New features of the upcoming season. Part 3
Today we are releasing the third part of our devblog, which means the start of the new season is getting closer! Let’s take a look at the new special autocannon, the legendary artillery launcher and 2 more new CKs.
We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.
Special autocannon for short and medium distance firing
We continue to expand the range of “special” weapons for those players who have just begun their journey in the Wasteland world, as well as for those who occasionally take part in battles on lower PS levels, but don’t want to change their favourite weapon.
This special autocannon is the predecessor of the epic “Whirl”. But, if it seemed to you that this is another “younger” version of the weapon, with all its parameters being lower than for its epic counterpart, then it’s not so simple.
This autocannon has a slightly lower rate of fire, has less durability, and heats up faster. But on the other hand, it deals the same amount of damage as “Cyclone” and has an increased firing accuracy!
We are sure that this curious weapon will find its fans among the autocannon enthusiasts or those who just want to try this type of weapon out.
Legendary rocket artillery
Have you often wanted to punish an impudent enemy who has taken up a position and is now firing from that hill over there with one powerful and precise shot? Or take a moving enemy by surprise with one unexpected shot? Then this weapon is for you!
After a first quick glance, some might say that this is the second “Mandrake”. But the first impression is deceptive: all these weapons have in common is their aiming mechanics.
Artillery shells hit without a miss. Do you remember how randomly the shells of “Mandrake” can scatter on the battlefield? 5 artillery rockets launched at the same time hit much more accurately, and you have almost no chance of missing a stationary target. If the enemy didn’t understand who he was dealing with and didn’t begin to change his position before your next shot, then it’s likely that he will no longer be able to retaliate.
The full power of this artillery can be observed during movement: the weapon’s reloading will be boosted as the speed of your armoured car increases. This will allow you to get even more benefit from frequent position changes: not only will you be safe, but you will also be on your guard.
Finally, we’d like to mention the ability to conduct accurate preemptive fire: once in a battle against a driver armed with powerful artillery, the enemies will always plan their route carefully. Or they will pay for their carelessness.
Customization kits for the “Aurora” combat laser and “Small track”
Many of you have commented that there are plenty of CKs for wheels in the game, but there are none for other types of movement parts. Let’s change this situation: we present you the first CK for the small track!
As for “Aurora”, we think you will immediately guess who created this new appearance for this laser. It would seem that a weapon of a high-tech faction cannot become even more high-tech, right? The Syndicate can do anything.
Additional information about the co-driver system rework
In the last devblog, we briefly described the rework of co-drivers, which will be one of the new features included in the upcoming update. In the comments, we’ve received a lot of questions about the reasons why we compensate only the experience earned by leveling up the existing co-drivers, but not the resources spent on unlocking their skills.
We want to clarify this point: it’s not just experience that will be compensated with glory points, but the resources as well, so your new co-driver line-up will be equivalent to the one you have now! In other words, those who didn’t invest resources into unlocking the levels of their current co-drivers and limited themselves to only levels for “experience” will receive less glory points than those who unlocked all levels and spent resources.
In the next devblog we will share the information about a couple new parts, as well as about a long-awaited return of... can you guess what? Yes, the co-drivers system rework is not the only surprise of the upcoming update.
See you soon!