Dear players,
This patch is simply meant to address Echo and Warlords 1.1 issues.
As the plan was always to allow APEX users to use SKINs, we have gone ahead and tailored each APEX loadout to exactly the fitting capacity it needs with the current items and skills and unlocked them for editing. All slots will be mandatory so it will not possible to remove all items and fit advanced and prototype weapons or gear. We will be monitoring the situation on APEX suits over the following weeks.
This will allow players to do the following commonly requested things to APEX loadouts
* Rearrange equipment, very necessary for logistics players
* Swap SKINs, especially sought after by owners of LP APEXGÇÖs, especially with upcoming Marine Issue SKINs
* Customize by swapping a similar item based on preferred playstyle, Rail Rifle from an Assault Rail Rifle, etc.
* Rename them so they are aligned with the playerGÇÖs existing loadouts
APEX loadouts have been moved to a separate category under Loadouts in the Marketplace as Visual Customization will be through SKINs after Warlords 1.1.
To counter any PG/CPU mod shenanigans we have used the opportunity to make a change we have wanted for a long time. We are moving PG mods to high slots and adding a CPU cost to them, this will make them more useful as they donGÇÖt occupy the PG heavy low slot anymore. We are also adding a PG fitting cost to CPU upgrades as they had zero fitting cost before.
As was plainly explained with the Myofibril mods, we wanted to increase the jumping height so that stacking 3 would allow to get on top of the large containers. The plan was for stacking penalties to take care of the rest, as the 4th and 5th module under stacking penalties add incrementally almost zero improvement under normal circumstances. However, the stacking penalty does not work currently, and we havenGÇÖt found the cause. Until the cause has been found and a fix deployed, we will be limiting Myofibrils to 3 per loadout which is almost the same effect. It was silly fun while it lasted, but, ultimately not the designed intent.
Remote Explosives throwing distance has been reduced, as activation delay settings seem to be bugged. Remote Explosives are designed to be placeables, or traps in essence, not super-grenades. Packed Remote Explosives should be the go to Anti-Vehicle Explosive, with an increased throw distance at the cost of damage radius. Packed RE users should be mindful that they need to be thrown at the center mass of vehicles due to the smaller radius of the explosion and throwing at the front tracks of HAVGÇÖs, for example, may not be enough.
Other FixesExperimental Assault Combat Rifle now has the proper Experimental stats, 3% increased damage, 25% faster reload and 10% higher clip and ammo capacity.
LAVGÇÖs have been given additional fitting capacity and an extra slot to reward dedicated LAV drivers whereas SHAVs no longer have pre-fitted Small Turrets as intended.
A number of smaller tweaks to Small Blasters, Assault Heavy Machine Guns, Vehicle Modules, Infantry Equipment, Vehicle Turrets are detailed
here.