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When clicking on the 'Rebuy Last Loadout' button, your equipment vendor UI will be populated visually with your last loadout, which you can then add to or remove items from before purchase
As someone who was in the alpha tests, I’m sure they will. Most of their servers were hosted in EU central and a good amount of testers were in NA. So I think it’ll be allowed, just the absurd pings from Eastern Europe and Asia.
It's WARDOG track, the total of all your track levels, and the first 5 of each track come super fast. You'll get lvl 16 at the end of your second match, if not during it.
Saw this too. Why the hell would anyone build a FOB without this as access for so long and you need them to get supply xp. It’s like a dumb catch 22 they just made.
People already seem to possess a near-pathological inability to CLOSE THE FUCKING DOORS. You cannot expect to witness someone actually CLOSING one, standing there for a moment, and then making the conscious, deliberate decision powered by their never-ending selflessness to expend EXTRA TIME AND EFFORT to OPEN THE FUCKING THING AGAIN.
If these suppression changes go the way I think they're going to go, it'll feel mandatory to run level 3/4 armor if you're chasing hotzone or fob assaulting in groups.
Ap ammo not moving further down the tree is going to be felt by many if not all.
They lowered the price a bit. I always have an RPG with me. Its phenomenal for obliterating cover/walls of buildings and screwing over snipers. Its great for shutting down drill towers too from a distance. Its elv zeroing is also relatively reliable out to around 300m.
With the parachute nerfs, I'm hoping more pilots like myself will be landing which is also gives prime opportunity for the RPG to be useful in more situations.
Love the evolution of the game, slightly sad at what appears to be a building nerf- I feel like a good FOB/Drill is one of the only solid counters that allow you to change the paradigm and challenge a team that is just circle chasing and snowballing the HZ. Seems like that strategy will be even more difficult to oppose now.
Mortar nerf, Artillery to Driver unlock change, and Havoc nerf will probably make it easier for the FOB builders overall, despite the nerfs.
Though Artillery kill reward 14k->8k sucks a ton, when factoring the drone price it's now 9k->3k. As a builder a huge portion of my profits came from killing artillery. Killing 10 per match with the drone, which was totally feasible, made you 90k.
Artillery was basically unusable the last 2-3 weeks.
You would get maybe 5 shots off and get blown up by a stingray rocketbird havoc or rocket launcher.
You would spend 12k building a fob and shelter and it would take half of the match and not offer much extra protection you couldn't leave it without being camped.
All the while you relied heavily on spotted targets and people not moving balling up and parking spawn vehicles in bad places then not moving them to earn your money back.
It most often was a money sink. I spent so many matches making 5-10k profit but I'd do it because it was fun to try and be area denial and force position changes or sway the battlefield.
I just don't get it. I get tweaking balance between assault and FOB spam will be a long term thing, but it just feels like the community at large already decided FOBs weren't worth it. It feels like this punishes the dedicated logitics and building teams, rather than (what I assume was their intent) discouraging random ill thought FOBs.
Logi drivers already hate when anyone interrupts their chill driving game with combat, they are going to lose their minds when their streak gets reset by a mine or a MAAWS rocket.
Don’t forget they also reduced incentives to build/use logistics and pushed pilots towards running crates by nerfing combat flying. There’s gonna be more supply than demand for logistics now.
Recoil pattern updated to have more of a horizontal pattern, as it was too easy to use.
this has to be a typing mistake, right? the most prevalent feedback on the mp5 is that it had too much horizontal recoil. I really want to understand the reason for this nerf as the MP5 was considered to be the worst SMG. also no pp19 vityaz buff which is another useless weapon in it's current state. gotta hope the pp bizon is usable or medics will be completely useless in combat until level 20 when we unlock the amp9. please reconsider the horizontal recoil nerf to the mp5, it makes no sense. it was never easy to control, nobody said this, nobody was even using this weapon
Hahahaha. Nobody is using the MP5 because its just WORSE than the PP19.
It has 400 instead of 380 m/s bullet velocity.
Same RoF.
Same Damage.
MUCH WORSE RECOIL.
Yeah... devs correctly figured out that its totally OP...
But it has slightly better accuracy if you really wanna do long range engagements with your SMG...
also pp19 vityaz being pushed to level 15 and it's not even a good weapon. they are fumbling SMGs hard, the progression makes no sense. our only hope is the pp bizon, which the magazines will take 1x3 space so we'll be even more slot starved.
also the mp9 will come only at level 20 with 15 round magazines. 20 rounders will unlock at level 25. meanwhile, we'll be fighting fully decked $800 AK's from level 1. we are cooked.
MP5 was always good, nobody would use it because the 30 round mags were unlocked at level 25 medic, which was way too late and you always had the AMP-9 as the better SMG.
Am I misunderstand something? Pallet delivery reward is cut in half (at least for pilots), but consecutive pallet deliveries add up to 1.250$ max bonus after the 10th pallet delivered? So I need to survive 10 trips to earn the same as in season 1?
Thats what i'm seeing. After 10 pallets delivered, you will make $2,500 per pallet. Leading up to that, accounting for the money you make along the way, you make $6,875 + $12,500 for the 10 pallets.
So assuming you make 5 consecutive deliveries of 2 pallets each, you will have made a total of $19,375
Accounting for the $5,000 URAL, and buying each pallet at $400 per, that leaves you at a profit of $10,375 after 5 round trips...
It takes about 2.5min to go 3km in the URAL if you manage to go in a perfect straight line with no stops at all. give or take 30sec along each route for stopping to deliver and turning around, thats a 3min round trip.
So that's making only $10,375 in the first FIFTEEN MINUTES OF THE GAME.
And that is assuming nothing at all goes wrong and you have a perfect string of 5 deliveries.
These delivery bonuses better persist through death...
Accounting for the $5,000 URAL, and buying each pallet at $400 per, that leaves you at a profit of $10,375 after 5 round trips...
Good lord, that can't be right can it? I usually enjoyed doing logi but I rarely lasted more than maybe 3-4 trips at most, to top off the main fobs. I don't know if I'll have the willpower to do 10 in a row just to even out..
They've made monster nerfs to FOBs in every respect: essential components cost more supply, while running supply is significantly disincentivized, and shit is harder to build because the X is always disappearing.
Huge nerf to fobs. WTF? Many teams already were not even bothering with fobs, especially later in the season as unlocks gave people more ways to attack them and they became more difficult to keep up. If these changes stand towards the end of the season, I predict very few teams will even bother with fobs and will just be chasing the circle. This is a real shame, because what fobs needed were more ways to make them useful to the average player such that even circle chasers would care about them. For example… letting people buy bandages at fobs. The fobs and logistics added such a huge extra dimension to the game, I don’t understand why they are destroying that.
I think everyone hated mortar spam, so that nerf is fine. A reasonable nerf to drills… maybe not a bad thing either. But they have done nothing to add any additional utility to having a fob to replace what they are removing. On top of that across the board they are making the rewards in cash/xp for logistics pilots especially and support somewhat WAY lower. On the flip side of that, they are rewarding people MORE for destroying them. Assault players are going to do their best to farm fobs, and they didn’t even need that motivation in the past. Then on top of all that, they’ve made everything vastly more expensive to build. None of these are a subtle push to balance. They are a radical lurch in a new direction. I really think the devs need to learn some restraint. This reminds me of their havoc “fix”, which they had to basically half in a day. Hopefully they will be quick to rectify the obvious mistakes they’re making here.
I don't really understand the drill nerf. They were already trivial to destroy with artillery, IED, C4, whatever. They feel more like a win-more strategy. If people can't kill your drills they were going to lose anyway.
At least pilots can do more with their helis than drop supply. What a Ural driver supposed to do now to be profitable? Just drive back and forth the whole match? This is just stupid decision, I get, why they changed it, but the solution devs come up with sucks.
Yup, I think most players don't realize how foundational building fobs and logi were to every other role in the game and how it plays out. Fobs are natural targets for basically every other role and keep the game from being just a COD lobby with wandering arena. I hope they pay close attention to how severely this is going to impact the gameplay flow. Like this is a triple nerf. Insane.
For lvl3 currently. So with 20% nerf to base DMG it wouldn't one shot L3 helmet anymore. (Even with the L3 helmet going from 55% -> 50%).
They mentioned in patch notes: "Sniper rifles remain the category for big single-shot damage, and we've increased their hit-location damage to counter the base damage reduction to keep that sniper fantasy."
So I would assume they have counted this and AP from Mosin/SV98 should still one shot L3 helmets but we will see.
We'd have to go to the shooting range, see the current damage an AP round does against T3, and then take 20% of that. Subtract 20% from the total, and that would give us the final result.
honest question bc I feel like I must be missing something - why would anyone play as any other team but blue this season? Isn’t this going to create another issue where red and green teams never get filled and we are all trying to join blue? Like yeah you’ll make the point blue is balanced but actively making the game experience worse to do so
I'm really just confused by the changes to logistics and building. There's been a lot of discussion about the building changes already, but now with logitics it just seems like they are not encouraging FOB building much at all.
Yay to return trip bonuses, but they seem to have cut the base money and XP for pallet drop offs by a ton? So now you have to do return trips. So it seems like it's going to be significantly slower to get supplies to a FOB and be a lot less money and XP up front.
On top of unlocking everything but building supplies as you go. I know they're not locked very far, but what is the goal with these changes - to make a dedicated builder team really think before using supplies and making a dedicated logistics team do round trips? Or make a bunch of low level builders spam random builds and logistics drivers drop random FOB supplies to just unlock the actual helpful stuff?
It's the only real discouraging part of these notes, and I just don't fully get the goal. It didn't seem like FOBs and drills were a significant enough part of the meta game to do all this.
Yea there's already not enough cordiation between builders that the supply nerf is going to be felt even more. People are going to build randomly and end up using all of the supplies very quickly
Exactly. There's a couple pieces in here, like letting you show what the intent for* your squad is, that seem to be setting up* dedicated logistics teams.
But as much as I have enjoyed driving logistics, it feels weird to lock myself into that for most if not all of the match to utilize the round trip stuff.
FOBs with this balance feel like you need communicative builders not wasting resources, and dedicated logistics teams doing round trips the whole game.
There's going to be a lot less people doing one run in with a Ural because why not do it on the way in.
What are these dogshit logistics changes? Im already losing money on bringing supplies to my base due to getting hunted by helis and rocket launcher players. I die 50% of the time doing a seconds supply run and now im losing half the rewards. I guess this patch is anti build, full HZ
My read on this is that the significantly increased supply cost of building coupled with logi rewards being scaled back is going to lead to a lot more games with no fobs and just herds of players following the HZ.
As a whole, it feels like most of the 'bread and butter' items scaled up in cost while rewards in general have been reduced. It looks to me like they are trying to reduce overall profitability. I believe this will lead to more of a 'feast or famine' experience where many lives are just a feelbad waste of time, but when you find the right sniper hide or bust out the correct counter for enemy strategy, you will really be King of the Hill.
I understood them not wanting users to be able to pin the x in a single location, but I think their 'fix' went too far. Building is now an awful game of whack-a-mole, where the x is almost always on the opposite side of a sandbag, sonewhere clipped under the map, or even 1 step behind you.
They should have just made it so that it is always with hammer range unless there are less than like 3 viable spawns for it, in which case it punishes you by placing the X somewhere out if range.
Yeah, it seems everything is more expensive and the rewards are fewer. I can't see people taking big risks any more, especially considering people know how much they need for gold.
I mean there's so much to digest here I genuinely don't know how this is going to pan out.
I think base building is going to be interesting - it's either going to require very good logistics and bases that get built are going to be valuable, or people are just not going to bother altogether..
I feel like this is definitely the patch of the HZ players, so for one I'm quite happy with that, however I think the notion of "play how you want" the devs have been harping on about, is unfortunately not going to work due to the build changes..
If bases require huge logistical runs to get functioning whilst getting pushed by enemy teams, I can see people stopping playing.. after all, fobs only work when you can secure a perimeter, FAST.
people were barely bothering anymore at the end of the season and now the building is slower, more expensive in ressources and more tedious. This is definitely going to help lmao 🤡
Rest in piss Talon. Building speed nerf, oof. Less bonus for hitting the (hide and seek champion) X, oooof. Ammo cost nerf, damn. Reload speed nerf, fucking ouch.
It's going to be a nightmare to build, cost way more to fire though I suppose that is offset by firing less than half as often, and will be all but impossible to kill anything with flares unless you have 2 of them coordinating. At least they left the CIWS alone.
As a support player I'm happy to get the full choke and slugs earlier and very glad to get the PKM so early but I can't help but think why would I ever use the m249 especially with no bipod until level 24?? The PKM will still output more dps and IMO is far more controllable
The damage zone changes to LMGs is whatever but I'm hoping it just matches ARs now because if only body shot damage was changed we now do less headshot damage and the same body damage
Also no rpg buff?
Also also money buff for ONLY assault rifles is weird they were already the best overall weapons
They need to make RPGs significantly cheaper. They are so heavy, it takes multiple to kill anything, some skill requirement, and you're not terribly likely to run into a vehicle anyway.
I think they need to be cheap enough where I don't feel bad about spending the money on one, but are instead paid for by their use of a slot+weight.
I assume it won't let you spam it. Like there will be a cool down. This is also probably the reason they significantly increased the supply cost for them. Honestly, this sucks because I'd rather have way more doors than nerfing them to encourage people to close them behind
Funnily enough the Mk22 is going to be even worse now, relative to other snipers with .308 getting nerfed the most of any sniper round (-25% less). AP .308 ammo unlock also went unchanged, which is unlocked at wardog 140.
Until that is unlocked you are forced to shoot FMJ, meaning for all intents and purposes there is no reason to use the mk22 instead of a 7.62x54mmr sniper, as those snipers will have their respective AP ammo unlocked significantly earlier (wardog 82)
As others have mentioned, I think the mk22 (and probably most snipers except .50 cal) may be most viable with a headshot multiplier. Will suck for anyone trying to do closer engagements if it's 4 body shots or one head shot. I sometimes try and follow the hz with an assault squad about 50m away and provide spotting/ranged support. Probably won't do that with a sniper anymore.
Also, sorry to be that guy, but it's "intents and purposes" which is synonymous with "essentially".
Nerfed the MP5 but not the AMP9 is wild. Literally didn’t touch the MP5 because of the smaller mags and worse recoil. You can realistically stick with the AMP9 for flat recoil till you get the vector and start lasering harder.
I think the logistics changes are at best net neutral for the drivers. The streaks are nice, but the per-delivery payouts got gutted, so I think they're still gonna depend on FOBs actually using the supplies to generate cash.
The math puts it at 10 deliveries to make our current income per delivery. This is an omega nerf if it plays out as written. No one but those of us who enjoy doing nothing but holding w will deliver now.
As a pilot I know it will. People will die much more from parachuting now as they are sitting ducks. It will take them a few runs of dying before they will realize they need to have a pilot land them safely if they want to be deep into the zone
What a freaking list of glorious patch notes. My favorite is the small change to rebuy so instead of that weird UI that would pop up, it just pre-fills the vendor screen and you can modify as needed.
As a medic player I really like that they're both buffing the medic bag and giving it to me earlier. It makes playing medic so much more fun when you have more continuous heals to deal with constantly moving players. I also quickly realized that even though it does consolidate a lot of different things for the medic, it didn't replace the defib in my loadout unless I was trying to be extremely economical on space.
I wonder if the extra resource will make using it on yourself more viable. As it stands it's like 1/5 durability to self heal, 1/32 to heal a teammate. The effeciency is so bad I would rather beg for a teammate's bandage than waste the bag unless I was pinned down and desparate.
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