Tactical Control: the 7-minute wargame. Simplified strategy with minimalist graphics and quick, intense games. Play short matches against random opponents. Fight tense battles of stealth, anticipation and surprise. Win with strategy, deception and cleverness, not with reflexes and clicking speed.
Greetings commanders
The last patch changed some values and resulted in some units losing some of their appeal. This patch attempts to compensate. Details follow.
Visibility while moving is now increased by 25%, up from 10%. The 10% value didn't feel impactful enough, 25% is more visible and should have a bigger effect on planning.
Increased S range from 2600 to 3200, but reduced its durability from 400 to 300. In the last patch, S has had its range drastically reduced. While it felt like it needed a nerf, this wasn't it. It resulted in S's requiring lots of micromanagement and becoming easily suppressed and helpless. The current change restores some of it s lost range, while further reducing its durability. It is now closer to the harrasing unit it's supposed to be.
H health reduced from 340 to 300. H's still didn't feel fragile enough. This should make it more important to protect them behind other friendly units.
I entrench time is now 10s normally, but increases to 30s while the I is attacked. Also, I's now have a 25% firepower bonus when entrenched. Entrenched visibility is also reduced from 1350 to 1250. The intent is to make it more valuable to position I's before the shooting starts.
Reduced R visibility from 1350 to 1250. This change is mainly meant to compensate the visibility debuff while moving.
These changes should help to better differentiate the unit types and bring them closer to their intended roles.
Thanks for reading, and good luck on the battlefield
The dev