Upcoming Balancing Adjustments in the “Road to Singularity” Update

Upcoming Balancing Adjustments in the “Road to Singularity” Update

Hello, survivors!

Earlier, we have already announced a number of balance changes in one of our devblogs. Today we are ready to share the full list of balance changes that are planned to be implemented in the next update. We remind you that we plan to implement a new mechanics of projectile damage in this update. Therefore, the list of changes is quite big.

Please note that all the balance changes specified in this news are relevant at the time of publication and may not be final or not get into the game at all. Certain additional changes, if necessary, may be made after the announcement.

Changes in the mechanics of projectile damage

The following changes are relevant for projectiles that have the properties of flight speed and size.

For such projectiles, we refined the algorithm for hit registration. Now the damage from the hit is applied to all the parts crossing the volume of the projectile throughout its flight. Previously, this mechanics recorded a hit only on one part with subsequent damage at two meters from the point of contact. The old registration algorithm didn’t match the new projectile mechanics, so it was decided to make adjustments to it. The new registration algorithm will allow additional balancing of the weapon (together with the penetration ability). The changes in projectile size are related to this refinement.

Penetration ability

The parameter allows adjusting how much damage a projectile of a particular weapon has to deal from a hit until it explodes.

In the characteristics of the weapon (in the “features” section), a parameter has appeared that shows the value of the penetration ability. By the presence of this parameter you can understand if the global changes in projectile damage mechanics (removal of the 2-meter limitation) apply to your weapon. If you don’t see this parameter, then your weapon was not affected.

A parameter value of 80% means that the projectile will disappear/explode after it hits more than 80% of hit damage. The checking of how much damage the projectile has dealt is done after the damage has been dealt.

So: the projectile has 100 of hit damage and its penetration ability is 80%. Let’s consider 2 situations:

  1. The projectile hits a part with 90 pts. of durability, the projectile will spend 90% of its damage, and then it will disappear or explode, because this value is greater than 80%.
  2. The projectile hits a part that has 40 pts. of durability. It destroys it and goes further, because it inflicted only 40% of hit damage. The next part on its way has 100 pts. of durability. The projectile will deal 60 damage to it and disappear or explode, because in total it dealt 100% of damage, which is more than 80%.

This way, before disappearing or exploding, the projectile will deal a total from 80% (penetration value) to 100% of its firearm damage.

Such mechanics are required for greater flexibility in weapon configuration. It allows you to further adjust the minimum amount of damage that a projectile can inflict on parts on its way, without affecting the maximum damage to one part.

Important:

  • Projectiles no longer have a 2-meter limit and continue to fly until their bullet damage is depleted or until the projectile’s “lifetime” ends. The amount of damage dealt is spent according to the principle of the durability of destroyed parts: the amount of initial damage is subtracted from the durability of each destroyed part. The projectile disappears when the hit damage is exhausted.
  • The explosion, if any, occurs after the penetration ability is exhausted. This will also create situations where a projectile hitting a lightweight part from the edge of the armoured vehicle will destroy it and, without encountering other parts, will fly further without exploding.
  • The perks related to projectile hits work on the first contact.
  • The impulse is applied on the first and on the last contact.

Changes to weapons with “hitscan” mechanics (machine guns, shotguns, etc.)

As we noted earlier, we cannot remove the “2-meter limitation” from such weapons without significant performance losses. In order to reduce the effectiveness of parts that pass damage relative to such weapons, the limitation has been increased up to three meters.

Changes in weapon parameters

Comment: All changes to the weapons are related to the new mechanics (removal of 2-meter restriction). These changes allowed us to solve the problems found as a result of testing. 
We should note that the durability and penetration parameters were adjusted in groups, since the testing was conducted with a relatively small group of players. After the changes are released on the main server and more data is received, additional adjustments may be made in the following updates.

SM Hornet

Durability increased from 52 to 57 pts.

LM-54 Chord

Durability increased from 60 to 66 pts.

MM5-4 Vector

Durability increased from 74 to 81 pts.

Sinus-0

Durability increased from 90 to 99 pts.

Spectre-2

Durability increased from 186 to 205 pts.

Aspect

Durability increased from 220 to 242 pts.

M-37 Piercer

Durability increased from 125 to 138 pts.

M-38 Fidget

Durability increased from 145 to 160 pts.

M-39 Imp

Durability increased from 209 to 230 pts.

ST-M23 Defender

Durability increased from 161 to 177 pts.

M-25 Guardian

Durability increased from 179 to 197 pts.

P-29 Protector

Durability increased from 213 to 234 pts.

M-32 Vindicator

Durability increased from 225 to 248 pts.

ST-M26 Tackler

Durability increased from 228 to 251 pts.

Gungnir

Durability increased from 173 to 190 pts.

Nothung

Durability increased from 233 to 256 pts.

MG13 Equalizer

Durability increased from 163 to 179 pts.

MG14 Arbiter

Durability increased from 218 to 240 pts.

Punisher

Durability increased from 368 to 386 pts.

Miller

  • The weapon now has an 80% penetration ability.
  • Projectile size reduced by 38%.

Reaper

  • The weapon now has an 80% penetration ability.
  • Projectile size reduced by 38%.

AC43 Rapier

  • Durability increased from 113 to 124 pts.
  • Projectile size reduced by 38%.

AC50 Storm

  • Durability increased from 168 to 185 pts.
  • Projectile size reduced by 38%.

AC62 Therm

  • Durability increased from 192 to 211 pts.
  • Projectile size reduced by 38%.

AP64 Joule

  • Durability increased from 216 to 238 pts.
  • Projectile size reduced by 38%.

AP72 Whirlwind

  • Durability increased from 391 to 411 pts.
  • Projectile size reduced by 38%.

AC80 Stillwind

  • Durability increased from 404 to 424 pts.
  • Projectile size reduced by 38%.

Cyclone

Projectile size reduced by 38%.

Tempest

The weapon now has a 100% penetration ability.

Whirl

The weapon now has a 100% penetration ability.

Avenger 57mm

  • Durability increased from 217 to 239 pts.
  • The weapon now has a 65% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Projectile size reduced by 38%.

Judge 76mm

  • Durability increased from 320 to 352 pts.
  • The weapon now has a 65% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Projectile size reduced by 38%.

Prosecutor 76mm

  • Durability increased from 400 to 440 pts.
  • The weapon now has a 10% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Explosion radius reduced by 33%.
  • The first 2 “pins” of any part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
  • Projectile size reduced by 38%.

Executioner 88 mm

  • Durability increased from 545 to 600 pts.
  • The weapon now has a 10% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Explosion radius reduced by 33%.
  • The first 2 “pins” of any part are pierced by the projectile without taking into account the durability of the pierced parts (and therefore without loss of damage). Then the calculation of the durability of the destroyed parts begins (according to the general principle, like with all standard projectiles).
  • Projectile size reduced by 38%.

BC-17 Tsunami

  • Durability increased from 746 to 821 pts.
  • The weapon now has a 65% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Projectile size reduced by 38%.

CC-18 Typhoon

  • Durability increased from 950 to 1045 pts.
  • The weapon now has a 65% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Projectile size reduced by 38%.

Little Boy 6LB, ZS-33 Hulk, ZS-34 Fat Man, Elephant, ZS-46 Mammoth, ZS-52 Mastodon

  • The weapon now has an 80% penetration ability.
  • Blast damage reduced by 10%. This value has been transferred to projectile hit damage to save the damage to a single part.
  • Projectile size reduced by 38%.

AM-5 Avalanche

The weapon now has an 40% penetration ability.

Median

  • The weapon now has an 80% penetration ability.
  • Damage reduced by 11%.

Emily

Durability increased from 100 to 120 pts.

Yongwang

Durability increased from 423 to 465 pts.

GL-55 Impulse

Durability increased from 126 to 151 pts.

Thresher

Durability increased from 180 to 216 pts.

Retcher

Durability increased from 213 to 256 pts.

AT Wasp

  • Durability increased from 55 to 72 pts.
  • Removed projectile hit damage.

Pyralid

  • Durability increased from 69 to 90 pts.
  • Removed projectile hit damage.

Locust

  • Durability increased from 100 to 130 pts.
  • Removed projectile hit damage.

Cricket

  • Durability increased from 150 to 195 pts.
  • Removed projectile hit damage.

Snowfall

Durability increased from 436 to 501 pts.

Waltz

  • Durability increased from 259 to 298 pts.
  • Removed projectile hit damage.

Pyre, Hurricane

Removed projectile hit damage.

ATGM Flute

  • Durability increased from 47 to 54 pts.
  • Removed projectile hit damage.

Scorpion

  • Reworked the calculation of damage dealt by “Scorpion”. This is because, without the 2-meter limitation, its projectile could deal a potentially huge amount of damage. Now after a part is pierced, the damage multiplier is not static as before, but constantly decreases with each pierced part. The size of the multiplier depends on how much damage the “Scorpion” projectile didn’t deal to the previous part. This way, “Scorpion” will be able to deal more consistent, but at the same time, limited damage.
  • Projectile size reduced by 40%.

Astraeus

  • Projectile speed reduced by 20%.
  • The weapon now has a 55% penetration ability.

Spike-1

  • Durability increased from 305 to 336 pts.
  • The weapon now has a 100% penetration ability.

Varun

  • Durability increased from 529 to 582 pts.
  • The weapon now has a 100% penetration ability.

Toadfish

  • Durability increased from 384 to 422 pts.
  • The weapon now has a 100% penetration ability.

Phoenix

Durability increased from 488 to 537 pts.

Remedy

  • Durability increased from 420 to 462 pts.
  • The weapon now has a 100% penetration ability.

Draco

  • Durability increased from 360 to 396 pts.
  • The weapon now has a 100% penetration ability.

Firebug

  • Durability increased from 540 to 594 pts.
  • The weapon now has a 100% penetration ability.

Fortune

Durability increased from 288 to 331 pts.

Ripper

  • The weapon now has a 100% penetration ability.
  • Removed reduction for damage dealt to frames.

R-37-39 Adapter

  • The weapon now has an 80% penetration ability.
  • Projectile size reduced by 38%.

Kaiju

  • The weapon now has a 55% penetration ability.
  • Burst length reduced from 14 to 12 shots.
  • Projectile size reduced by 38%.

Summator and Argument

  • The weapon now has a 70% penetration ability.
  • Projectile size reduced by 75%.

Harvester

Durability increased from 576 to 662 pts.

Yokai

Removed projectile hit damage.

Synthesis

  • Durability increased from 175 to 201 pts.
  • The weapon now has a 10% penetration ability.
  • Projectile size reduced by 38%.

Prometheus V

  • Durability increased from 185 to 213 pts.
  • The weapon now has a 10% penetration ability.
  • Projectile size reduced by 38%.

Helios

  • Durability increased from 225 to 259 pts.
  • The weapon now has a 10% penetration ability.
  • Projectile size reduced by 38%.

Spark III

Durability increased from 435 to 457 pts.

Flash I

Durability increased from 544 to 571 pts.

Aurora

Durability increased from 275 to 303 pts.

Athena

Durability increased from 393 to 452 pts.

Assembler

  • Durability increased from 312 to 359 pts.
  • The weapon now has a 50% penetration ability.
  • Projectile size reduced by 38%.

Changes in the parameters of movement parts

All tracks now have their own perks:

Small track

Reduces the weapon spread by 20% at the speed above 80 km/h. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.

Sleipnir

Increases weapon rotation speed by 25%. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.

Reinforced track

Increases the durability of all other such tracks on the armoured car by 5%. Maximum bonus is 20%.

Tank track

Increases the maximum speed and power of the armoured car by 10 km/h and 25% respectively when the durability of the armoured car drops to 65% and below. The effect will not work if there are other movement parts mounted on the car.

Armoured track

Increases the damage protection of structural parts by 25% if the player is within 40 m from 2 or more enemies. The bonus doesn’t depend on the amount of such tracks, but decreases proportionally if there are other movement parts mounted on the vehicle.

Goliath

Increases the durability of parts that are attached to the track by 10%.

Icarus IV

Removed additional damage to the side projection.

Icarus VII

  • Removed additional damage to the side projection.
  • Speed reduced from 95 to 90 km/h.
  • Tonnage increased from 650 to 900 kg.
  • Reduced flight altitude.
  • To compensate for the fact that the same mass of the armoured car now requires a smaller number of hovers — the dependence of acceleration on mass has been increased.

Comment: vehicles with “Icarus VII” showed low survivability with the new mechanics of dealing damage from projectile hits, even considering their mobility. These changes should help with armouring the car, but in return they reduce mobility.

All wheels

  • Increased wheel turning speed.
  • Improved traction: wheels now enter and exit drift less quickly.
  • Fixed a bug with vehicles with wheels losing speed too fast on inclines and while steering (including “Bigram” wheels and “Omni”).

Bigfoot

  • Wheel durability increased from 445 to 565 pts.
  • Now the turning wheel consumes 16% power (instead of 20% before).
  • Standard wheel now consumes 8% power (instead of 10% before).

Comment: before the changes, “Bigfoots” were the least effective epic wheels. These changes should improve their survivability and mobility.

Lunar IV

Improved the wheel model to minimize overlap when mounted together with various fenders.

Hardware changes

Explosive modules

  • Explosion damage reduced by 20%.
  • Reduced explosion impulse.

Comment: the change is related to the new damage mechanics and weapon edits and should reduce the negative effects after such modules are destroyed.

Radars “RS-1 Ruby”, “RD-1 Listener”, “RD-2 Keen”

  • You can no longer mount more than one radar.
  • Removed mechanics of passing explosive damage through.

RS-1 Ruby

Durability increased from 26 to 56 pts.

RD-1 Listener

  • Durability increased from 71 to 104 pts.
  • Mass increased from 72 to 126 kg.

Comment: in order to avoid a possible problem with the radar’s armouring, it was decided to limit their amount on a car. Improved the durability parameters of the lower rarity radars, as they were most often used in pairs in battles.

Car jack

Increased the maximum speed at which the car jack can be used.

Comment: the change should help solve the problem where the car jack could only be activated when the car comes to a complete stop.

Aegis-Prime

Added new attachment points.

Comment: the current placement of the attachment points is inconvenient for placing the module and limits its installation options too much.

Oppressor

  • Maximum weapon rotation speed bonus increased from 70% to 80%.
  • Maximum speed bonus increased from 20% to 22%.

Comment: the efficiency of vehicles with “Oppressor” has decreased too much after changes to its perk.

Changes to cabin parameters

All cabins (starting with the “rare”)

Reduced the effect of mass on the acceleration of the car. The highest bonus is applied to the “light” type.

Comment: this change is aimed at slightly increasing the mobility of loaded builds.

Hot rod

  • Cabin type changed from “medium” to “light”.
  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1300.
  • Maximum cabin speed increased from 80 to 90 km/h.
  • Added perk: increases the accuracy of mounted weapons by 15%.

Jockey

  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1100.
  • Durability reduced from 380 to 330 pts.
  • Maximum cabin speed increased from 70 to 75 km/h.
  • Tonnage increased from 4100 to 4600 kg.
  • Mass limit increased from 9000 to 9500 kg.
  • Added perk: the damage of weapons and drones is increased as long as there are enemy vehicles in a radius of 25 meters from you. Max. 10% bonus is achieved over 10 sec.

Carapace

  • Cabin rarity increased to “special”.
  • PS increased from 750 to 1100.
  • Maximum cabin speed increased from 55 to 65 km/h.
  • Added perk: charges when there are enemies within a radius of 115 m, and the more the enemies, the faster. By pressing the button, speeds up weapon reloading by 30% for 6 sec.

Torero

  • Cabin type changed from “medium” to “light”.
  • PS increased from 1500 to 1800.
  • Please note that the change of class also allowed the cabin to get an increased bonus to the effect of mass on acceleration. Now the power of a loaded armoured car with “Torero” is higher than if the cabin had remained “medium”.

Structural parts

The changes concern only structural parts that increase the durability of the vehicle.

The parts of each faction have their own durability to mass ratio. We have improved this ratio by increasing durability. The “lighter” the faction, the greater the bonus (in %) it has received.

Also, we have added resistance to different types of damage (firearm, explosive, thermal, energy) to the parts that increase the durability of the vehicle (if they do not have other features, such as “Lets damage through”). The set of resistances depends on the faction.

Resistances should be a bonus rather than a fundamental parameter for selecting a part, and should add some uniqueness to each faction and add variety to the process of assembling the vehicle.

 

Resistances according to damage types

Faction

Bullet

Explosive

Thermal

Energy

Lunatics 5 5 10 0
Firestarters 5 5 15 0
Engineers 10 10 0 0
Nomads 10 5 5 0
Syndicate 10 0 5 10
Dawn’s children 0 0 10 15
Hyperborea 15 0 5 5
Founders 10 10 0 5
Scavengers 5 15 0 0
Steppenwolfs 5 15 0 5

Comment: the addition of durability and various resistances are directly related to the new damage mechanics and weapon changes: the survivability of vehicles without “screen armour” decreased with the removal of the 2-meter limitation for projectiles.

Small assembly section

  • PS reduced from 42 to 38.
  • Mass reduced from 204 to 189 kg.
  • Durability increased from 86 to 90.

Large assembly section

  • PS increased from 42 to 51.
  • Mass increased from 204 to 251 kg.
  • Durability increased from 86 to 120.

Comment: fixed a bug due to which the parameters of both parts were identical and didn’t match their sizes.

Frames

  • Increased the durability of all frames by 2.5 times.
  • Reduced the “lets damage through” indicators from 90% to 75%.
  • Melee damage resistance reduced from 50% to 25%.

Comment: during testing of the new damage mechanics, we found a problem with the reduced survivability of frames and parts behind them. 
These changes are aimed at ensuring that the frame (as a part) better protects the parts located behind it, while at the same time its own survivability remains at the same level.

This concludes the list of balance changes. We would like to additionally note that before the update is released, it could include some additional changes.

The update is scheduled to be released next week! See you on our livestream on Tuesday!


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