Target Laser Changes

  • Fixed issue where targeting laser could not evaluate its target after interacting with a terminal.
  • No deploy zones are now displayed when wielding a targeting laser.

Construction

  • Glaive IPC will now stop firing after each volley.
  • Added warning text to indicate a Glaive artillery strike for players in the area.
  • Adjusted the Flail’s smoke indicator to red smoke to reduce confusion with squad smoke.
  • Added warning text to indicate a Flail artillery strike for players in the area.

Updated Implants
Outmaneuver/Rally Mechanic

  • These implants have been removed from the game.

Dev Note: We liked the idea of incentivizing vehicle interactions, but further rewarding players for doing the things they should already be doing was perhaps misguided. That said we now have these mechanics at our disposal (reacting to directional vehicle damage, reacting to players exiting vehicles) so that they can potentially be used by designers for other abilities or objectives.

  • AGD4@lemmy.world
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    1 year ago

    Added warning text to indicate a Glaive artillery strike for players in the area. Added warning text to indicate a Flail artillery strike for players in the area.

    I feel like that’s a massive nerf. I would personally like an extended 1-2 second artillery “whistle” as added warning instead of additional text spam that nerfs the action. On that note, however, does the minimap show a Glaive or Flail strike?

    Adjusted the Flail’s smoke indicator to red smoke to reduce confusion with squad smoke.

    I like that change. Red smoke might look cool too.

    • FlihpFlorp
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      1 year ago

      With the flails smoke color change I can no longer use psychological ware fare to force a bus out of a good spot :(

      • AGD4@lemmy.world
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        1 year ago

        Lol. Were you placing yellow flairs to fool a sundie owner? I’m disappointment I didn’t think of that myself.

        • FlihpFlorp
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          1 year ago

          Yes but it was green smoke. It worked probably 1 in 20 times but when it did it gave me a chuckle

  • Atemu@lemmy.mlOPM
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    1 year ago

    Dev Note: We liked the idea of incentivizing vehicle interactions, but further rewarding players for doing the things they should already be doing was perhaps misguided. That said we now have these mechanics at our disposal (reacting to directional vehicle damage, reacting to players exiting vehicles) so that they can potentially be used by designers for other abilities or objectives.

    I don’t know how this wasn’t obvious when they decided whether or not to spend dev time on these implants but I think it’s great that they’re able to back down on their ideas now.

    • finder@lemmy.world
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      1 year ago

      I think it’s great that they’re able to back down on their ideas now.

      It is a nice change of pace.