Performance Update Number 2

Performance
Additional client crashes fixed.
 * Esamir Object Optimization. We optimized the number of unique objects, overall object count, and polygons per object on Esamir. This will give players the same environment based performance increases they see on Indar.
 * Physics Optimization – We have changed the way we simulate various aspects of the server and client to more efficiently process players and vehicles in the game.
 * Client Memory Optimization – Animations have gotten some serious work to reduce their overall cost without reducing quality. Many per-player animation costs are reduced for players at a distance.
 * UI – Optimized dynamic image loading and processing to reduce GUI advance spikes ( eliminates over 50% of the intermittent 4+ms spikes we were seeing )
 * UI - Optimized data processing on the loadout pages

Balance
Significant changes have been made to infantry and vehicle balance. These changes are listed in the last sections of the patch notes and are over 10,000 words.

Holidays
(Over the next few weeks you may come across some snowmen scattered across the frozen wasteland of Esamir. These jolly and harmless fellows can be blown up for a nice chunk of XP, and, if you can light up enough of them you may earn a special reward. Also, keep your eye out for a rare blinged out Golden Snowman who gives a very exclusive reward. If you see one, make sure you get it before your squadmates do!
 * Nanite Systems has been hard at work on a new pistol. Get a silver medal with it and you will unlock a special title.
 * In addition to new holiday camos and decals, from the 18th of December through the 1st of January we will be having some huge sales in game.
 * Each day during those two weeks a new category in the marketplace (such as "shotguns" or "helmets") will be on sale for 50% off. In addition all Items of the Day items will be 99SC regardless of their original cost, and Members Only Item of the Day items will be 1SC, so make sure you log in every day and don't miss out on anything good!
 * Make sure to give your enemies the gift of C4 this holiday season!

Depot

 * Fixed camo coverage on several infantry weapons
 * Razor fins attachment will no longer appear washed out at night
 * Camo coverage and LOD adjustments to several vehicle attachments
 * VS infantry weapons now have more camo coverage
 * Weapon camos will no longer be applied to all the weapons in the slot; they will apply to just the one selected
 * Increased the intensity of camo to 100% and added more coverage on MAX weapons
 * Lowered the cert point cost of some optics on starting weapons to let new characters customize their weapon earlier.

Combat

 * Deployables should no longer sink into the ground
 * Spawn Beacons can no longer be placed inside facility walls
 * A bug allowing players to squad deploy as MAXs has been addressed
 * Fixed an issue with fall damage not registering at heights below 100m
 * NC scope’s magnification now correctly matches their labels
 * AV turrets collision better matches the geometry
 * Recoil animations while in iron sights have been toned down on several TR carbines
 * Resolved an issue where certain items could be unlocked in the VR zone for use in the main world

Vehicles

 * Tank mines should explode more reliably when activated by vehicles
 * Fixed an issue where the Liberator could bypass the Biodome geometry and kill players inside
 * VS Mine guard is no longer displaying confusing allegiances (NC colors)
 * Horn of Liberty should now properly unlock account wide
 * Decals should display correctly on scythes
 * Hood ornaments should now display when used in combination with bumpers
 * Cockpit glass should all be fixed now

Animation

 * Fixed an issue with Spawn Beacon animation
 * Improved iron sights animations
 * Engineers using turrets should now have more accurate animations
 * Revive animations should play more reliably
 * Fixed an issue where landing gear on flying vehicles would end up in the wrong position

Misc

 * Occasionally, players would end up remaining in the world when servers were brought down; that should no longer occur
 * Proximity repair hologram on the Sunderer should no longer appear incorrectly
 * Fixed an issue where launching the game on Windows XP could cause the world to tint an odd color for a period of time
 * Fixed a few issues relating to window resizing and initialization that could cause bugs and errors
 * Running with multiple monitors should be tolerable now, but note that we don’t yet support UI window adjustments in this mode
 * Fixed a graphical corruption issue that could occur with certain particles on AMD graphics cards
 * A small group of accounts have had items removed that were incorrectly purchased without subtracting Station Cash.

Standard Spawn Options

 * Increased standard spawn options to include
 * Nearest Small outpost by lattice links
 * Nearest Large outpost by lattice links
 * This should alleviate situations where pilots and others are downed more than one region away from a friendly territory and are stuck with no good spawn options. This change will offer the nearest small outpost and nearest large outpost in addition to the nearest major facility that is already available. This should allow those players to either join the nearest front or fall back to spawn another vehicle at a larger facility. Please note that the distance is by lattice-links, not as the crow flies.
 * You can now deploy at any warpgate regardless of your current continent.

Squad Leader Indicators

 * Functionality for a squad leader to mark a cap point has been added. This will add arrows to the objective indicator on the HUD that your squadmates can see. Hold the spot button down (q by default) to bring up the quick menu while targeting a capture point to set the indicator.
 * Squad leaders no longer have to cert into the ability to set a primary squad target using the Q menu (QAM)
 * Players who previously purchased the Squad Objectives certification from the squad leadership certifications tree will be refunded the 30 CP cost

UI

 * Capture point capture progress bars should now update every .5 seconds instead of every 2 seconds
 * Objectives are now clamped to the edge of the screen
 * You will now receive a notification whenever you unlock a title
 * When turning off your UI the overhead icons will once again hide
 * Enable VSync whether windowed or fullscreen mode
 * Continent map should load faster the first time you open it every game session
 * Commissioner variants should no longer appear in the Certs menus
 * Added some functionality to sort by name and rank on several social screens in the UI
 * Map searching will no longer produce double results after swapping characters
 * Addressed an issue where Sunderer icons could display in bad locations

World

 * Warpgate rotation
 * Freyr Amp Station update. We've added multiple cap points to Freyr Amp Station. Each cap point is tied to a nearby spawn room. By reducing the reliance on Sunderers for spawning, this should facilitate some fierce infantry battles at Freyr.
 * Adjusted Biolab pain fields to follow capture status correctly
 * VR Training zone minimap should no longer appear as black occasionally
 * VR Training zone should no longer have black terrain

Harasser adjustments
The Harasser is performing too strongly on the battlefield. It’s very fast, has a good amount of armor, a good selection of weapons, and can even repair on the run.

We’re going to make changes that require the Harasser to use its speed to get closer to targets and create more risk versus reward. So, the range of most Harasser weapon variants is being lowered. In addition, anti-personnel style vehicle weapons are receiving buffs against light-armor. These weapons also generally have a higher RPM and faster projectiles so they are more capable of hitting a high speed target. Details on specific weapon changes are listed farther below in the individual weapons section.

Harasser Turbo
With current Turbo values it is too easy to use Turbo to easily get into and out of combat. So, we are lowering the regeneration and increasing the amount of fuel burned per second. This should make the choice on when to use the turbo more important and not an always available option. An empty tank now completely refills in 35/30/25/20/15 seconds up from 30/25/20/15/10 per rank A complete burn of a full tank of is now burned in approximately 2.25 seconds down from 2.75 seconds

Harasser Rumble Seat Repairs
Being able to repair on the move is too strong of an advantage, but we do like it as an option. So the effectiveness of repairs made from the rumble seat has been reduced to 30%. We think at this rate there will still be times where repairs from the rumble seat will be useful, but not while in the middle of combat.

Composite Armor
Composite Armor is also providing too much of a benefit and overshadows other defense slot items. We’re reducing the armor bonus granted per rank from 5/10/15/20% to 2/4/6/8%. This will on average cause the Harasser to take ½ less tank rounds to destroy. We also removed the C-4 resistance that composite armor grants, since it is already pretty difficult to hit a moving Harasser with them. Based on the results of this change, there might be further modifications to composite armor, stock armor values, or other defense slot items.

Stock Armor
The only adjustment to stock armor and resistance values is reducing effectiveness against “light anti-tank weapons”. We want these weapons to be part of a group of weapons that are strong against the Harasser. Harasser resistance to “Light anti-tank” damage reduced from 35% to 0%. This gives the Fury, Zepher and Bulldog increased damage to the stock Harasser. The Lightning C75 Viper was also using this damage type but that has been changed to tank shells (details further down).

Prowler Anchored Mode

 * Data shows that anchored mode is extending the Prowlers range too far as well as making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced from 15/30/45/60% per rank, to 7.5/15/22.5/30%

Sunderer

 * Sunderer Resistance versus type 4 damage (heavy machine gun) increased from 70% to 75%. Mostly as a response to the Basilisk rate of fire change, but looking at data, the Sunderer is a bit too vulnerable to heavy machine gun damage and could the increase in resistance.

Vehicle Secondary Anti-Personnel Adjustments
We are adjusting the M20 Basilisk, M40 Fury, P525 Marauder, C85 Canister and Proton II PPA to be stronger light armor counters. Light Armor includes: Flash, Harasser, and ESF.

In addition, all Harasser variants will have either its range or damage reduced. Flash variants will be adjusted to match the Harasser variants.

And finally, we are working towards bringing the weapons more in line with each other.

M12 Kobalt
The M12 doesn’t get equipped very often so we want to further define this weapon from the basilisk as a superior infantry killer. We are increasing damage at close ranges and pushing out the minimum damage range. In addition, we are adding headshot and legshot multipliers. Finally, we are making adjustments to the cone of fire making it even more accurate in bursts, but a bit less accurate when held down. This should make the M12 Kobalt stand out more from other weapons and perform well at all ranges. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

M12 Kobalt

 * Max damage increased from 193 to 200
 * Min damage range increased from 100 to 130
 * Starting CoF reduced from 0.25 to 0.2 degrees
 * Maximum CoF increased from 0.25 to 0.5 degrees
 * CoF recovers quickly
 * Added headshot multiplier of 2
 * Added legshot multiplier of -0.1

M12 Kobalt-H

 * Max damage increased from 193 to 200
 * Min damage range decreased from 100 to 65
 * Starting CoF reduced from 0.25 to 0.2 degrees
 * Maximum CoF increased from 0.25 to 0.5 degrees
 * CoF recovers quickly
 * Added headshot multiplier of 2
 * Added legshot multiplier of -0.1

M20 Basilisk
The Basilisk performs decent, but we feel there is some room for improvement, especially just how it feels when firing it. The below changes should be an overall improvement for the Basilisk especially at close range and against vehicles. It is receiving a rate of fire buff so that using the gun feels better and it feels like it hits more often. The CoF changes are intended to offset some of its infantry killing capability, especially with its rate of fire increase. As one of the changes to promote the Harasser getting closer, the Harasser & Flash variants of the weapon have their damage fall off occur sooner.

M20 Basilisk

 * Fire rate increased from 300 RPM to 400 RPM
 * Max damage reduced from 275 to 250
 * Max damage range reduced from 75 to 10 meters
 * Min Damage reduced from 200 to 167
 * Min damage range increased from 75 to 130 meters
 * Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
 * Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
 * Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
 * Cone of fire recovers quickly
 * Added legshot multiplier of -0.1
 * Ammo resupply now grants 60 rounds per tick up from 25 (100 on Sunderer version)

M20 Basilisk-H & F

 * Fire rate increased from 300 RPM to 400 RPM
 * Max damage reduced from 275 to 250
 * Max damage range reduced from 75 to 10 meters
 * Min Damage reduced from 200 to 167
 * Min damage range increased from 75 to 60 meters
 * Starting cone of fire reduced from 0.5 degrees to 0.3 degrees
 * Maximum cone of fire increased from 0.5 degrees to 0.7 degrees
 * Cone of Fire Recoil increased from 0.1 degrees per shot, to 0.125 degrees
 * Cone of fire recovers quickly
 * Added legshot multiplier of -0.1
 * Ammo resupply now grants 60 rounds per tick up from 25

M20 Drake
Being the air borne version of the Basilisk, we made some similar adjustments. The fall off for this variant is being adjusted to be to better overlap with ESF fall off damage.

M20 Drake

 * Fire rate increased from 300 RPM to 400 RPM
 * Max damage range increased from 150 to 250 meters
 * Min damage range increased from 250 to 350 meters
 * Added legshot multiplier of -0.1
 * Ammo resupply now grants 60 rounds per tick up from 25 (Liberator version)
 * Ammo resupply now grants 100 rounds per tick up from 25 (Galaxy version)

M60-G Bulldog
For now, we are just defining a difference for the Harasser version. The direct hit damage is increasing for the Sunderer variant.

M60-G Bulldog

 * Max damage increased from 750 to 1000

M60-G Bulldog-H

 * No changes

C85 Canister
This weapon has been renamed so there is less confusion with the enforcer ML and it is receiving lots of adjustments to bring it more in line compared to the Marauder and PPA. While it lacks splash damage it has the highest potential damage output, is receiving headshot multipliers, has the quickest projectile, receiving additional ammo per magazine, receiving additional pellets per shot, and the pellet spread should allow for some slop in aiming. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its damage fall off occur sooner.

C85 Canister

 * Renamed from “Enforcer C85 Modified” to “C85 Canister”
 * Now on a new Resist Type: “Vehicle Shotgun (Canister)”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Nanoweave and MAX Kinetic armor protects against this damage type
 * Max Damage lowered from 150 to 125
 * Max Damage Range decreased from 40 to 12
 * Min Damage decreased from 125 to 80
 * Min Damage Range decreased from 100 to 40 meters
 * Magazine size increased from 5 to 8
 * Magazine size certification now has a second rank that adds 2 rounds
 * Ammo Capacity increased from 100 to 160
 * Ammo Capacity certifications now grant 8 rounds per rank
 * Added headshot multiplier of 1.5
 * Added legshot multiplier of 0.1
 * Pellet count increased from 8 to 12
 * Projectile speed increased from 225 to 400
 * Projectile gravity increased from 1 to 7.5

C85 Canister-H

 * Renamed from “Enforcer C85 Modified-H” to “C85 Canister-H”
 * Now on a new Resist Type: “Vehicle Shotgun (Canister)”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Nanoweave and MAX Kinetic armor protects against this damage type
 * Max Damage lowered from 150 to 125
 * Max Damage Range decreased from 40 to 8
 * Min Damage decreased from 125 to 80
 * Min Damage Range decreased from 100 to 30 meters
 * Magazine size increased from 5 to 8
 * Magazine size certification now has a second rank that adds 2 rounds
 * Ammo Capacity increased from 100 to 160
 * Ammo Capacity certifications now grant 8 rounds per rank
 * Added headshot multiplier of 0.5
 * Added legshot multiplier of -0.1
 * Pellet count increased from 8 to 12
 * Projectile speed increased from 225 to 400
 * Projectile gravity increased from 1 to 7.5

P525 Marauder
As part of the light armor changes we want to increase the Marauders effectiveness against light armor. For that, we are going to be increasing its projectile speed on the tank version and it is now on a new damage type that will do more damage against light armor, but no damage to heavy armor. Against infantry, the Marauder outperforms most weapons, so we are going to tone its anti-personnel capabilities down. We are lowering the blast damage and matching the blast size ranges with the PPA. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon is not receiving the projectile speed increase, and will do less damage.

P525 Marauder

 * Now on a new Resist Type: “Anti-Light Armor”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Flak Armor protects against this kind of damage
 * Max Damage increased from 150 to 350
 * Inner Blast damage reduced from 450 to 334
 * Inner Blast damage radius reduced from 2 to 1 meters
 * Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
 * Projectile Speed increased from 125 to 150 meters per second
 * Fire rate decreased from 200 RPM to 171 RPM

P525 Marauder-H

 * Now on a new Resist Type: “Anti-Light Armor”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Flak Armor protects against this kind of damage
 * Max Damage increased from 150 to 315
 * Inner Blast damage reduced from 450 to 334
 * Inner Blast damage radius reduced from 2 to 1 meters
 * Magazine Size certifications now grant 1/2/3/4 rounds per rank down from 1/3/4/5
 * Fire rate decreased from 200 RPM to 171 RPM

Proton II PPA
As part of the light armor changes we want to increase the PPAs effectiveness against light armor. For this, we are placing it on a new damage type that does extra damage to light armor, but no damage to heavy armor. Otherwise, the Proton II PPA is close to where we would like. We’re going to bring in the fall off damage ranges to better match the Basilisk and Canister, and reduce the inner blast damage radius. We are also experimenting with increasing its projectile size to see if that provides any noticeable benefit. As one of the changes to promote the Harasser getting closer, the Harasser variant of this weapon has its fall off damage occur sooner.

Proton II PPA

 * Now on a new Resist Type: “Anti-Light Armor”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Flak Armor protects against this kind of damage
 * Max damage decreased from 275 to 235
 * Max damage range decreased from 50 to 10 meters
 * Min damage decreased from 225 to 167
 * Min damage range decreased from 150 to 75 meters
 * Blast inner radius reduced from 1.5 meters to 1 meter
 * Projectile size increased to 200mm up from 30mm

Proton II PPA - H

 * Now on a new Resist Type: “Anti-Light Armor”
 * This resist type does no damage to heavy armor, but does good damage to light armor.
 * Flak Armor protects against this kind of damage
 * Max damage decreased from 275 to 235
 * Max damage range decreased from 50 to 10 meters
 * Min damage decreased from 225 to 167
 * Min damage range decreased from 150 to 65 meters
 * Blast inner radius reduced from 1.5 meters to 1 meter
 * Projectile size increased to 200mm up from 30mm

M40 Fury
The Fury performs well, but we want the fury to be a more distinct choice compared to other similar options. We’re going to do this by allowing increasing its direct hit damage and allowing that to do damage to heavy armor. The damage it can do to heavy armor will be higher than what it could do previously. Its blast radius will be brought to match the PPA and Marauder, but we will also increase its magazine size. As one of the changes to promote the Harasser getting closer to targets, the Harasser and Flash variant is adjusted to do less direct damage than the tank version.

M40 Fury

 * Direct damage increased from 300 to 400
 * Blast damage reduced from 550 to 334
 * Blast damage inner radius reduced from 2 meters to 1 meter
 * Blast damage outer radius reduced from 4 meters to 3 meters
 * Magazine size increased from 5 to 8
 * Ammo Capacity for Flash increased from 30 to 48
 * Certifications increased to 8 per rank up from 5
 * Ammo Capacity for Sunderer increased from 100 to 160
 * Certifications decreased to 8 per rank up from 20

M40 Fury-H & F

 * Direct damage increased from 300 to 365
 * Blast damage reduced from 550 to 334
 * Blast damage inner radius reduced from 2 meters to 1 meter
 * Blast damage outer radius reduced from 4 meters to 3 meters
 * Magazine size increased from 5 to 8
 * Ammo Capacity for the Harasser version increased from 75 to 120
 * Certifications decreased to 8 per rank down from 15

AV Secondary Weapons
We are making adjustments on these weapons based on data to bring them more in line with each other (details next to each weapon below). In addition we want to make them less effective against infantry. To do that we are bringing the damage of these weapons down by approximately 66%. This will allow us to make flak armor more consistent and more effective against them. Vehicle resistances are being adjusted to make the damage against them the same.

E540 Halberd
The blast has been reduced to make it less effective against infantry (direct hits can still one shot non flak armor infantry). We are also adding some new acceleration mechanics to the weapon. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

ES540 Halberd

 * Direct hit damage reduced from 1500 to 1000
 * Inner Blast damage radius reduced from 1 meter to 0.5 meters
 * Inner Blast damage reduced from 750 to 450
 * Launch speed set to 200 meters per second
 * Within 1 second, the projectile will accelerate to max speed of 275 meters per second

ES540 Halberd–H

 * Direct hit damage reduced from 1500 to 800
 * Blast damage inner radius reduced from 1 meter to 0.5 meters
 * Inner Blast damage reduced from 750 to 400
 * Launch speed set to 200 meters per second
 * Within 1 second, the projectile will accelerate to max speed of 275 meters per second

Enforcer ML85
The Enforcer slightly underperforms compared to the Halberd, Vulcan and Saron. So will be a damage increase against other vehicles (by not lowering it by 66%). We are also increasing its splash damage to be in line with the other weapons. Finally, we are also applying the new projectile acceleration mechanics to it. We expect this to be a slight decrease in its effectiveness at sniping infantry and range. The harasser version has been tuned to do less damage than the tank version.

Enforcer ML85

 * Direct hit damage reduced from 700 to 500
 * Inner Blast damage increased from 150 to 334
 * Launch speed set to 200 meters per second
 * Within 1 second, the projectile will accelerate to max speed of 300 meters per second

Enforcer ML65 - H

 * Direct hit damage reduced from 650 to 450
 * Inner Blast damage increased from 150 to 334
 * Launch speed set to 200 meters per second
 * Within 1 second, the projectile will accelerate to max speed of 300 meters per second

Saron HRB
The Saron is pretty close to where we like it. For now, the only change we are doing is adjusting the harasser version. It will require one more splash hit to kill if hitting with only inner splash damage.

Saron HRB

 * Direct hit damage reduced from 425 to 284
 * Inner Blast damage increased from 350 to 367

Saron HRB-H

 * Direct hit damage reduced from 375 to 250
 * Inner Blast damage reduced from 350 to 334

Armor Piercing Bullet Weapons
We are lowering the damage of these weapons to make them less effective against infantry. Vehicle resistance is being updated to be the same TTK with the following exceptions. These were cases we found that armor piercing bullets were too effective:
 * Flash resistance to Armor Piercing Bullets increased: Adding about 0.25 seconds to TTK
 * Lightning resistance to Armor Piercing Bullets increased: Adding about 1 second to the TTK on average.
 * Phalanx Turret resistance to Armor Piercing Bullets increased: The phalanx turret now has tank level armor against AP Bullets (prowler/Magrider side armor specifically)
 * MANA Turret resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK
 * Terminal resistance to Armor Piercing Bullets increased: Adding about 0.5 seconds to TTK

G30 Vulcan
Between the Halberd, Enforcer and Saron, the Vulcan is the highest performing, so in addition with lowering its damage against infantry, we are bringing the damage range in. The previous damage ranges were pushed far beyond what our data shows as the range the weapon is actually used in. As one of the changes to promote the Harasser getting closer, the Harasser version now matches the damage values of the tank version and instead the fall off damage is brought in closer.

G30 Vulcan

 * Max damage decreased from 250 to 167
 * Max damage range decreased from 200 to 10 meters
 * Min Damage decreased from 175 to 125
 * Min Damage range decreased from 500 to 130 meters
 * Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
 * Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
 * Cone of Fire will recover faster
 * Added a legshot multiplier of -0.1

G30 Vulcan–H

 * Max damage decreased from 220 to 167
 * Max damage range decreased from 200 to 10 meters
 * Min Damage decreased from 165 to 125
 * Min Damage range decreased from 500 to 65 meters
 * Cone of Fire at rest is being increased from 0.25 degrees to 0.5 degrees
 * Cone of fire recoil increased from 0.05 degrees per shot to 0.1 degrees
 * Cone of Fire will recover faster
 * Added a legshot multiplier of -0.1

CAS30 Tank Buster

 * No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
 * Max Damage decreased from 500 to 334
 * Min Damage decreased from 250 to 143
 * Added a legshot multiplier of -0.1

AP30 Shredder

 * No major adjustments here for this update. Just adjusting for resist change and adding a legshot penalty
 * Max Damage decreased from 375 to 250
 * Min Damage decreased from 225 to 143
 * Added a legshot multiplier of -0.1

Tank Cannons
Tank cannon damage and resistance is being adjusted in order to keep damage numbers more consistent. Time to kill should remain the same with AP and HEAT in most cases. We think High Explosive rounds are performing too poorly when used against other tanks so they are getting a direct damage increase.

Phalanx Turrets and Facility Terminals are receiving increased resistance to tank shells. A Phalanx Turret is now equivalent to a side hit against a Magrider or Prowler. A terminal in most cases will require two tank rounds to destroy.

As mentioned above, damage is the only thing to change on the below tank cannons. TTK remains unchanged except against Phalanx Turrets and Facility Terminals:

L100 Python HEAT

 * Direct hit damage reduced from 1400 to 1275

L100 Python HE

 * Direct hit damage increased from 925 to 1000

L100 Python AP

 * Direct hit damage increased from 1540 to 1600

Supernova PC

 * Direct hit damage reduced from 1550 to 1410

Supernova Volatile PC

 * Direct hit damage remains unchanged at 1175

Supernova Focused PC

 * Direct hit damage increased from 1785 to 1865

Titan-150 HEAT

 * Direct hit damage reduced from 1750 to 1600

Titan-150 AP

 * Direct hit damage increased from 2000 to 2075

Titan-150 HE

 * Direct hit damage remains unchanged at 1300

P2-120 HEAT

 * Direct hit damage reduced from 1100 to 1000

P2-120 AP

 * Direct hit damage reduced from 1200 to 1250

P2-120 HE

 * Direct hit damage increased from 650 to 725

Spear

 * Direct hit damage increased from 1500 to 1550

C150 Dalton

 * Direct hit damage increased from 1750 to 1825

ESF Nose cannon adjustments (Default and Rotary)
We are lowering the damage they can do versus infantry and heavy armor. We want them to be excellent against air and light armor and they are just too high on the list of things killing infantry and armor. There are other weapons to pick on the ESF for those targets and we want to drive that distinction more. So we are lowering the base damage of nose cannons and adjusting vehicle resistances. Against most vehicles, the TTK will be the same.

Fall off damage is also being adjusted with a few goals in mind. It goes well with our above goal and over time, we will be adjusting other weapons like the Walker to better overlap with these new damage ranges, creating a better dynamic for ESF engagement ranges. Additionally, it provides further distinction between the default nose cannons and the rotary nose cannons.

Finally, we will be making some adjustments based on data gathered since the cannons were re-tuned several updates ago. Reload speeds are being adjusted to bring damage over time of each weapon closer to each other. This includes making the rotary damage over time closer to the default nose cannons. This removes an advantage the rotary has against high health targets such as MBTs, Galaxies and Liberators. We also found the Mosquito nose cannons in general were outperforming, so we are lowering their magazine size advantage.

To accommodate the lower damage versus infantry, the resistance value against “ESF nose cannons” for all vehicles needed to be adjusted. The TTK (time to kill) will remain close to live values with the exception of:
 * Flash: Armor against ESF cannons increased about 50%
 * Lightnings: Resistance increased about 20%
 * MBTs: Resistance increased about 20%
 * Phalanx Turrets: Resistance increased about 40%
 * MANA Turrets: Resistance increased about 25%

Default Nose Cannons
As mentioned above, for each empire, damage is being lowered against infantry and the fall off damage range is being brought in. Reload speeds are being slightly tweaked to bring the damage over time closer together. The Reavers minimum damage is not lowered as much as the other empires. The Mosquito is outperforming the other empires so we are lowering its magazine size advantage.

Saron LC

 * Max damage decreased from 340 to 220
 * Min damage decreased from 255 to 184
 * Min damage range decreased from 325 to 300
 * Added a legshot multiplier of -0.1

M20 Mustang

 * Max damage decreased from 400 to 250
 * Max damage range increased from 225 to 230
 * Min damage decreased from 290 to 200
 * Min damage range decreased from 350 to 330
 * Reload speed reduced from 2.5 seconds to 2.4 seconds
 * Added a legshot multiplier of -0.1

M18 Needler

 * Max damage decreased from 315 to 200
 * Min damage decreased from 245 to 167
 * Min damage range decreased from 325 to 300
 * Magazine size reduced from 75 to 70
 * Added a legshot multiplier of -0.1

Rotary Nose Cannons
As mentioned above, for each empire damage is being lowered against infantry. The fall off damage range was brought in. We are adjusting the reload speeds to better match damage over time between these weapons and the default nose cannons. The Mosquito is outperforming the other rotary cannons so we are lowering its magazine size advantage.

Hailstorm Turbo Laser

 * Max damage decreased from 360 to 230
 * Max damage range decreased from 125 to 100
 * Min damage decreased from 300 to 167
 * Min damage range decreased from 250 to 200
 * Reload speed increased from 1.75 seconds to 1.8 seconds
 * Added a legshot multiplier of -0.1

Vortek Rotary

 * Max damage decreased from 500 to 320
 * Max damage range decreased from 150 to 130
 * Min damage decreased from 425 to 210
 * Min damage range decreased from 275 to 230
 * Reload speed increased from 2 seconds to 2.25 seconds
 * Added a legshot multiplier of -0.1

M18 Rotary

 * Max damage decreased from 315 to 200
 * Max damage range decreased from 125 to 100
 * Min damage decreased from 200 to 143
 * Min damage range decreased from 270 to 200
 * Reload speed increased from 2.25 seconds to 2.5 seconds
 * Magazine size reduced from 50 to 45
 * Added a legshot multiplier of -0.1

C75 Viper
Weapon could use a small buff. We are going to increase its effectiveness against vehicles a bit by changing its damage type. The tank adjustments noted above still cause the damage value to decrease, so we are also increasing its blast damage to ensure it can still 1 hit kill a non flak armor target.
 * Direct hit damage is now on resist type 7 (tank shells)
 * Damage reduced from 475 to 400
 * Blast damage increased from 550 to 600

Major changes
LMGs have been performing too well at hip-fire when compared to the other weapon types. This coupled with their higher than average ammunition capacity has caused them to outclass other weapon types in those other weapon’s intended roles. We've done a global reduction to hip fire accuracy across all LMGs to make them more LMG-like.
 * Weapons with 0.75x aim move speeds have been adjusted so that they have clearer tradeoffs for that move speed bonus. This generally means more recoil to better match their role as close-quarter weapons, and in some cases longer reloads.
 * Assault rifles with hip-fire accuracy bonuses have a little too much hip range when compared to the standard rifles. Hip-fire accuracy on these weapons has been reduced, though they still have higher accuracy than the standard assault rifles.
 * Carbines have had their minimum damage range brought in by 5 meters. This better matches the scale of our facilities and the carbines intended role as a closer range weapon when compared to LMGs and Assault Rifles.
 * All 143 damage carbines: Min damage reduced from 65 to 60 meters
 * All 167 damage carbines: Minimum damage range reduced from 75 to 70 meters
 * The one 200 damage carbine: Minimum damage range reduced from 85 to 80 meters
 * Note: The close-range carbines that already had a lower minimum damage range remain at their previous values
 * Laser sight attachment modifiers have been reduced so that they will no longer cause a weapon to have better accuracy than a weapon type that is two or more accuracy tiers down. For example, an LMG with an advanced laser sight will no longer give that LMG SMG-level hip accuracy (Yes, that was happening before).

GR-22
This weapon has received the standard assault rifle hip-fire reduction. Recoil has also been increased to better match its rate of fire.
 * Vertical recoil increased from 0.22 to 0.25
 * Min horizontal recoil increased from 0.225 to 0.25
 * Hip fire accuracy reduced, but still better than AR standard
 * Crouch: 1.0 to 1.125
 * Crouch walk: 1.5 to 1.75
 * Running: 2.0 to 2.25

Reaper DMR
The Reaper is getting a magazine size increase to even out its kill potential compared to other assault rifles. It is also receiving accuracy buffs so that movement isn’t as penalizing.
 * Magazine size increased from 20 to 24
 * Ammunition capacity increased from 140 to 144
 * Short reload adjusted to work with the higher magazine size
 * Increased from 1.86 to 1.925 seconds
 * Hip-fire accuracy improved
 * Crouch: 2.5 to 2.0
 * Crouch walk: 3.0 to 2.5
 * 8Stand: 3.0 to 2.5
 * Running: 3.5 to 3.0
 * Aimed moving accuracy improved
 * Stand: 0.35 to 0.32
 * Crouch: 0.2 to 0.17
 * Velocity ammo now increases bullet speed to 650 m/s. The previous value was 600 m/s
 * Fixed a bug that was causing the compensator to penalize hip-fire twice

Gauss Rifle Burst
This weapon has been growing in popularity after our last round of moving accuracy buffs. We’re taking those same buffs and applying them to the stationary states.
 * Non-moving aimed accuracy improved
 * Aimed accuracy improved from 0.03 to 0.0125
 * Recoil adjustments to make second shot in burst more consistent
 * Horizontal recoil reduced from 0.15 to 0.14
 * Max recoil angle reduced so that burst direction is more consistent

Gauss Rifle S
Very small reload improvements to even out its damage over time with the other assault rifles
 * Long reload: 2.86 to 2.8
 * Short reload: 2.365 to 2.1

Carnage BR
This weapon is receiving the standard 0.75x hip-fire and recoil adjustments. 0.3 to 0.35
 * Vertical recoil increased from 0.22 to 0.247
 * First shot recoil increased from 2.25 to 2.5
 * Hip fire accuracy reduced, but still better than AR standard
 * Crouch: 1.0 to 1.125
 * Crouch walk: 1.5 to 1.75
 * Running: 2.0 to 2.25
 * Aimed moving accuracy now matches all other 0.75 ADS assault rifles
 * Renamed to Carnage AR, because it’s an Assault Rifle and not a Battle Rifle

GD-7F
Improving accuracy so it matches its damage type
 * Hip accuracy loss per shot improved from 0.12 to 0.1
 * Aimed accuracy loss per shot improved from 0.1 to 0.05

AC-X11
Like the Reaper DMR, we’re improving both bullets per magazine and overall accuracy. This weapon will now output more damage over time compared to before even though the reload time is being lengthened.
 * Magazine size increased from 20 to 24
 * Ammunition capacity increased from 140 to 144
 * Reload adjusted to compensate for larger magazine
 * Long reload increased from 2.425 to 2.75 seconds
 * Short reload increased from 1.855 to 2.045 seconds
 * Aimed moving accuracy improved
 * Stand: 0.35 to 0.32
 * Crouch: 0.2 to 0.17
 * Hip fire improved, but still higher than carbine standard to match it being a long range weapon
 * Crouch: 2.0 to 1.75
 * Crouch walk: 2.5 to 2.25
 * Stand: 2.5 to 2.25
 * Running: 3.0 to 2.75
 * Fixed a bug that was causing the compensator to penalize hip fire twice

Gauss Compact Burst
Same accuracy improvements as the Gauss Rifle Burst
 * Non-moving aimed accuracy improved
 * Aimed accuracy improved from 0.03 to 0.0125
 * Recoil adjustments to make second shot in burst more consistent
 * Horizontal recoil reduced from 0.15 to 0.14
 * Max recoil angle reduced so that burst direction is more consistent

Razor GD-23
Full-auto accuracy and long reload have been improved
 * Long reload is faster, from 2.275 to 2.0 seconds
 * Reduced maximum horizontal recoil drift

NC6 Gauss Saw
This weapon is only receiving the global hip-fire reduction
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

EM1
Small recoil improvement to better match its rate of fire class
 * Vertical recoil reduced from 0.35 to 0.335
 * Muzzle velocity increased from 600 to 650 m/s
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

GD-22S

 * Short reload is now faster to better match its magazine size and rate of fire. Both full-auto recoil drift and recoil recovery have been improved.
 * Short reload is faster, from 3.135 to 2.275 seconds
 * Recoil recovery improved from 13 to 15
 * Reduced maximum recoil horizontal drift
 * New minimum hip-fire accuracy: 2.25
 * New maximum hip-fire accuracy: 3.75

Gauss Saw S

 * Small muzzle velocity increase to better work with some of the weapon’s attachments
 * Muzzle velocity increased from 615 to 630 m/s
 * New minimum hip-fire accuracy: 3.25
 * New maximum hip-fire accuracy: 4.25

EM6

 * Long reload length increased to better match its ammunition capacity. It was previously outputting more damage over time compared to other weapons in its class
 * Long reload slower, from 5.5 to 5.655 seconds
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

Anchor

 * Reduced max recoil angle to make initial burst more accurate and overall recoil pattern more consistent
 * Recoil angle variance reduced
 * New minimum hip-fire accuracy: 2.25
 * New maximum hip-fire accuracy: 3.75

LA8 Rebel

 * Adding 2 more rounds per magazine to even out its kill potential versus other pistols
 * Magazine size increased from 8 to10
 * Ammunition capacity increased from 56 to 60

Scattercannon

 * Very small short reload speed increase to get the damage output to match the other NC MAX weapons
 * Short reload from 3.0 to 2.945 seconds

Mattock

 * Increased range before damage starts scaling to match shotgun standard
 * Max damage range increased from 10 to 12

Warden

 * Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds

Cycler TRV

 * Small improvement to full-auto recoil
 * Reduced max horizontal recoil drift

T1B Cycler

 * Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base Cycler.
 * Aimed COF from 0.1 to 0.06
 * Horizontal recoil from 0.175 to 0.17

TAR

 * This weapon is receiving the standard 0.75x hip-fire and recoil adjustments.
 * Short reload increased from 2.96 to 3.0 seconds
 * Vertical recoil increased from 0.27 to 0.3
 * First shot accuracy increased from 2.75 to 3.0
 * Hip-fire accuracy reduced
 * Crouch: 1.0 to 1.125
 * Crouch walk: 1.5 to 1.75
 * Running: 2.0 to 2.25

LC2 Lynx
This weapon is receiving the standard 0.75x weapon adjustments
 * Long reload increased from 3.5 to 3.94 seconds
 * Vertical recoil increased from 0.3 to 0.31
 * Horizontal recoil increased by one tier, from 0.225/0.25 to 0.25/0.275
 * Reduced maximum recoil angle to make initial burst more consistent

T5 AMC
Accuracy improved
 * Vertical recoil reduced from 0.3 to 0.295

TRAC-5 Burst
Improving non-moving accuracy and recoil so that the weapon is more accurate both when standing still and while moving when compared to the base TRAC-5
 * Aimed COF from 0.1 to 0.06
 * Horizontal recoil from 0.175 to 0.17

LC3 Jaguar
This weapon is receiving the standard 0.75x weapon adjustments
 * Vertical recoil increased from 0.3 to 0.31
 * First shot recoil increased from 2.0 to 2.1
 * Minimum horizontal recoil increased from 0.225 to 0.245
 * Long reload increased from 3.88 to 3.89 seconds
 * Stand move accuracy reduced from 0.3 to 0.35 to match close range carbine standard

CARV
This weapon is only receiving the global hip-fire reduction
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

CARV-S
Improving both reload and recoil to better match its rate of fire
 * Shortened long reload from 6.11 to 5.585 seconds
 * Shortened short reload from 5.11 to 4.64 seconds
 * Vertical recoil reduced from 0.45 to 0.42
 * First shot recoil increased from 1.6 to 1.75
 * Min horizontal reduced from 0.225 to 0.2. Max remains the same at 0.225.
 * Reduced maximum horizontal recoil drift
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

MSW-R
Long reload improved to better match magazine size
 * Long reload from 3.65 to 3.305 seconds
 * Reduced maximum horizontal recoil drift
 * New minimum hip-fire accuracy: 2.25
 * New maximum hip-fire accuracy: 3.75

T16
This weapon is only receiving the global hip-fire reduction
 * New minimum hip-fire accuracy: 3.5
 * New maximum hip-fire accuracy: 4.5

TMG-50
This weapon is only receiving the global hip-fire reduction
 * New minimum hip-fire accuracy: 3.25
 * New maximum hip-fire accuracy: 4.25

T32 Bull
Long reload improved to better match magazine size.
 * Improved long reload from 3.565 to 3.28 seconds
 * Minimum hip-fire accuracy remains unchanged at 2.0
 * New maximum hip-fire accuracy: 3.25

TX1 Repeater
This weapon is performing a little too well at range when compared to the other pistols range. It only needs a slight adjustment so more recoil drift is being added in.
 * Horizontal recoil increased from 0.1 to 0.175
 * Increased maximum recoil drift range

M6 Onslaught
Increasing reload times to better match damage output when compared to pother MAXes
 * Long reload from 2.8 to 3.0 seconds
 * Short reload from 2.2 to 2.5 seconds

M2 Mutilator
Improving short reload to better match damage output when compared to pother MAXes
 * Short reload from 2.9 to 2.4 seconds

AMR-66
Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds

H-V45
This weapon is receiving the standard 0.75x weapon adjustments
 * Vertical recoil increased from 0.2 to 0.245
 * Hip fire accuracy reduced
 * Crouch: 1.0 to 1.125
 * Crouch walk: 1.5 to 1.75
 * Running: 2.0 to 2.25

CME
Reduced maximum recoil angle. Makes initial burst more accurate and predictable, and overall recoil more consistent.

Equinox VE2 Burst
Standard burst weapon accuracy improvements
 * Aimed accuracy improved from 0.1 to 0.06
 * Horizontal recoil reduced from 0.175 to 0.17
 * Reduced maximum recoil angle to make burst angle more consistent

Pulsar C
Improving short reload to better match rate of fire
 * Short reload from 1.82 to 1.67 seconds

Solstice Burst
Standard burst weapon accuracy improvements
 * Aimed accuracy improved from 0.1 to 0.06
 * Horizontal recoil reduced from 0.175 to 0.17
 * Reduced maximum recoil angle to make burst angle more consistent

Serpent
Recoil is being increased. This weapon previously had too little recoil for its rate of fire.
 * First shot recoil increased from 2.5 to 2.75
 * Maximum horizontal recoil increased from 0.25 to 0.275. Minimum horizontal recoil remains the same at 0.25.

All VS LMGs
All VS LMGs now match the LMG standard of having a 0.2 crouch move COF and a 0.4 stand-move LMG COF. The VS carbines and assault rifles retain their high moving accuracy because it offsets them having lower magazine sizes and a lower than average rate of fire, which are traits that the VS LMGs don’t share.

Orion
This weapon is receiving the standard 0.75x weapon adjustments
 * Long reload improved from 4.0 to 3.655 seconds
 * Short reload increased from 3.045 to 3.28 seconds
 * First shot recoil increased from 2.15 to 2.25
 * New minimum hip-fire accuracy: 2.25
 * New maximum hip-fire accuracy: 3.5

VX29 Polaris
Small improvements to reload speeds and full auto-accuracy
 * Long reload from 5.1 to 4.925 seconds
 * Short reload from 4.0 to 3.925 seconds
 * Reduced maximum horizontal recoil drift
 * New minimum hip-fire accuracy: 2.25
 * New maximum hip-fire accuracy: 3.75

Pulsar LSW
Increasing vertical recoil so that it better matches the weapon’s rate of fire. This weapon previously had a recoil value that was the standard for most 650 RPM LMGs.
 * Vertical recoil increased from 0.3 to 0.335
 * First shot recoil reduced from 2.75 to 2.45
 * Short reload improved from 3.2 to 3.09 seconds
 * Reduced maximum horizontal recoil drift
 * New minimum hip-fire accuracy: 3.25
 * New maximum hip-fire accuracy: 4.25

SVA-88
Lengthening reloads to match 0.75x move speed weapon standard. This weapon is not receiving the 0.75x moving accuracy penalty because of its lower rate of fire.
 * Long reload increased from 4.18 to 4.7 seconds
 * Short reload increased from 3.065 to 3.38 seconds
 * Vertical recoil reduced from 0.45 to 0.44
 * First shot recoil increased from 1.5 to 1.75
 * Max horizontal recoil increased from 0.2 to 0.225
 * New minimum hip-fire accuracy: 3.0
 * New maximum hip-fire accuracy: 4.0

Flare
This vertical recoil reduction gives the weapon the same full-auto recoil as the other weapon in its rate of fire class, just in a slightly different pattern.
 * Vertical recoil reduced from 0.45 to 0.44
 * New minimum hip-fire accuracy: 3.25
 * New maximum hip-fire accuracy: 4.25

Ursa
Small reduction to reload speeds to match the damage output of other weapons in its class. Small increase to accuracy so to better offset its lower rate of fire.
 * Short reload from 3.6 to 3.72 seconds
 * Long reload from 4.5 to 4.7 seconds
 * Vertical recoil reduced from 0.4 to 0.395

Eridani SX5
The below damage change is as overall improvement to the Eridani’s damage curve.
 * Min damage range increased from 6 to 10
 * Max damage range reduced from 42 to 40

Cerberus
Improving accuracy and magazine size. This weapon’s limiter at range is now lower damage instead of lower than average accuracy
 * Magazine size increased from 8 to 10
 * Ammunition capacity increased from 56 to 60
 * All aimed accuracy states improved from 0.6 to 0.3
 * Hip accuracy improved
 * Stand: 1.5 to 1.0
 * Stand move: 2.0 to 1.5
 * Min damage reduced from 125 to 112

Blueshift
Reducing reload speeds to match damage output of the other MAXes
 * Long reload from 2.7 to 2.8 seconds
 * Short reload from 2.0 to 2.3 seconds

Nebula
Reducing short reload speed to match damage output of the other MAXes
 * Short reload from 2.15 to 2.3 seconds

Cosmos
Improving the damage output over time
 * Long reload from 3.2 to 3.1 seconds
 * Short reload from 2.4 to 2.1 seconds

Eidolon
Improving damage at range and long reload. The damage improvement increases this weapon’s performance at range against targets with nanoweave armor equipped.
 * Improving damage at range and long reload
 * Minimum damage increased from 200 at 65 meters to 225 at 75 meters
 * Long reload improved from 3.5 to 3.4 seconds

NS-11a and NS-11c
Improved angle so initial burst is more accurate (no shots land on right side) and overall recoil is more controllable.

NS-15m
Same burst improvement as above NS-11 weapons. This weapon is also receiving a small increase to horizontal recoil drift because it was incorrectly set too low before. It now matches the other NS full-auto weapons.
 * Reduced maximum recoil angle
 * Very small increase to horizontal recoil drift
 * Minimum hip-fire accuracy remains unchanged at 2.0
 * New maximum hip-fire accuracy: 3.25

All Bolt-Action Sniper Rifle Changes
All sniper rifles have been adjusted to have better defined 1-shot headshot kill ranges. Reload speeds, damage, and other stats have been adjusted to match.

NC14 Bolt Driver, TR M77-B, and VS XM98

 * Max damage reduced from 750 to 650
 * Min damage changed from 550 at 750 meters to 400 at 350 meters
 * Long reload improved from 5.0 to 4.6 seconds
 * Short reload improved from 3.5 to 3.0 seconds
 * 1-shot headshot until 250 meters

NC SAS-R, TR TSAR-42, and VS Ghost

 * Long reload improved from 4.5 to 4.0 seconds
 * Short reload improved from 3.15 to 2.8 seconds
 * Max damage reduced from 750 to 700
 * Min damage changed from 550 at 750 meters to 400 at 265 meters
 * 1-shot headshot until 200 meters
 * Removed sway when using low powered optics

NC LA80, TR SR-7, and VS V10

 * Long reload improved from 5.0 to 4.7 seconds
 * Short reload improved from 3.75 to 3.1 seconds
 * Max damage reduced from 750 to 650
 * Min damage changed from 550 at 75 meters to 400 at 350 meters
 * Bolt time increased from 1.3 to 1.395 seconds
 * 1-shot headshot until 250 meters

NC EM4 Longshot, TR RAMS .50M, and VS Parallax

 * Long reload improved from 6.0 to 5.575 seconds
 * Short reload improved 5.0 to 4.72 seconds
 * Max damage changed from 800 to 700
 * Min damage changed to from 550 at 100 meters to 400 at 400 meters
 * 1-shot headshot until 300 meters

All Semi-Auto Sniper Rifle Changes

 * NC Gauss SPR, TR 99SV, and VS VA39 Spectre
 * Long reload improved from 3.6 to 3.3 seconds
 * Short reload improved from 2.6 to 2.22 seconds
 * Improved recoil angle so it will more consistently pull to the right

NC Impetus, TR KSR-35, VS Phantom

 * Long reload improved from 3.6 to 3.3 seconds
 * Short reload improved from 2.6 to 2.22 seconds
 * Removed sway weapon using low powered optics

NC Shadow, TR HSR-1, VS Nyx

 * Long reload improved from 2.9 to 2.76
 * Short reload improved from 2.0 to 1.95
 * Min damage range increased from 65 to 75 meters

NC Stalker, TR SOAS-20, VS Artemis

 * Long reload improved from 2.9 to 2.45
 * Short reload improved from 2.0 to 1.865
 * Improved hip accuracy by 0.5 in all states
 * Min damage range reduced from 65 to 60 meters to match the other weapon of the same damage model

Damage Reduction
All launchers have been reduced in damage so that they better interact with flak armor. The resists on the vehicle side have been modified to match, so all launchers will still be doing the same damage against vehicles as before, with the exception of the Annihilator which got a damage increase. The Annihilator is getting a damage increase because it already had two downsides, it lacks lock-free fire and it has a longer lock time. We’re removing the third downside.
 * Default launcher damage = 1135
 * Decimator and Engineer anti-vehicle turret damage = 1335
 * All lock-ons, except the TR Striker, damage = 1000
 * TR Striker damage = 335

Lock-on changes
All lock-on ranges have been reduced to better match the effective attack ranges of infantry versus vehicles
 * Ground lock-on range reduced from 400 to 300 meters
 * Air lock-on range reduced from 500 to 450 meters
 * Close range lock-on times are now faster to better fit the risk/reward gameplay between infantry and vehicles.
 * All launchers will use their fast lock time if the target is within 100 meters
 * The lock time will then scale linearly to the far lock time at 300 meters
 * The far lock time is always used if the target is farther than 300 meters away

Dedicated anti-tank launchers

 * Fast lock time: 1.5 seconds
 * Far lock time: 2.0 seconds

Dedicated anti-air launchers

 * Fast lock time: 1.0 seconds
 * Far lock time: 2.2 seconds

Annihilator

 * Fast lock time: 1.5 seconds
 * Far lock time: 2.5 seconds

Striker

 * Fast lock time: 2.0 seconds
 * Far lock time: 2.25 seconds

Rocket velocity changes
Rocket acceleration has increased to make hitting moving targets easier. Rocket speeds and gravity have been adjusted to match.

Default Launcher

 * Launch Speed: 35 m/s
 * Acceleration: 40 m/s
 * Max speed: 85 m/s
 * Gravity: 2

Decimator

 * Launch Speed: 30 m/s
 * Acceleration: 40 m/s
 * Max speed: 60 m/s
 * Gravity: 2.5

Dedicated anti-air and anti-vehicle launchers
Fired rockets will no longer accelerate if fired without a lock

Other miscellaneous changes
Max aimed accuracy now matches the majority of other weapons in the game at 3.0, increased from 2.0. This has no impact on most movement states. The exception is firing while jumping, which will be less accurate now.
 * Reduced hip accuracy of all rocket launchers that can fire without a lock. They now all match the below. The previous hip accuracy was too high for weapons with this much damage output
 * Crouch: 2.5
 * Crouch move: 3.0
 * Stand: 3.0
 * Stand move: 3.5
 * This is an increase of 0.5 to the decimator and 1.0 to all other launchers
 * Added an upward kick angle to all launchers when firing while aimed. This gives all launcher projectiles a more natural arc that can be learned
 * Fixed a bug that was causing launchers to reach their aimed accuracy before the iron sight duration had finished
 * The Striker and Annihilator no longer have predictive tracking. Their projectiles now fly like the other lock-on types (they shouldn’t hit vehicles behind cover now)

NC Phoenix Launcher Changes

 * Reload speed is now faster at 4.7 seconds, down from 5.2 seconds.

Mana Anti-Vehicle Turret Changes

 * Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance.
 * Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon
 * Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.
 * Gravity value of 2 added. This only applies if the rocket is no longer controlled.

Underbarrel Grenade launcher Changes
Damage and accuracy values have been adjusted. The previous values were too strong for a weapon that has no resource cost limiter. The biggest change here is that an indirect hit will no longer kill a full health target, only direct hits will.
 * Blast damage reduced from 1275 max damage at 0.1 meters to 700 max damage at 0.35 meters
 * Transition time in and out of the launchers increased from 0.550to 0.800 seconds
 * Added a hip cone of fire
 * Crouch: 2
 * Crouch move: 2.5
 * Stand: 2.5
 * Stand move: 3.0
 * Sprint/jump: 7.0
 * Also added to smoke launchers
 * Added a penalty to accuracy when aimed and moving. This matches the current values of the rocket launchers
 * Crouch walking: 1.0
 * Stand walking: 1.0
 * Sprint/jump: 3.0
 * Projectile speed dropped from 50 to 45 m/s
 * Gravity increased from 3 to 7
 * Note: This is a larger change then it sounds like. We fixed a bug that was causing the previous gravity value to not apply correctly.
 * Ammo pack pickup delay increased from 4 to 5 seconds

MAX Anti-Vehicle weapon Changes

 * All MAX AV weapons except the VS Vortex have had their damage infantry reduced.
 * All MAX AV weapons now originate their projectile at the eye, making them all more accurate.
 * Direct damage against vehicles and other MAXes is the same as previous values, unless specifically called out below

NC NCM2 Falcon

 * Direct damage reduced from 875 to 585
 * Max blast damage increased from 80 to 90
 * Increased projectile acceleration, from 30 to 40 m/s
 * Reload speed is now faster, from 2.1 to 1.9 seconds

NC NCM3 Raven

 * Direct damage reduced from 490 to 335
 * Max blast damage increased from 50 to 115
 * These got a small damage increase against tank armor. Rockets needed to destroy a full health target remains the same
 * Added gravity value of 1. Only applies if the controlling max dies

TR M3 Pounder

 * Direct damage reduced from 425 to 285
 * Max blast damage increased from 100 to 190
 * Gravity dropped from 10 to 7.5

TR MR1 Fracture

 * Direct damage reduced from 315 to 210
 * Max blast damage increased from 25 to 30
 * Short reload is now longer at 2.2 seconds, from 1.75 seconds
 * The flat projectile velocity of 200 m/s has changed to the below
 * Launch Speed: 70 m/s
 * Acceleration: 50 m/s
 * Max speed: 180 m/s

VS Comet VM2

 * Direct damage reduced from 475 to 315
 * Max blast damage increased from 80 to 85
 * Short reload is now longer at 1.6 seconds, from 1.5 seconds
 * Rate of fire reduced to 110 rpm, from 120 rpm
 * This evens out the damage output with the other max AV weapons
 * Accuracy reduced from 0.1 to 0.2

VS Vortex VM21

 * The short reload is now longer at 1.8 seconds, from 1.5 seconds. This offsets the increased damage against infantry.
 * Base direct damage increased from 105 to 167
 * The damage curve is now more consistent across all charge levels. Large changes below
 * Charge level 1
 * Fixed a bug that caused charge level 1 to be weaker against Prowlers (and Magriders). Damage is now consistent across all tanks.
 * Charge level 2
 * Increased damage against all main battle tanks, infantry, and other MAXes
 * Small reduction to damage against Sunderers, Lightnings, and all aircraft
 * Charge level 3
 * Increased damage against Harassers, Liberators, and other MAXes
 * Reduced damage against Galaxies. Very small reduction in damage to ESFs (the hits to destroy remains the same as previous live values)
 * Reduced damage against Vanguards to better match the damage against the other tanks

Other Changes

 * Added bullet drop to VS Shotgun slug ammo because the gravity-free projectiles have been outperforming the other two factions by a large margin
 * Infantry hitboxes have had small adjustments.
 * The head hitbox has been adjusted to fix a bug that was causing upper chest shots to count as head shots in certain movement states. Actual headshots should be unchanged. *Unearned* headshots will no longer happen.
 * Hitboxes now better match the player’s actual geometry. Leg hitboxes have received the biggest change. The rest of the player’s body is less noticeable.
 * Audio adjustments to give better situational awareness
 * Muzzle audio range and direction should be easier to locate now
 * Projectile flybys will now give a better sense of travel direction
 * We reduced the length of projectile impact audio on infantry. It will be easier to tell if multiple bullets are hitting now, instead of multiple bullets blending together to sound like one impact.

Nanoweave Armor
Nanoweave no longer increases the player’s health pool. It now adds a resistance against infantry small arms and rapid fire vehicle weapons only This change means that Nanoweave will no longer add survivability against damage types that it wasn’t intended to counter, like blast damage
 * The strength of Nanoweave against the valid damage types remains the same as before
 * Headshots will now always bypass the Nanoweave resist and do full damage
 * Nanoweave no longer stacks with the Heavy Assault’s Resist Shield ability. This was not intentional and it was granting the Heavy Assault too much survivability when compared to all other classes
 * All Nanoweave certs have been refunded

Flak Armor

 * Flak armor now resists direct damage from explosive weapons in addition to resisting AOE damage.

VS MAX Zealot Overdrive Engine
This ability has proven to be an all-around upgrade compared to the baseline MAX. It is receiving an overhaul to make it more of a situational ability compared to before. In addition, both the speed and damage increases are being reduced so that the ability better fits into the MAX vs. infantry balance. The MAX’s movement speed increases by the below amounts when AOE is active
 * Forward walk speed increases by 50%
 * Strafe and back walk speeds increase by 43%
 * Sprint does not get a speed increase, though the MAX will reach top speed faster
 * The weapon damage increase is now the same across all cert levels
 * Only close range damage is increased
 * Far range damage and blast damage are no longer increased
 * The ability lasts for 15 seconds and it cannot be turned off after activation. This does not change when ranking the ability up
 * A reuse timer has been added. Each cert rank will reduce this timer
 * Each cert rank now reduces the damage taken
 * Rank 3 is equivalent to the previous amount of damage taken
 * Ranks 1 and 2 will take slightly more damage
 * Ranks 4 and 5 will take less damage compared to the previous amount of damage taken
 * All Zealot Overdrive Engine certs have been refunded

Miscellaneous

 * Tank mines and anti-personal mines are no longer highlighted by thermal or night vision
 * MAX footsteps are now louder
 * The below explosives have had their blast damage reduced to match the Nanoweave change
 * NC Bouncer: Max damage reduced from 1225 to 1000
 * VS Proximity Mine: Max damage reduced from 1225 to 1000
 * C-4: Max blast damage range reduced from 2.5 to 2.0 meters
 * The VS turret shield now has two-way collision (same as the other two factions)
 * MAXes now take longer to revive. This gives the other side a longer window for denying that revive
 * Uncerted heal tool = 6.0 second revive time
 * Max rank heal tool = 4.2 seconds to revive
 * Laser Sight attachments will no longer reduce hip accuracy when jumping or sprinting