AirMech Strike Update 268.5, Build 73323
Mostly incremental balance and bugfixes involved in the overhaul of how Helix uses Rockets. What seemed like a simple change on the surface snowballed into a lot of unintended stacking of damage and projectiles. Along with some other balance tweaks this should be a most welcome hotfix. :)
BALANCE
- reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes[/*]
- rework Helix Missile Launch ability to auto fire on chargeup. Consistent fire rate
- buff to higher level Missile Launcher ability[/*]
- Paladin hammer damage 45 -> 60[/*]
- Paladin hammer armor piercing 50 -> 70[/*]
- fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee)[/*]
- fix damage scaling to target for Paladin Hammer[/*]
- fix damage scaling against units for Saucer Deathray[/*]
- fix damage scaling against units/forts/outposts for Helix missiles and rockets[/*]
- Paladin Hammer stasis is now level based. 2s -> 2s, 2.5s, 3s, 4s at Hammer ability level 1->4[/*]
- reworking Helix homing missile fire in air (was stacking too many missiles)[/*]
- adjust base helix fire rate periods for missiles
- 1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets[/*]
- adding RocketsLifespan setting for helix[/*]
BUGFIXES
- Fix crash when deploying a unit without a fort/outpost (AM-10193)[/*]
- some of the Helix balance changes could be considered bugs, but are listed in the other section[/*]