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@pridit pridit released this 16 Oct 21:15
· 108 commits to main since this release

(Experimental) This version, in addition to introducing a vehicle damage falloff model in certain situations, significantly refactors damage handling across players + vehicles and as a result things like survivability thresholds may be different.

  • Added
    • Persistent markers associated with abandoned light vehicles generated via intel.
    • Damage falloff applies to guided aircraft missiles firing on land vehicles.*
    • 3D text to vehicles that have inventory replenishing utility.
  • Changed
    • Text of vehicle menu action inventory replenishment shows amount that can be taken.
    • Static weapons facilitate most of the same logic as normal vehicles for consistency.
    • Reinforcement OPFOR AI aircraft departs from the map once ammo is depleted.
    • Construction cooldown from immediate to 60 seconds when deconstructing.
    • Destroyed static weapons inclusion as part of the normal cleanup routine.
    • Vehicle marker updates selectively to eliminate intermittent hitching.
    • Replaced and rebalanced some lackluster role-based perks.
    • Slight tweaks to UAV call range, radius, and cooldown.
  • Fixed
    • Vehicle damage mitigation perk applied regardless of which occupant unlocked it.
    • Object clean-up routine being too overzealous in some cases.
    • Initial spawn sometimes playing an impeding animation.
    • OPFOR occupied static weapons exhausting ammo.
    • Destroyed construction being deconstructable.
    • Money usage not processing expected logic.
    • Damage modifiers applied incorrectly.
  • Removed
📄 *Guided missiles damage falloff model
This is a significant adjustment (and a nerf) that warrants some explaining. Primarily this change has been introduced as despite past changes aircraft can still be very effective at wiping out ground based threats without being at any risk. As a resut this release introduces a new damage falloff model specifically for guided missiles on land vehicles:

Distance Damage
>4km+ 20%
>3km 25%
>2km 33%
<=2km 100%

The idea being that at distances greater than 2km armored vehicles should take 2 hits to kill, with this being 1 more per additional km. This isn't an exact science due to different armor amounts and other variability, so kills may require less missiles than this stated logic, but it will prevent a single guided missile being a guaranteed kill of every vehicle from any range.

This change is designed to encourage being closer to targets in order to apply more damage and in the process potentially introduce risk. Guided missiles will still be capable of hitting up to their inherent capability but to be as effective as they were depends on the amount of risk the pilot is potentially willing to take, or otherwise face more frequent trips to re-arm.

Overall this discourages playing too safely, means missiles will never be completely ineffective, and avoids a more heavy handed solution when firing guided missiles from significant distances such as voiding damage completely or removing the projectile.