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Umber Wasp 1.3.0 - Patch Notes - Gameplay changes & Balance

2023-10-05 · Chaotic Raccoon · Steam original ↗
The Umber Wasp update (1.3.0) is focused on continued gameplay improvements and polish to unit pathfinding and pings. This update also brings several quality-of-life improvements, such as a smaller icon size on the tactical map and a better flow for end-game stats. The balance changes will impact all factions, with some focus on the Deutsche Afrikakorps. Additionally, this update delivers a Newsfeed for players to access patch notes and news directly from the game’s main menu. We are also introducing one new 4v4 map with Sousse Wetlands and a reworked 1v1 map of Pachino Stalemate. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview. Continue reading below for new content, gameplay changes and game balance. Click here to view additional bugfixes.

NEW CONTENT, FEATURES, AND IMPROVEMENTS


New Map

Sousse Wetlands – 4v4

Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes. Sousse Wetlands is a vast Tunisian map with three distinct locations:

Reworked Map

Pachino Stalemate – 1v1

Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes. A redesign of the existing 1vs1 map for all game modes, including:

Match stats

New Cosmetics

Eight new cosmetics will be released in October, with four releasing in each of the first two weeks. British Forces US Forces Wehrmacht Afrikakorps

GAMEPLAY IMPROVEMENTS AND BALANCE


Pathfinding

Pings

New features for ping visibility Ping cooldown

Map Updates

Taranto Coastline 1v1 Twin Beaches 1v1 Campbell’s Convoy – 2v2 Catania Crossing 3v3 Mignano Summit – 3v3 Monte Cavo – 4v4 Winter Line – 4v4

Tactical Map

GENERAL BALANCE CHANGES


Accuracy Changes

We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.

Anti-Air

We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond. Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed: Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable (1) to most durable (5):
  1. Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)
  2. Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)
  3. Loiter (Hawker Typhoon Anti-tank loiter)
  4. Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)
  5. Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)
A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target. These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air. Note Loiters are able to be shot down easier than intended. We hope to address this in a future update.

Mortars

Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars

Veterancy Adjustments

Sniper Units

FACTIONS & ABILITY BALANCE CHANGES


US FORCES

USF continues to perform well, however, we have noted a number of overperforming units and abilities that made it difficult for the opposing player to counter or deal with. We are weakening certain abilities such as Pour it on ‘Em, the Sherman Easy E8 call-in, the M8 Scott’s White Phosphorous shells, and the offensive capabilities of the Air Support Center. 4x4 Truck Assault Engineers Bazooka Team Engineer M3 Armored Personnel Carrier M8 Greyhound Armored Car M8 Scott M24 Chaffee Light Tank Paratroopers Riflemen Scout Seek and Destroy Sherman Sherman Easy 8 Sherman Whizbang Special Operations P-47 Dual Strafing Run

Support Center

Air Support Center Infantry Support Center US Airborne Mechanized Support Center

WEHRMACHT

While a potent faction, a number of the Wehrmacht units were underperforming when they should be key components of their respective tier’s arsenal. We have made a number of changes to address units like the Wirbelwind’s cost and the Stummel’s performance. Furthermore, the Armored Skirts upgrade has been reworked to offer a potent power spike for all the Wehrmacht’s core medium armored vehicles in the late-game. 20mm Flak 30 AA Gun Team 251 Stummel Conversion Armored Skirts Blitzkrieg – Breakthrough Battlegroup Command Panzer IV Flakpanzer IV Wirbelwind Jaeger Light Infantry Kettenkrad Mechanized 8Rad Nebelwerfer Pioneer Panther Stosstruppen

BRITISH FORCES

We have given the British forces a small number of adjustments to address a number of concerns. The changes below should make it easier to deal with British artillery in late-game scenarios, and reduce how oppressive their vehicle rushes with Crusader AA or Stuart can be against infantry. BL 5.5 Inch Howitzer Dingo CMP 15 CWT Truck Commandos Crusader AA Infantry Section M3 Stuart

DEUTSCHE AFRIKAKORPS

We are making a number of changes to DAK to address some of the issues they face. These issues include a lack of ready access to infantry-based anti-tank units when going for the Mechanized Kompanie and the early weakness of their Panzergrenadiers when outside Combined Arms range. We still want DAK to be a vehicle-based faction that needs to leverage its vehicles to gain an advantage and have made improvements to early units like the 250 Halftrack to further emphasize to encourage vehicle play. 250 Halftrack Advanced Optics Advanced Repairs Assault Grenadiers Bersaglieri Breda Model 30 Light Machine Guns Combat Half-track Combined Arms Command Panzer IV Grenade Package Kradschutzen Light Support Kompanie Panzergrenadiers Secure Location StuG III D Note Currently Veterancy is 1000/2000/6000. This will be set to the intended values in our next patch.

Italian Infantry

Booby Traps Cannone da 105/28 Designate Defensive Line Guastatori L6/40 Propaganda War We have also made some significant changes to the Italian Infantry tree, increasing its viability. Before After