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Battle for Dune: War of Assassins Patch 1.0.0.5 is here!


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Hey everyone,

Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here!

This is the first patch of many to address the top balance issues raised, along with other bugs and improvements.

Here's the full 1.0.0.5 change list:

Spoiler

- Increased Supply Kit Ammo Capacity from 5 > -1 (should fix Supply Kits not properly refilling ammo)
- Fixed Harkonnen Repair Tool third person model having Atreides textures to Harkonnen
- Increased Conquest Tick Interval from 1 > 2 (Conquest maps won't last in 10 minutes anymore)
- Decreased Shield Regeneration hit points from 5 > 1
- Decreased Shield Regeneration Interval from 1s > 0.1s (Shields will smoothly regenerate)
- Fixed Harkonnen Scout Radar Visible icon not appearing
- Removed Fire swapping hint from Flamethrower Infantry
- Setup the Spice Storage A and C Capture Points
- Setup the Temple A and B Capture Points
- Setup the Smuggler Cache B and C Capture Points
- Setup Temp Silos on Conquest maps apart from Clifftop Pass
- Potentially fixed z-fighting on House Atreides spawning platform on BFD_CQT_SihayaRidge
- Fixed Capture Points on BFD_ZidarValley to be the correct Letters
- Fixed Capture Points on BFD_ZidarValley to be in the correct HUD order
- Created new Harkonnen Containers
- Repair Tools now Disarm Mines (Anti-Personnel Mine and the Claymore)
- Decreased Iphigenia Bolt-Action Rate of Fire from 0.85 > 0.65
- Decreased Iphigenia Bolt-Action Falloff Range Start from 70 > 45
- Decreased Grenade Launcher splash damage from 100 > 75
- Increased Grenade Launcher clip size from 3 > 4
- Decreased Grenade Launcher Explosion Damage Radius from 6 > 4.5
- Increased Hawk Sniper Accurate Recovery Rate (Movement) from 12 > 19
- Increased Designated Marksman Rifle Accurate Recovery Rate (Movement) from 12 > 19
- Decreased Achillus MK.VI Damage Falloff Range End from 250 > 200
- Decreased Achillus MK.VI Damage from 30 > 25
- Increased Achillus MK.VI Rate of Fire 8.5 > 6.5
- Decreased Achillus MK.VI Spray Angle Increase Per Shot from 0.90 > 0.83
- Decreased Achillus MK.VI SEMI Rate of Fire from 15 > 10
- Decreased Rotta Carbine Rifle Falloff Range Start from 80 > 45
- Adjusted Rotta Carbine Rifle Recoil to be less jarring
- Adjusted Rotta Carbine Rifle Spray to not have Negative Values while ADSing
- Increased Skin Melter MK.2 clip size from 50 > 75
- Decreased Skin Melter MK.2 Flamethrower damage from 4.59 > 3.59
- Increased Skin Melter MK.2 Flamethrower Explosion damage from 2 > 3
- Increased Skin Melter MK.2 Flamethrower Explosion Damage Radius from 3 > 4.5
- Increase Skin Melter MK.2 Flamethrower velocity from 50 > 65
- Designated Marksman Rifle is now Automatic firing
- Hawk Sniper Rifle is now Semi-Automatic firing
- Decreased the Mutilator Shotgun Spray Angle from 5 > 4.5
- Fixed Harkonnen Timed Sabotage Device Weapon playing looped audio
- Decreased Silenced SMG clip from 30 > 20
- Decreased Silenced SMG Ammo count from 180 > 140
- Decreased Silenced SMG Damage Falloff Range Start from 20 > 15
- Decreased Silenced SMG Damage Falloff Range End from 150 > 100
- Grenades now bounce more predictably

Let us know what you think of the changes, and remember to measure your water usage!

[blurb]Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here! This is the first patch of many to address the top balance issues raised, along with other bugs and improvements.[/blurb]

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How about rotta carabine? It is very powerful and also has great rof. You literally can rush onto three ppl without thinking about it and win. Moreover, you don't really need too much skill, unlike Iphigenia which requires good aiming skill.
At least these are mine experiences so far.

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2 minutes ago, Trollek said:

How about rotta carabine? It is very powerful and also has great rof. You literally can rush onto three ppl without thinking about it and win. Moreover, you don't really need too much skill, unlike Iphigenia which requires good aiming skill.
At least these are mine experiences so far.

That's a very fair point, and I'll be reviewing the Carbine as well to see how this has effected the balance between them in the long run.

I have been thinking about making the Rifle Infantry cost 150, like the Scout. This would validate how powerful they are better, what do you feel about this idea?

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Tbh, one of the first nice things I noticed playing the game for the first time, was two free combat charaters, that were quite different in terms of role: close quarters machinegunner and long distance fighting rifleman. It is nice to have choice of playstyle. That's why I personally dislike the idea of making rifleman priced. However, if you think this is necessary, let it be.

 

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2 minutes ago, Trollek said:

Tbh, one of the first nice things I noticed playing the game for the first time, was two free combat charaters, that were quite different in terms of role: close quarters machinegunner and long distance fighting rifleman. It is nice to have choice of playstyle. That's why I personally dislike the idea of making rifleman priced. However, if you think this is necessary, let it be.

 

This is exactly why I haven't done it and it's only been a floating idea! I wanted players to have a choice between those two different roles at the start of a match and when they have next to no money.

It's something to certainly think about, but I am more interested in fine tuning their roles balance better first than making them cost anything. Thank you for your feedback on the idea!

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