Big balance changes for Angel. Lots of help from the community here on balance and testing. We slowed down the Sniper attack, but also made it more powerful. It roughly comes out to the same damage, but you get fewer shots. Light units in front of heavier ones? Should be more options to defend against an Angel attack. We didn't just nerf her though--we buffed and reworked the Pistols at the same time. They now fire faster, and do a ton more damage--but they were also give extreme damage falloff. So it's your choice--get close with pistols or stay far away and snipe. We'll continue to see how this goes and continue to make tweaks.
We're also introducing two new units:
NEW! **Bucko **is an "improved" version of Bucky, recently recovered from an abandoned research facility. Apparently Bucky was criticized for not being accurate enough with rockets. The fix of course would be to put guidance systems in, making them missiles. But these systems take up space, which means less room for explosives. The tradeoff perhaps was not worth it, as Bucky seemed to be the more popular one. But still, perhaps <.u>Bucko<> has a use case.
NEW! **Ronin **is another recent discovery found in the remains of Asia. It seems similar in construction to a Butcher, but with lighter armor and energy swords allowing it to move fast. The only comparable we see in the western armies is the Assassin, but Ronin has no cloak ability. Another interesting set of tradeoffs that need testing in combat!
Features:
- New bindings for Next Loadout and Previous Loadout
- Ctrl + [Next Loadout key] acts like Previous Loadout
- mouse wheel zoom in and out (from Wastelands)
Bug fixes:
- possibly fixed the Unit/AirMech stat flickere issue
- fix a mispelling of "shield" in some Parts
- fix replays not saving (meaning Spectate would not populate old games)
Balance:
- **Angel **range restored to previous range (removed 8% penalty)
- **Angel **Sniper mode fire rate cut in half (and)
- **Angel **Sniper mode fire energy doubled (but...)
- **Angel **Sniper mode fire damage doubled (for real this time)
- **Angel **Pistol fire damage roughly doubled (but...)
- **Angel **Pistol range reduced by 25%
- **Angel **Pistol damage falloff starts immediately (so get close)
- **Angel **Hyper Rail Overkill damage now +33%, 66%, 100%, 133% (was +50%, 100%, 150%, 200%)
- **Bombs **build time now 3 seconds (was 4)
- **Bucky **armor back to 30 (was 25)
- **T45 **armor is now 50 (was 60)
- **T45 **piercing is now 50 (was 70)
