GU12 notes.Mostly quality of life changes. My favourites from the (long) list;
- Recommended servers now faction specific
- Alerts will be less frequent and have different requirements for starting
- Members get 3 new loadouts for each class/vehicle, another 4 can be bought (if same as PTS, SC only)
- "Improved damage feedback" for infantry and vehicles
- "Fixed" the no-revive bug (!!!)
- Can now see the squad details for each squad in a platoon.
- New effect for 'safe' ejection from air vehicles
- Notification for when you are in range of a point but can't capture it for whatever reason
- UI notification for when vehicle gunners are hitting enemies (!!!)
- Score screen can be viewed while dead
- Instant action/squad deploy systems merged between map and HUD (no more cancelling redeploy when you go to look at the map I hope)
The gameplay changes;
Fury nerf finally goes live. Direct hit damage reduced from 750 to 300. That makes it two-shot against infantry without changing it's splash damage (550 central radius) at all. It's damage type against armour has been changed so it's still viable AV, which is it's intended purpose after all (Bulldog is the AI grenade launcher). Compare to the Enforcer nerf that dropped splash damage to 150 leaving direct-hit intact, with the reasoning that it's an AV weapon and so shouldn't do splash damage.
Nice that it won't be one-shotting any more, but the thing will still eat groups of non-flak-armour infantry. Two shots within 2 meters will kill any infantry with nanoweave 2 or less, which means flak armour all day when defending Sunderers. There is also a 0.5 second reload time increase, but that's not going to stop it being the smartest and most annoying choice on Harassers.
Sunderer no-deploy zones put in on Indar and Amerish (ahead of the Amerish lattice which has been delayed). Intended to increase defenders advantage by stopping sunderers from deploying closer to the point than the defender's own spawn. Should make medics more valuable yet again.