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Showing most liked content on 09/28/2021 in all areas

  1. We have brand new vehicular repair logic! This is of the repair type that comes from buildings, not vehicle-repairing units like the Mechanic. This new logic is now shared between the Service Depot, Naval Yard/Sub Pen, Airfield, and also the Helipad and Refill Pad. All vehicle types can repair at the Service Depot, if they can reach it. Only naval type units can repair at the Naval Yard/Sub Pen. Only airplanes can repair at the Airfield. VTOL units and airplanes (if they can reach it) can repair at Helipads and Refill Pads. Vehicle repairs at these facilities are now completely free of charge. Vehicles repair at the same rate as before, at 10% per second. More accurately, as far as repair ticks go, they now repair at 1% every 0.1 seconds. This results in the more "slidey" effect rather than large repair chunks. If a player starts taking moderate damage from any singular weapon (15 hitpoints or more), repairs will slow down significantly (10% of their normal repair rate) until 5 seconds after they stop taking damage. Aircraft repairing at the Heli/Refill pads or Airfield are similar to this, except their repairs slow down much more easily at 1 hitpoint threshold. Multiple vehicles can repair at the same building simultaneously, as long as they can all fit into the area. There is no longer a delay when starting to repair, and players no longer need to drive away from and back into the repair area in order to start repairs if the vehicle is damaged at full health while in the area, or if the player enters the vehicle while it's in the repair area. See the video for how this looks in-game. A big huge thanks to @ CMDBob for implementing this feature. As a note, we can tweak almost anything about this, compared to a rigid set of scripts from before that also varied from building to building.
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  2. Does it still count as Monday's news update if it was submitted before 12:00am Tuesday, Pacific time? Let's get to it! ----- When you buy a naval unit from the Naval Yard or Sub Pen, you will now teleport directly into it. Beware, if you purchase from a different building, unless you are very fast at running, chances are you will need to get into the naval unit the old-fashioned, thief-risky way. I expect large game nights on levels such as Hostile Waters will have less cumbersome purchase queue lines with this feature in play. @ moonsense715 deserves credit for this feature. Naval Teleport.mp4 ----- Rocket Soldiers? So glad you asked! Yeah, their tracking/lock-on ranges are fixed and they got a new lock-on icon. There is now a small delay to lock-on, so it takes slightly more skill than point and click. Only slightly! And since they get pistols too, the other weapons have shifted to slots 2 and 3. Muscle memory be damned. ----- I guess we can take this opportunity to show off a couple edits to our vehicles. Behold, two new Chrono Tank camouflage options! Everything's the same as the orange version, except the orange is green. We also have a replacement MCV model. It's actually old, but is better than the current release and was never implemented till now. Thanks to @ GeneralCamo for working on these vehicles! ----- Tanya needs to use her two C4 charges now to take down a building. Each one is similar in damage and timed like an Engineer's C4. It takes 8 seconds for her to charge up her second C4 and (like the first C4) 1 second to throw it, meaning it may take 39 seconds to kill a building after she throws her first charge. One nice thing here, though, is that she can switch to her Colt and fight with it while the second C4 charge uses up its 8 second cooldown in the background. ----- The Engineer can repair vehicles with his limited golden wrench. It is only at about 75% the effectiveness of the Mechanic's wrench. No, we're not becoming Renegade. ----- Till tomorrow!
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