AT-AT will now recognize the edge of a shield rather than try to get in range of the generator building. The fix allows the AT-AT to shoot from a relatively safe distance again. However, both the Elite and regular AT-AT's range is now intentionally nerfed by 1, and thus puts it on par with rocket turret's range. We will see how this affects game play. So far, the response seem to be well received by most players. The same fix affects many other giant units such as Juggernaut and MHC. The Juggernaut might be better than the AT-AT now with similar range and superior speed.
Another pretty significant update is the shield size at HQ7 and HQ8. I intentionally kept my shield at HQ6 because I did not want the additional range. (I found much more success with shield's edge just inside the wall.) This change could significantly improve defense at higher levels.
Notes from the developers:
- Limit max shield size to 6.
- Note: This will bring the shield size down for level 7 & 8 players.
- Increase shield health for level 7 & 8 shields.
Balance Change Explanation:
Due to the difficulty of defending bases, the design team has chosen to shrink the shields at levels 7 & 8. While counter-intuitive to normal convention, the smaller shield allows the shield to be better defended behind walls and buildings, meaning that turret or shield targeting units are more easily defeated.
Specifically, at these levels, players were having far less success defending due to shields being able to be taken out from multiple sides, often without being able to be retaliated against by turrets (due to range and turret spread needed to protect all sides of a shield).
Also, due to the increased size of the shield, it often left more items vulnerable (when shields were destroyed) as single shields were being used to protect a large number key buildings.
- AT-AT & Elite AT-AT target the shield edge (not the shield generator).
- The AT-ATs now shoot over any blocking buildings in its path to hit the shield edge (if in range).
- AT-AT & Elite AT-AT units can now shoot over walls and buildings to hit their target.
- AT-AT range lowered from 10 to 9.
- AT-AT Elite range lowered from 11 to 10.
- AT-AT & Elite AT-AT now crush walls (and ignore walls when attacking).
- Improved A* pathing for AT-ATs and Elite AT-ATs.
- These units will try to head in a straight line to reach their target
AT-AT Change Explanation:
After announcement to the playerbase, there were concerns from multiple players (and some of our own QA) on the predictability and functionality of AT-ATs, and why they may shoot at specific ranges in specific scenarios. We realized after more testing that, while this did bring us back to pre-RC8 functionality of the AT-AT, it did not fix all issues with predictability of when and from how far the AT-AT would attack. Since predictability is necessary for the AT-AT, and we wanted to ensure that they were as predictable as possible, we went with turning on the "Shield Edge Targeting" for the unit.
We also noted that while we turned on shield edge targeting on for the AT-AT, it resulted in all AT-ATs being able to out range any retaliating turrets. This is what we had in beta of the game, and resulted in issues with the ability to successfully defend against AT-ATs.
For more clarity, Pre-RC8 functionality meant that the AT-AT would target buildings in its path, but post RC8 changes meant that these units would not be able to 100% follow that targeting (meaning that they would only hit a unit directly in it's perfect path, and occasionally hit the shield edge). The changes in RC8 meant that AT-ATs would shield kiss, instead of trying to clear their path out. When shield edge targeting was turned on, these units no longer needed to move in that 1 additional tile to hit the blocking building, and thus were untouchable in some cases.
As such, the design team adjusted the range of the units by 1. When combined with the shield edge targeting, this means that these units will effectively hit the edge of the shield consistently and predictably. This also means that we maintain that AT-ATs can still be retaliated against by the turrets inside the shield (on the edge), as the concerns listed above meant that the AT-AT would not have entered any turret range and would effectively get a free shield kill with no damage if shield targeting was implemented with no range change.
AT-ATs also no longer need to shoot walls (or buildings blocking their path in way of a target), so these units will no longer spend large amounts of time shooting any walls. AT-ATs being wall hungry monsters was often a problem for players, and now this means that AT-ATs can stay focused on doing their job, which is wrecking shields.
AT-ATs being dumb and unpredictable was often a common concern, but we feel that with these changes, these units now are consistent and accurate in how they attack and move in the game. The units will no longer walk closer than expected when attacking shields, and will head in straight lines
Additional 2.5.1. Fixes:
Large unit placement on the edge of the map has been fixed.
Multiple pathing improvements for large units, including the AT-AT, AT-AT Elite, Juggernaut, and MHC.
Fixed multiple unit reverts, specifically relating to aoe splash on tanks and a few other issues.
Multiple Android-specific crashes.
Fixes to the event store, to address crashes when accessing via popup.
Known Visual Issue:
There is a visual issue with the AT-AT when a shield overlaps the protected deployment zone (edge of map). In this visual issue, the AT-AT will look to strike the shield generator instead of the shield edge. This is visual only, as you will see the shield health go down instead of the generator health. We will be fixing this in a future release.