Flamer, Scorcher, Meditank - Targeting mechanics reworked
We’ve changed the way targeting mechanics work for spray weapons. You’ll no longer snap & lock onto your target with weapons that fire at everyone in the firing cone. This will let you smoothly switch between multiple targets and position your cone in between several units for maximum effectiveness. On the flip side, it might require more effort to keep up with fast-moving units in close quarters.
Lobbed targeting improvements
Added projectile lead-time to the following units:
- Mortar (0.4-sec lead)
- Baby Mortar (0.4-sec lead)
- Mortar Bike (0.4-sec lead)
- Fire Lobster (0.3-sec lead)
- Fire Bomber (0.3-sec lead)
- Cluster (0.2 sec lead)
This is similar to how Rocket Launchers predict your movement and aim 0.5 seconds ahead of where you are, based on your direction and speed at the time of firing. This will make it slightly harder to dodge these units unless you actively scuttle away.
Zooka - Range decreased by 9% (15.8 -> 14.5).
Zooka is currently one of the strongest troops in the game. We want her to remain very strong against buildings & vehicles. However, we need to slightly reduce her ability to snipe defenses with impunity, nuke infantry at great range, and perform hit & run tactics on vehicles without significant risk of getting shot back. Her play style remains the same but she'll need to get a bit closer and tread a bit more carefully.
Armored Car - Increased movement speed while aiming (75% -> 85%). Magazine size increased by 1 (7->8).
Heal - Cost increased by 50 munitions (600->650).
Mortar Bike - Cost decreased by 100 munitions (850->750). Minimum attack range (aka 'deadzone') decreased - this means you can shoot at things that are closer to you.
Heavy - Reload time reduced by 10% (5s -> 4.5s). Starting accuracy slightly increased. Movement speed while aiming increased (40% -> 50%).
Heavy is already a strong, and somewhat undervalued frontline troop. While slow, he benefits from both the highest health and largest sustained DPS in the game amongst all troops. That said, he felt a little hard to use mid-engagement. That's why we've made his reload less punishing, made it easier to hit people at longer ranges, and helped him reposition while shooting.
Cluster - Health increased by 8%. Reload time reduced by 25% (2.5 sec per bomb -> 2 sec per bomb). Max range increased by 12%.
Cluster is a great troop, but he can be quite tricky to use and can struggle in prolonged firefights. By increasing his health, attack range, and reload speed, we're hoping to give Cluster more time to shine and increase his effective damage-dealing capabilities.
Flamer - Health increased by 9%. Movement speed while aiming increased (70% -> 80%). Damage per shot increased (15%, 13->15), ammo capacity decreased (15%, 60->50). Sustained DPS remains similar (a bit higher) while burst damage is noticeably higher.
These changes will ensure Flamers are more effective against multiple enemies, can reposition better once engaged, and should win various 1v1 matchups. A Flamer with some support via healing (Medic) or last-hitting (Sniper, Assault, Shotgunner) should outlast her foes and push enemy positions effectively, especially since Flamers can pierce through shields and cover.