “Maulers” the damage will be identical to what it used to be).
Narwhal
The projectile’s explosion now freezes parts by 35% instead of 20% previously.
Comment: like “Jotun,” the “Narwhal” demonstrates inadequate efficiency. This change increases the efficiency of freezing parts, which allows for faster activation of the weapon’s perk.
Fortune
Fire rate reduced by 20%.
Comment: high effectiveness at 9000–12000 PS. This change increases the time between launching the projectiles, making it harder to deal damage to moving targets.
AM-5 Avalanche
- Blast damage increased by 30%.
- Penetration ability increased from 40% to 70%.
- Projectile flight speed increased by 24%.
- Durability increased from 1592 to 2418 pts.
- Mass increased from 3510 to 5333 kg.
- The projectile impulse upon hit and recoil increased.
Comment: the “Avalanche” is not a particularly effective weapon in its current state, used mostly at close range, which is contrary to its design. These changes are aimed at making the “Avalanche” a mid-range weapon for armoured cars that are not the lightest in terms of mass.
In addition to the balance changes, the update will introduce both new modes and familiar ones that are beloved by the players. After crazy dashes and fierce confrontations comes the night of judgment!