https://www.youtube.com/watch?v=lhkMQY1WaeE

General

  • New overkill system implementation

new antioverkill

  • Resurrection timers for ground units changed from 120+0.7*Price to 360+0.2*Price, resulting in resurrection times for units increase from approx from 2 mins at lower to 6 mins at highest to 6 at lowest and 7 at highest
  • Burst reloads for vehicles are not affected by stress anymore
  • Maverick/X38 can’t reacquire targets anymore.
  • Smoke duration increased from 60 to 90
  • Rearm time for heli Sidearm increased from 15s to 30s,  for Kh-31P from 25s to 50s and for Kh-35U from 45s to 60s
  • New principle of aircraft refund timers
    Now it doesn't depend on price itself but uses a different mechanism, which relies on ammunition rearm time. Aircraft respawn time can be seen in the unit statistics panel.
    Amount of ammunition scales non-linear (the more ammunition of the same type - the less impact it has)
    General rearm time logic is as follows:
    - Rocket pods and dumb bombs rearm the fastest
    - High drag bombs rearm slower
    Both bombs and rocket pods caliber dependant
    - Smart bombs and AGMs rearm relatively longer than in current version
    - Cruise and SEAD missiles rearm  the longest
    -
    Air superiority fighters rearm significantly faster than in current version
  • Resupply as an ability
    Most vehicles in the game that can transport infantry now have a supply crate inside it that can resupply and heal infantry ammunition both around itself and inside. This ability is active by default and can be set to off in gameplay settings or be disabled in the abilities section of the action panel. You can resupply this crate from supply dumps.
    Supply crate size are set to 250, 400 and 800 depending on the vehicle
  • Added sneak ability to recon infantry
    - Stealth multiplier similar to forest stealth mechanics

- Forces crawl speed and animation

- Doesn't stack with forest/building stealth bonuses

- Unit loses the bonus if it have any flash value

- Sprint deactivates the ability automatically

- Unavailable when paradropped

New map layouts: The Dam, Chernyahovsk, Jelgava and Oil Rush

The Dam and Oil Rush: terrain and map orientation were reworked
Jelgava and Chernyhovsk: additional points of interest were added

GAME MODE CHANGES:

New game mod Conquest
1st conquest goal difference set 500
2nd conquest goal difference set 1000
3rd conquest goal difference set 1500
Conquest limit added as 2000
Conquest point tick rate per objective zone set as 10
Conquest points can be either awarded or removed based on zones ownership
Destruction points remained unchanged.

WP compensation between phases removed

Air tab and AA

  1. Rework of aircraft ammunition pricing:

Prices for identical loadouts are now standardized across all aircraft. Differences between specific models are reflected in the platform’s base cost (which is influenced by speed, ECM, fuel capacity and stealth values).Overall, total aircraft build costs should not change drastically - roughly within a +15 / −15 range. But this should make aircraft builds much more transparent for players, in our opinion. If you notice any pricing inconsistencies or plane’s builds that feel too cheap or too expensive, please let us know - we’ll investigate why that happened.

Prices for some bomb loadouts have been adjusted.

Loadout prices are listed in the table below.
air tab pricing v.1
We applied the same principle to helicopters -  loadout prices should no longer vary from one helicopter to another.

Price differences between helicopters will be reflected in the cost of the base (empty) helicopter, which we have not adjusted yet.

  1. All ATGMS from Helicopters Aim time reduced from 2-3s to 1-2s
  2. AH-6/MH-6 HP reduced  from 8 to 6
  3. Helicopters agility, acceleration and turn rate increased (exact numbers are hidden ones)
  4. Anti-overkill setting tweak: target switch rule for missiles already in flight changed from “Any SEAD” to “SEAD Self-Defence”
  5. Interception range multiplier for SEAD and other interceptable projectiles set to 1.6, which roughly equals to interception ranges in vanilla version
  6. Modified stress settings for aircraft: dispersion modifier at panic increased from 1.5x dispersion to 2x; aim time modifier is less severe (typical aircraft weapon aim time on panic is changed from 2-4 seconds to 1.5-3 seconds); missiles do not lose accuracy due to stress
  7. Aircrafts with availability of 4 got their availability reduced to 2
  8. Decoy quantity on aircraft increased from 15 to 50, from 20 to 100 as a test
  9. Afterburner fuel consumption multiplier decreased from 3 to 2
  10. AA damage capped at 19.
  11. SAMs with cold launch now have significantly faster starting missile animation.
  12. Aim time on heavy AA 1-2 -> 0-1: S-300PM2, S-300PM, S350 Double, S-350, Patriot MSE x8, Patriot MSE x4, Patriot MSE x12, Patriot x8, Patriot x16, Buk x4, Buk x6, x2 300V, x4 300V, Patriot x2, Patriot x4
  13. Heavy AA: High Altitude firing range bonus set to x1.75, low altitude firing range bonus set to x1, base firing range reduced approx by 1/3
  14. SHORAD: High alt radar firing range bonus set to x1
  15. SHORAD missile high altitude ranges lowered to facilitate choice between high and low altitude flight
  16. SHORAD turrets and weapons turn faster, as currently they’re unable to track planes flying above them
  17. Anti-air gun high altitude range set to lowest missile levels (1000m)
  18. Low  flying drones are now considered as helicopters for weapons logics.
  19. Certain aircraft weapons will be able to shoot automatically from low altitude: Rocket Pods, AGMs and certain guns.
  20. Aircraft with CAS flight profile (Su-25, A-10 etc) got their manoeuvrability increased.
  21. Aim time compressed: smart bombs generally don't have aim time more than 2 seconds.
  22. Smart bombs dropped with bombing run order now dont home on laser.
  23. Retarded bombs don't require additional time to aim (revert 1.0.10 change)
  24. Improved airdrop ergonomics: now you can airdrop with double click on shortcut.
  25. Single units can be dropped from an aircraft by means of pressing on a unit label in cargo panel
  26. Rearm time for long range missiles (R37M, JATM, AIM-174) increased.
  27. Any amount of bombs can be fit into minimal bombing run area, no restrictions
  28. Strategic bombers now fly higher
  29. Strategic bombers will circle at edge of missiles range while launching cruise missiles instead of going straight towards target (Loadouts with mix of cruise missiles and bombs will work as usual)
  30. Transport planes that can go to high altitude, also fly higher
  31. Camera height increased by 100m
  32. Cruise missiles characteristics (speed, accuracy and damage) reviewed. Generally they became closer to each other in characteristics. Kh-32 reverted to low altitude target. Aim time changes reverted to 1 sec.
    Affected cruise missiles and their characteristics

Missile

IRL warhead kg

Selected kg

Type

Damage in Game

Range

Accuracy

Pen

Max Speed

JASSM

450

450

HE

60

10000

40

225

1080

Iskander K

500

500

HE

70

10000

40

250

1080

Kh-35U

150

60

10000

40

175

1080

slam-er

360

60

10000

40

175

1080

JSM

120

60

10000

40

175

1080

Kh-101

450

450

HE

60

10000

40

225

1080

Tomahawk

450

450

HE

60

10000

60

250

1080

Kh-59

320

350

HE

8.5

10000

60

1080

AGM-86D

540

550

HE pen

80

10000

60

275

1080

Kh-55SM/555

450

450

HE

60

10000

60

225

1080

Kh-32

500

500

HE

70

10000

80

250

1800






Artillery

  • All howitzers and MLRS range increased by 500m

  • All howitzers aim time increased 12-15->16-20
  • Gvozdika reload time decreased 7-9->6-7
  • Minimal MLRS dispersion is increased: at 0 distance dispersion will be half of the original at max distance (same as grad at prod version)
  • 80 mm mortars (Drok, Vasilek, Deva and LAV-M) now gain ability to fire automatically at targets within firing range
  • Artillery salvo length icons will now display the exact number of shells fired
  • Direct fire shells on artillery and mortars now should aim faster

New unit availability limits for artillery have been implemented:

  • Long range precision: 2 units per card.  (fire mission length 1 round - 2 rounds - 3 rounds)
  • Versatile and multi-purpose: 3 units per card. (fire mission length 3 rounds - 6 rounds - 9 rounds)
  • Mass support: 4 units per card (fire mission length ¼ of all ammo - ½ of all ammo - full ammo)

Standardized reload times across all tubed artillery: 

  • 105mm - 130mm: 6 seconds (from 3-4s)
  • 152mm - 155mm: 8 seconds (from 4s)
  • 152mm - 155mm (Guided): 10 seconds (from 8s)
  • 203mm - 240mm: 12 seconds (from 5s)
  • 240mm (Guided): 14 seconds (from 10s)


Tier 1: Long range precision (2 per card)
Koalitsiya-SV

  • The Extended Range custom variant now swaps its smoke shells for Krasnopol guided artillery shells.
  • The base variant now swaps its smoke shells for high-explosive shells.  
  • Cluster munitions have been moved to the Msta-M1.

2S7M Malka 

  • Increased accuracy: dispersion pattern reduced to 200x150m.

M109A7 Paladin 

  • The Paladin A7 variant now swaps its standard HE rounds for M982 Excalibur guided shells and keeps its 12 smoke shells

Brutus 

  • Base variant now features extended range HE-RAP (High-Explosive, Rocket-Assisted Projectile) shells as its standard ammunition.
  • Its custom variant with guided shells follows the same extended range logic. Smoke and cluster munitions have been removed.

Tier 2: Versatile and multi-purpose (3 per card)
2S5 Giatsint-S 

  • Ammunition loadout changed to: 18 HE-RAP, 6 Smoke,  6 Krasnopol-M guided shells.
  • Reload time adjusted to 6-8 seconds.

2S19 Msta-S

  • Msta-M1: Standard HE shell loadout has been replaced with cluster munitions.
  • Msta-M2 remains unchanged.

M109A6 Paladin 

  • HE Variant: Loadout changed to 21 HE, 9 Smoke, 6 Copperhead laserguided shells.
  • Cluster Variant: Loadout changed to 24 Cluster, 12 Smoke shells.

Tier 3: Mass support (4 per card)
2S3 Akatsia 

  • M1 Variant: Loadout changed to 30 Smoke, 10 HEAT shells.
  • M2 Variant: Loadout changed to 30 HE, 10 HEAT shells..

 2S1 Gvozdika 

  • Availability changed to 3 per card.  
  • Base variant: Loadout changed to 30 Smoke, 10 HEAT shells.  
  • Hosta Variant: Unified with other 2A80 mortars. Loadout: 30 Mortar shells, 10 HEAT shells.

Hawkeye

  • Smoke Variant: Now features a full loadout of smoke shells.
  • HE-RAP Variant: Retains its full HE-RAP loadout.
  • Cluster variant remains unchanged.

Stryker SPH 

Now features two distinct loadouts:

  • HE Variant: Full loadout of high-explosive shells.
  • Cluster variant: Full loadout of cluster shells

Mortar Rework
Global mortar availability limit: 3 units per card. 

82mm mortars

Drok 

Now features two distinct full loadouts:

  • Mostly smoke shell loadout
  • Full high-explosive (HE) shell loadout

Deva / Vasilek

  • Deva: Loadout changed to  42 Smoke shells and 42 HE shells.
  • Vasilek: Loadout changed to 80 HE and 4 HEAT shells. Range increased to 1800m.

LAV-M 

  • Loadout changed to 50 HE, 50 Smoke shells.

120mm mortars

2S9 Nona-S 

  • Base variant loadout changed to 25 cluster shells.
  • Nona-SM (Upgraded): Loadout changed to 30/5/5 HE-RAP/SMK/GUI shells

2S23 Vena

  • Base variant: Loadout changed to 60/10 HE/HEAT, laser added
  • Upgraded Variant: Loadout changed to 60/10 GUI/HEAT, laser added

2S9 Nona-SVK

  • Base variant loadout changed to 25/5 HE/SMK.
  • Upgraded variant loadout changed to 21/9 HE-RAP/GUI

Dilemma

  • Loadout changed to a full HE shell loadout

2S4 Tulpan 

  • Aim time changed to 8-10 seconds

Dragonfire

  • Loadout changed to 21/9 HE/GUI (with future upgrade to 2400m range HE-RAP)

M113 Mortar Carrier

Now features two distinct variants:

  • Mixed Variant: 35 HE shells and 35 smoke shells.
  • Smoke Variant: Full smoke loadout.

AMPV Mortar Carrier

  • Standard Variant:. Loadout changed to 69 HE. 
  • ‘Mostly Smoke’ loadout changed to Mixed: 34 PGMM guided shells and 35 HE shells
  • Guided Shell Variant (Upgrade): All shells replaced with PGMM guided shells.





Global MRLS Changes

all long range MLRS and TOS-1A supply time set to 10 mins: M270, HIMARS and Smerch - 50 seconds per rocket, TOS-1A - 25 seconds per rocket
TOS-1, GRAD and CATFAE supply time set to 8 mins: 16 seconds per rocket for TOS1, 23 seconds per rocket for CATFAE, 12 seconds per rocket for grad

Specific MRLS Unit Changes

TOS-1A 

  • Cost decreased by 25 pts

TOS-1

  • Cost decreased by 25 pts

BM-21 Grad 

  • Dispersion pattern adjusted to 450x300m.
  • Smoke variant remains unchanged.
  • HE Variant: Point cost set to 125.
  • Cluster/Incendiary Variants: Point cost set to 175.
  • Rate of fire increased from 0.6 sec between rockets to 0,3 sec


Global tube artillery and mortars adjustment 

2S35 Koalitsiya extended range price increased from 260 to 330;
2S35 Koalitsiya price increased from 225 to 260;

M1299 Iron Thunder price increased from 225 to 310;

M109A7 Paladin price increased from 160 to 270;

2S7M Malka price increased from 150 to 220;

2S7M Malka Extended Range price increased from 170 to 240;  

Brutus price increased from 110 to 200;

Brutus (guided) price increased from 130 to 250;

2S5 Giatsint price increased from 150 to 190;

2S19M2 Msta-S price increased from 190 to 190;

2S19M1 Msta-S (Cluster) price increased from 160 to 140;

M109A6 Paladin price increased from 140 to 160;

M109A6 Paladin (Cluster) price increased from 140 to 130;

A222 Bereg price increased from 160 to 150;

2S3M1 Akatsia M1 price increased from 100 to 80;

2S3M2 Akatsia M2 price increased from 150 to 120;

Stryker SPH price increased from 120 to 110;

Stryker SPH (cluster) price increased from 120 to 110;

Hawkeye MWS (Extended range) price increased from 90 to 100.

Drok price set to 40 for both versions
Deva price decreased from 60 to 55
Vasilyok price decreased from 80 to 70
Dilemma price decreased from from 90 to 80
LAV-M price decreased from 70 to 60
Dragonfire price decreased from 90 to 80
Nona-SVK HE version decreased from 80 to 65

Nona-SVK HE-RAP version decreased from 95 to 80

M1064A3 both versions price increased from 70 to 75

Stryker MC (smoke and HE versions) price decreased from 110 to 75

Stryker MC (HE/smoke/GUI version) price decreased from 120 to 100

Nona-S both versions price increased from 85 to 90

M1287MCV HE version price decreased from 100 to 90

M1287MCV HE/GUI version price decreased from 120 to 110



Infantry and Vehicles

 

  • Infantry optics increased 1200->1400
  • Infantry stress’ damage reduction now will depend on amount of alive squaddies, smaller squads get more protection (same as buildings)
  • Infantry damage reduction logic inverted: instead of no protection at calm, moderate protection at shocked and maximum protection at panicked, now it’s maximum protection at calm and shocked, with minimal protection at panic.
  • Shocked and panicked states for Infantry are a bit more spaced out
  • Infantry’s shocked aim time multiplier changed from 1.5->2. This should allow HMG and similar weapons to take first shot on stressed infantry before retaliation fire
  • Infantry’s Panicked aim time multiplier 2->3. Same logic, but for bigger weapons like Autocannons
  • Tank aim time reduce from 3-4 to 2-3
  • Tank gun damage increased for APFSDS rounds from 6 to 8.5 for 100mm, 10 for 120mm
  • Tank gun damage for HEAT rounds increased from 9-10 to 11
  • Tank gun damage for HE rounds increased for 125mm 12->13
  • Tank gun dispersion set from 2.3|1.9 to 1.8|1.5, resulting in about 75% chance to hit at max distance from current 60-ish
  • As a first step toward improving infantry QoL, we’ve added the ability for infantry to resupply directly from the supply crate while being inside a transport. This means you no longer need to disembark infantry in order to resupply them.
  • Metis range increased  from 800 to 1000, speed adjusted accordingly
  • Dragon/Metis-M range increased 1000->1100, acceleration increased 32->36
  • 2A28 Grom range increased 800->1000
  • Vehicular 7.62 range increased from 600 to 750
  • Vehicular 12.7 and AGL range increased from 800 to 900
  • Armata reload reduced from 6-7 to 5-6
  • Gun-launched atgms also should aim faster
  • All semi-active infantry and vehicular ATGMs’ aim time unified to 1-2s. FNF version remain 3-4
  • Sokol-V ATGM damage increased from 9.5 to 10.5
  • Barbaris-57 price reverted 300->250
  • BMPT base price reverted 190->160




        In PTE build we decided to begin huge rework of infantry, starting with small steps. First of all, we increased engagement distances for small arms and AT launchers (slightly adjusted light ATGM ranges as well). We also made minor tweaks to damage values.
        
        
        Primary idea - stabilise weapons performance vs different armors (no swaps of weapon category efficiency depending on range and armor; carbines are always more effective than regular rifles vs any armor, AR and BR behave identical), unify damage curves for different ranges


        
Small arms and LAT changes

  • DMR type: range, pen and damage match corresponding T3 MG weapon

T1 DMR become T2 DMR

DMR cover pen 50->25
T2: Aim time 2-3 -> 3-4, shot reload 3.5-4.5 -> 3-4
T3: aim time 2-3 -> 2-3, shot reload  3.5-4.5 -> 2-3

  • HMG type: shot reload 2-2 -> 1-1, damage 2->1.45 (DPS equal to vehicular one), HMG teams have 2 independent weapons instead of 2 merged into one
  • A-545 damage increased 1.8->3
    A-762 damage increased 3.1->4
    Mk48 and KAC AMG can now be used in CQC
    7mm Sniper rifles range increased from 800 to 1000      

M2010 range increased from 900 -> to 1000
.338 Sniper rifles range increased from 1000 to 1100


Besides that:

  • Underbarrel launchers: damage value changed from 4 to 2. ROF increased from 12-16 to 6-8.  
  • M32 GML: damage value changed from 4 to 2. ROF increased accordingly.
  • Reduce stress value on UGL to x0.5 caliber
  • Faster reload for reloadable RPGs 5-6 -> 3-4. Benchmark bypass APS on 2nd shot while in red stress. Squads with multiple of these launchers remain with old reload values
  • LAT increased stress value (x2 caliber -> x4 caliber) and stress aoe (flat 20)
  • Reduced infantry resupply cost per hp 20->12
  • Infantry will have an easier time hitting tank roof armor now: approx 100m from 5 stories building, 200m from 9, 400 from highrisers

  • Transport's stress will now transfer onto disembarking infantry (panic when transport was destroyed)

  • Sprint accelerates building exit time x1.33. So it should result in 3 second exit time on sprint, rather than non-sprint 4.
  • Spotted penalty in buildings 2->1.45. That means vehicles with 1200 optics will maintain vision on spotted infantry up to ≈ 500m, and vehicles with 1400 optics will do so up to ≈ 600m.


misc:

Orion, Reaper, Global Hawk, Grey Eagle Sentinel -> 10 HP (was 15).
AZP-23 (non-radar shilka) dispersion has been lowered from 12-6 to 6-5.

Supply radius has been increased for supply dumps (50->75).
Healing rate for infantry has been slowed down from 1 hp per second to 0.5 hp per second.
LMUR speed has been increased to match US counterparts.

Stealth changes:


1V119 Reostat, PRP 5G, PRP-5K, 1V14 Mashina, PRP-4, M981, Humvee LRAS, Armored Knight, Stryker RV MG/AGL - now has 1.5 stealth (was 1.25).


Typhoon VDV, BRM-3K-57, BRDM-3, BRM-1K, LAV-25, Bradley (M3A2, M3A3, M7A4), Stryker RV (AC), Flyer GMV, RSOV, Humvee GMV - now has 1 Stealth (was 1.25).

New infantry availability (experimental):

ALL Sniper squads have been reduced from 4 to 2

ATGMs:
VDV Kornet 4 to 2
PTRK Kornet 4 to 2
PTRK Konkurs 4 to 2
PTRK Fagot 4 to 2
CAAT TOW 4 to 2
CAAT Dragon 4 to 2
Weapon Squad 4 to 2
TOW-2A  4 to 2
Milan 4 to 2
VDV Metis 4 to 3
PTO Metis 4 to 3
Ranger Javelin 4 to 3
Cav Scouts 4 to 3
Trooper 6 to 4
Jagu 8 to 6

SF:

SSO 3 to 2
Cherniy Berety 3 to 2
Delta 3 to 2

GRU  3 to 2
VDV Spetsnaz  4 to 3
Force Recon 4 to 3
Pararescue 4 to 3
RRC 4 to 3
Esti Scout 4 to 3


Engineers:
Ingenery-Shturmoviki 4 to 2
Assaultmans 4 to 2
Combat Engineers  4 to 2
Mech Engineers 4 to 3
Ognemetchiki 4 to 3

AT Teams:
RPG 29 4 to 3
RAWS 4 to 3

T2 Infantry:
Rangers 8 to 6
VDV Dsh 8 to 6
Morskaya 8 to  6
Airborne 8 to 6

T1 Infantry:
Mech Riflemen 6 to 8
GvMotostrelki 4 to 6


T0 Infantry:

Balt reservists 8 to 6

shotguns set as secondary weapon for ingenery-shturmoviki, marine raiders cqc and green berets flash

spetsnaz vmf long range price decrease from 150 to 130

spetsnaz gru price decreased by 15 pts for all versions

Bereg AA aim time decreased from 3-4s to 2-3

RPG-29 Vampyre ROF increased from 7-8s to 5-6s to match other multilaunchers


Bereg mixed loadout moved to new aim time override through ammunition logic, 2nd weapon removed
Bereg AA shell high alt range increased 1000->1350
Bereg AA shell dispersion decreased 30|24  ->16|12 , minimal dispersion capped at 8|6

Aircraft rocket pods aim time reduced 1-1 -> 0.2-0.2 (except S-25)
Aircraft rocket pods magazine reload reduced 1-3 -> 0.2-0.2 (except S-25)
S-25 magazine reload reduced 1-3 -> 1-1
S-25 time between shots reduced 1->0.5

Healing cost reduced to 1kg per 1 hp (0.5 in config due to healing rate 0.5)

ATGM supply cost increased:
50-60 category (Metis, Dragon, Kokon, etc) -> 100 supply
75 category (Kornet, Javelin, etc) -> 150 supply
100 category (both Hellfire, Javelin LWCLU, both Spike) -> 150 supply

UBGL supply cost reduced 1.5 -> 0.5
LAT supply cost reduced 30->25

KSAP G36 rifle stats set as T1 rifle
M72A2 range 400 -> 500
CG M2, M72A2, B-300, C90 displayed anti plane range removed
Kadaga game mode changed from war goals to conquest
Revolver grenade launcher reload set as 9-12, dmg 4