- Backend changes have been made to better improve the logic behind the determination of when a target is in or out of direct line of sight for the purposes of an LRM firing Arc.
- A number of new features have been added in order to bring more direct distinction between shots made in direct line of sight fire vs. indirect fire.
- Further balance testing with a focus on the give and take between direct LOS fire vs. indirect fire modes.
- An overhaul of the Weapon Lock-On system.
- Improvements to TAG + NARC to account for all other changes being tested.
- Improved the backend for determining what is and is not a direct fire shot.
- Attempting a weapon lock in direct LOS will see a 20% reduction in weapon lock-on time compared to what is on Live currently.
- This rate is a flat rate that applies equally at all ranges provided you have direct LOS to the target, and is not augmented in any way.
- Indirect Weapon Lock-on time will now be dependent on the range of the target relative to your maximum sensor range.
- Indirect locks attempted at close range will retain a timer identical to the timer in the live game as the “base” lock-on time.
- The further out the target is relative to your max sensor range, the longer this time will take to acquire. With anything at extreme range or past max sensor range taking the longest time to acquire a lock compared to locks attempted at closer relative sensor range.
- These lock-on times are still modified in both positive and negative ways by equipment such as ECM, TAG, and NARC.
- Sensor range increases can potentially impact your indirect lock-on time dependent on where the target is relevant to your total sensor range. The further into your sensor range, the faster the lock-on time.
- TAG and NARC will have expanded functionality in how they will interact with indirect fire described below to account for these changes.
- Base LRM spread values will revert back to their live spread settings.
- Missile volleys fired upon indirect targets will see an increase in spread.
- This spread is currently tuned to a 20% increase over the launcher’s base value.
- This functionality applies to both LRMs and ATMs.
- Weapon Lock-On speed booster removed
- Targets that are being painted by TAG are treated as if they are in direct LOS for the purposes of Weapon Lock-On time and Missile spread. Counteracting the changes made in the above sections.
- Targets with an active NARC pod attached to them are treated as if they are in direct LOS for the purposes of Missile Spread. Counteracting the changes made in the missile spread section.
- Volleys are tuned at the launcher level.
- Smaller volleys will be tuned with more ingrained health to allow for more missiles from smaller launchers to reach their targets.
- Larger Volleys will be tuned to be more vulnerable to AMS fire, resulting in more physical missiles being destroyed against larger volleys.
- Initial tuning for PTS 2.0 testing will be the LRM 5 launcher will be set as the baseline for what was previously tested on PTS.
- From there, larger LRM launchers will have less health making them more vulnerable to AMS fire.
- While this will increase vulnerability, this tuning is still set to AMS acting as a “soft” counter that reduces potential damage from incoming shots, instead of being a hard counter to all missile systems.
- ATMs have been tuned with increased health to account for their smaller per-missile volleys (although they will still be more susceptible to AMS fire compared to other weapon systems due to their relatively low volley sizes.)
- For the purpose of this PTS, we will only be focusing this AMS tuning on LRMs and ATMs. All other missile systems will retain their current behavior.
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 5.04
- LOS spread reverted to 4.2 (from 4.6)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 5.04
- LOS spread reverted to 4.2 (from 4.6)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 6.24
- LOS Spread reverted to 5.2 (from 5.6)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 6.24
- LOS Spread reverted to 5.2 (from 5.6)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 5.46
- LOS spread reverted to 4.55 (from 5)
- Heat increased to 2.4 (from 2.25)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 5.46
- LOS Spread reverted to 4.55 (from 5)
- Heat Increased to 2.4 (from 2.25)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 6.66
- LOS Spread reverted to 5.55 (from 6)
- Heat increased to 5 (from 4.65)
- Velocity reverted back to 190 (from 175)
- Indirect Spread set to 6.66
- LOS Spread reverted to 5.55 (from 6)
- Heat increased to 6 (from 5.6)
- Both their Minimum Range, and Low damage per-ton drawbacks are not as pronounced on the Clan models compared to the IS model launchers.
- The streamed missile volley results in their heat being applied across the duration of their shot rather than as a singular heat spike as you see on the IS side, which allows the overall heat gained to be lower than similar loadouts on the IS side due to how heatsinks continue to cool mid-shot as opposed to being applied in a rapid spike.
- Indirect Spread set to 4.44
- Indirect Spread set to 4.68
- Indirect Spread set to 5.46
- Indirect Spread set to 5.46