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Posted - 2014.08.06 23:39:00 -
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Hotfix Notes - Uprising 1.8 Hotfix Charlie
Turrets
- Turrets will now no longer slow their targets movement speed when they hit
- Large Blaster Turret Dispersion Decay at Max Dispersion has been increased, increasing the rate of accuracy recovery at higher dispersion levels
- Small Blasters now have much smaller dispersion growth, smaller maximum and minimum dispersion, higher dispersion decay and lower dispersion when aiming down sights
- Increased Small Blaster Heat per Second from 15 to 25 so it will now overheat before end of the clip
- Increased Small Blaster Base Damage from 38 to 44
Handheld Weapons
- Increased Heat per Second on Standard/Advanced/Prototype HMGs from 14/13.3/11.9 to 16/15.2/14.4
- Rebalanced Burst HMGs. These now fire and overheat much quicker, delivering high damage for short periods of time
- Changed base effective range on all HMGs at all tiers to 52.5m. Assault HMGs still have increased range over basic and burst variants
- Changed Sniper Crosshair from fixed dot to a small open circle similar to the Laser Rifle
- Nova Knives now have 50% efficacy against vehicles. Nova Knives are still unable to damage installations including turrets
- Decreased delay between releasing trigger and hitting with Nova Knives from 0.3 and 0.55 seconds to 0.2 and 0.45 seconds
- Added Aim Adhesion to Nova Knives
- Increased range from 2m to 2.5m for all Nova Knives
- Increase damage for standard and advanced knives from 90/150 to 120/160
- Changed charge time for all standard knives to 1.2 seconds (from 1.5 and 1 for AUR variants)
- Increased all Assault Scrambler Rifle's Heat per Second from 15 to 23.5 so they now overheat within a single clip
- All Swarm Launchers now fire 4 missiles at all tiers
- Swarm Launcher missile damage now increases per tier. For STD/ADV/PRO, new damage per missile is 260/286/312 from 220/220/220
- Increased base reserve ammo for swarm launcher from 6 to 10
Dropsuits
- Removed extra sidearm slot from Imperial Commando ak.0
- Balac's Modified Assault ck.0 now requires Caldari Assault Dropsuit V to operate, and has been made very scary
- All Assault Dropsuits have received additional health. New base values are (Armor/Shield) - Amarr: 315/145, Caldari: 155/275, Gallente: 275/155, Minmatar: 185/200
- All Assault Suits have a new slot layout, listed below (STD, ADV, PRO)
-Amarr: 1H/3L, 2H/4L, 3H/5L -Caldari: 3H/1L, 4H/2L, 5H/3L -Gallente: 1H/3L, 2H/4L, 3H/5L -Minmatar: 2H/2L, 3H/3L, 4H/4L
- All Assault Dropsuits have had their base amounts of PG/CPU updated, listed below (STD, ADV, PRO)
-Amarr: 164CPU/33PG, 246CPU/50PG, 369CPU/74PG -Caldari: 178CPU/27PG, 267CPU/41PG, 401CPU/61PG -Gallente: 169CPU/31PG, 254CPU/47PG, 380CPU/70PG -Minmatar: 174CPU/29PG, 261CPU/44PG, 392CPU/65PG
- All Racial Assault Dropsuit skills now give a 5% reduction in PG/CPU requirements for grenades in addition to their light/sidearm weapon fitting bonus
- All Sentinel Dropsuits have a new slot layout, listed below (STD, ADV, PRO)
-Amarr: 0H/3L, 1H/3L, 1H/4L -Caldari: 3H/0L, 3H/1L, 3H/2L -Gallente: 1H/2L, 1H/3L, 2H/3L -Minmatar: 2H/1L, 2H/2L, 3H/2L
- All Sentinel Dropsuits have had their base amounts of PG/CPU updated, listed below (STD, ADV, PRO)
-Amarr: 134CPU/30PG, 188CPU/42PG, 255CPU/57PG -Caldari: 164CPU/23PG, 230CPU/32PG, 312CPU/44PG -Gallente: 144CPU/28PG, 202CPU/39PG, 274CPU/53PG -Minmatar: 154CPU/26PG, 216CPU/36PG, 293CPU/49PG
Modules
- Reduced PG usage of ADV and PRO Codebreakers from 11/5 to 10/4
- Increased Enhanced and Complex Reactive Plating Repair Rates from 1/2 to 2/3
- Reduced PG requirements of all Kinetic Catalyzers by 1
- Sidearm and Light Weapon Damage Modifiers have been increased from 3%/4%/5% damage bonus to 4%/6%/8% and 3%/5%/7% respectively. Heavy Weapon Damage Modifiers remain unchanged
Vehicles
- Increased Shields for Caldari Dropships by 500
- Increased Recall time on Dropships and HAVs to 15, LAVs to 10 from 5 seconds for all vehicles
Installations
- Turrets Armor and Shields have been increased from 750/3150 to 2000/10000
- All installations now have passive armor repair. Turrets have 5hp/s, Clone Reanimation Units 20hp/s and Supply Depots have 30hp/s
- Missile Launcher Installations range has been reduced from 2000m to 250m to match vehicle mounted Large Missile Launchers
- Turrets will no longer automatically shoot any infantry that move near them.
- Turret detection range against all vehicles has been reduced to 75m
- Turrets can now detect targets in any direction
- All turrets will now lose targets that move out of Line of Sight after 3 seconds
- Note: Turrets will still return fire on any target that fires upon them (including infantry)
For more details, please see this thread.
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