News 5 min read September 6, 2023

Gun Dispersion Changes

Author

Voreksis

Former Community Manager

Official Discord Server

Introduction

You didn't like the reticle dispersion and we heard you. We've made some changes to this mechanic for the upcoming playtest and are excited to hear your feedback on it! I'd like to take a moment to explain the mechanic a bit more and let you know what all we changed.

How it works

The aiming reticle has two forms in which it exists - the first is how the reticle looks when you're sitting still and not rotating the turret (we'll call this Radius 1), the second is how your reticle appears while moving either the hull or the turret (Radius 2). Both of these radiuses, and the time it takes to go from Radius 2 to Radius 1, varies for every class as well as each individual Agent. Both radiuses have a probability mechanic where the area immediately around the center dot has the highest percentage, the empty space between the dot and the circle has a much lower percentage, and the outer circle itself has a very minimal percentage of the shot landing in that area.

What we changed

In the last playtest, this probability was a bit too spread out and made for some less accurate shots. We have since increased the probability of shots landing close to the center dot and reduced the probability for the other areas of the reticle. We have also reduced the time it takes for the reticle to go from Radius 2 to Radius 1 whenever you stop moving. On top of that, we removed turret rotation affecting Radius 2 so now only moving the hull will impact the reticle. Below I am attaching two pictures, the first is an example of the old Radius 1 and 2, and the second is the updated Radius 1 and 2.

Before Changes

Before

After Changes

After

Other changes

Along with these reticle changes, we've started fine-tuning our weak spot system. We've changed the size of weak spots and each tank will have its own unique weak spot locations. This system is still a work in progress and far from finalized, but you'll see a bit of it in the upcoming playtest. In addition to this, we have made some balance adjustments to the game and to Agent's unique abilities that we think will help balance overall gameplay.

We know that hearing there's probability involved with aiming might sound a bit daunting at first, but when you combine the reticle dispersion changes with our other balancing changes, we feel that together all of these add to the overall balance of the game and has less of a penalty for skill. We're really excited for you all to check out these updates and can't wait to hear your thoughts after testing them out.

Disclaimer

This article was generated based on official announcements and news shared by community managers in the official Project CW Discord server. While we strive for accuracy, please refer to the official server for the most up-to-date information.

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