In this update6
Full notes
Full Tiny Combat Arena update
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What changed
- Gameplay
- Balance
- Maps
Tiny Combat Arena changes
Two New Campaign Missions
The capture mission has been overhauled and put onto the small island in order to make it all go quicker. The new mechanic of neutral bases has also been added to the game for this, allowing for more tools in the mission building toolbox.
The brand new armor attack mission is a simple mission to destroy a convoy of armored vehicles en route to a staging area. This mission is meant to introduce the difficulties in dealing with armor, and features the new AGM-64C laser guided missile
The details of this have already been discussed, so please see this previous post detailing the armor and weapon changes for more information.
T-72 Ural
The T-72 is a medium tank that is marginally more armored than the rest of the medium tanks (T-62 and M-60), but with a gun that allows it punch far above its weight when it gets off a shot. These tanks will be very dangerous in a stand up fight with friendly armor, and care should be taken to eliminate them before they can cause too much damage.
Laser-Guided AGM-64C
To help counter this threat, the AGM-64C has been introduced. Unlike the much larger AGM-65D, this missile can be carried on double racks, allowing up to 8 missiles to be carried by a single AV8B. They are still fully capable of destroying anything short of the toughest tanks with a single hit, but because they are laser guided, require you to maintain a lock all the way to impact.
Tricky players can fire the missiles in a salvo, and switch targets to the next one right after impact to hit multiple targets in quick succession.
In addition, the old AGM-65D has had its range increased, and maneuverability decreased to emphasize its new role as a "stand off" missile for taking out either short ranged anti-air threats, or heavy tanks, from a much further distance than the new, shorter ranged missile.
Bullet Ricochets
As part of the updated armor mechanics, bullet/shell ricochets are now in the game. If a shell fails to penetrate a vehicle, it will instead ricochet off. Bullets and shells can also sometimes ricochet off of terrain depending on the type of shell and the hardness of the ground.
Ammo Belts
As part of the updated armor mechanics, selectable ammo belts have been added to the game, and three different ammo belts have been added to the AV8B's gun pod.
Armor Piercing loads only AP rounds, which are harder to aim due to a lack a proximity fuze, but do more damage when they impact, and can quickly take out lightly armored targets.
High Explosive rounds use a proximity fuze making them well suited for shooting unarmored ground vehicles an aircraft, but won't do much against an armored target.
Mixed belts load a 50/50 mix, and is the default belt unless specified otherwise in the mission.
Steam Deck
Through Valve's developer program, I was able to get a hold of a Steam Deck. I've heard the game looks and plays well on the Deck and I think I really understand that now after playing on there and seeing it in person. The game's 3D graphics were always designed with the idea of running at relatively low resolutions, and on the Deck's 1280x800, the pixel based effects like dots, lines, and dithering, look amazing!
I'll be looking to get the game Steam Deck verified in
Source
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