Commanders!
We have been closely monitoring the latest season of Onslaught. Many of you have already started the journey through our competitive game mode, and there is still plenty of time left to become a legend. However, we noticed minor issues that need adjustments to improve the experience for everyone.
The mid-season patch will affect the following features:
Changes to Vehicle Role Skills
Role Skills are a crucial aspect of the game mode and greatly influence the vehicles used in battles. Based on our observations, adjustments are necessary to weaken some more popular choices and strengthen the less utilized ones to create a more diverse range of vehicles and tactics.
The following vehicle skills have received an update:
- Light Tanks
- Medium Tanks
- Heavy Tanks
- Tank Destroyers
Recon FlightVersatile Light Tanks are not doing as well as their counterparts. The detection time of their skill has been increased to improve their performance and boost successfully detecting enemies.
Versatile Light Tanks |
FuryAssault Medium Tanks are intended to play in the first line from the start of the battle, but they are not always included due to the time required to charge their skill. The difference between charge levels has been reduced to address this, allowing them to be included in the fight from the beginning.
Assault Medium Tanks | |
InspiringVersatile Medium Tanks have found a niche as support tanks, but only on a limited number of maps. The skill cooldown has been reduced at all levels to better utilize their bonus for the team. The skill’s cooldown has been reduced from 5 to 3 seconds. Versatile Medium Tanks | |
Fire CoverSniper Medium Tanks’ role skill should be used to control the base and points of interest, not to constantly stun the entire enemy team. Changes have been made to make it more attractive to charge and use the skill for its intended purpose.
In addition, the skill will now always deal a fixed amount of damage.
Sniper Medium Tanks | |
Sleight of HandSupport Medium Tanks are currently only used on a limited number of maps, where they can reliably deal damage. Their skill has been strengthened at all levels to make them more viable.
Support Medium Tanks |
Field RepairsThe overall boost to durability has been most advantageous for Assault Heavy Tanks. Paired with the “Field Repairs” skill, they have a strong edge in battle. Therefore, we are adjusting the required Prestige Points to charge skill at all levels to maintain balance. This will address the impact of the modifier on their already impressive survivability.
Assault Heavy Tanks | |
One for AllHeavy Breakthrough Tanks are doing well, but they are still not as efficient as other tanks in their class. Therefore, the bonus for allied vehicles has been slightly increased, and the skill’s cooldown has been reduced to improve their performance.
Breakthrough Heavy Tanks | |
Focus on the TargetSupport Heavy Tanks have already undergone changes to make them easier to play in the early stages of the battle. However, to further help them find opportunities for damage at a longer range, the first charge level of the role skill has been buffed.
Support Heavy Tanks |
Second WindDespite the presence of two completely different vehicles in the role of support tank destroyers, neither sees outstanding results. Adjustments have been made to reinforce the drive-in-destroy-replay/escape playstyle more typical of the Foch B, but the FV4005 Stage II will also benefit from it when firing from cover.
Support Tank Destroyers |
Changes to Tactical Skills
Overall, we are happy with the present level of tactical abilities. They provide an edge to the team employing them but are not essential for victory. Nevertheless, they have become increasingly expendable due to the rapidity of battles, which led us to seek a solution.
- The reset time for Points of Interest has been reduced from 120 to 90 seconds.
Artillery Strike
Like the Fire Cover skill of Sniper Medium Tanks, we have removed the probability of how much damage an enemy will take when hit. Skill damage spread has been reduced from 5% to 0%. |
Minor Adjustments to the Prestige Points System
We continuously monitor the Prestige Points system and are happy with its overall performance and its assessment of a player’s contribution to victory or defeat. Nevertheless, based on your feedback and our evaluations, minor adjustments to its logic regarding accumulating Prestige Points are necessary.
Changes to the Rules for Forming Platoons
The current restrictions on the formation of platoons (not to be confused with super platoons) often lead to a situation where the difference in ranking makes it impossible to play together.
Given that it is the middle of the season and most players have already been ranked, we decided to expand the permissible range on the rating, allowing more players to enjoy the game mode together.
- The maximum rating difference between players in a platoon has been changed from 5 to 7 divisions.
We are sure these updates will improve the experience for everyone participating in the Season of the Crimson Griffin. There is still plenty of time to climb the ranks and earn fantastic rewards before Onslaught ends.
Good luck and Roll Out!