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
This patch reverts some recent visibility changes. Visibility is simplified and values are set to reasonable values.
Recently, visibility has been the target of some experimentation. Dynamic visibility was added, where units were more visible if they moved. Also, unit visibility ranges were set so that most units were visible closer than they could attack, so visual contact almost always meant the bullets would start flying.
These changes caused some unwanted consequences. Turtling got a significant boost, since an attacker had to enter the killing zone before he was able to see the defenders and plan an effective assault. Paradoxically, stealthy units (Rs and entrenched Is) became less useful, since everyone (except As of course) was capable of decent camouflage.
The current patch rolls back some changes and sets visibility values as follows:
A and B are always visible, whatever they do. This hasn't changed.
All units have 4000 visibility for 10 seconds after firing.
R is visible at 1600 range whether it moves or not.
Entrenched Is are visible at 1600 range.
Everyone else (C, H, non-entrenched I, S) is visible at 2500 range whether it's moving or not.
Hopefully this will encourage more active play and make the game more fun.
Good luck
The dev