This is part two of our Update #3.2.0 Notes. Jump back to Part 1 to read further changes. Maps Manifest Fixed a clipping issue while prone on the platform between the stairs and the cabin of the guard tower. Fixed an issue where fire remains after tire piles are destroyed. Fixed a collision issue at Sector A4 allowing some players to get out of bounds. Fixed an issue where ramps under static objects can still be activated. Fixed an issue in Breakthrough where MD540 Nightbird placed in out of bounds can be used by the players. Repositioned Light Post on the Road leading to Weather Station. Fixed an issue where parts of the destroyed CCTV’s remain floating after the wall is destroyed. Fixed an issue where signs will remain floating after the fences are destroyed. Fixed an issue at A1 where players can clip through roof support of A1 building. Fixed texturing issues near the cliffs at the A1 flag. Fixed an issue with floating assets near the dumpsters. Fixed an issue with floating assets behind some containers near E1 flag. Fixed culling issue on zipline hanging rope near road. Fixed an issue with floating containers near the water. Fixed an issue where the extended collision for sandbag walls in one of the destroyed states can lead to a broken prone stance. Fixed an issue where after destroying the emitting assets on the pillars, the light remains without a source. Fixed several floating assets next to the Caju building. Fixed an issue where a tarp is clipping with the asphalt inside a flag area. Fixed an issue where the rope gadget is half-buried. Fixed an issue where several bushes are floating before the zipline. Fixed an issue where there is a flickering gap in the corner of a room at the ground floor in the Caju building. Kaleidoscope Fixed an issue where players can get inside the elevator shaft and inside the building when standing close to the elevator door near F1. Fixed a spawn issue where contested spawns on A1 / A2 are inside of the Capture Point area. Fixed an issue where the bridge control panel is highlighted in green. Expanded the capture area for C2 flag during the last sector on Breakthrough Large Dev Comment: We were noticing that when coming up against a very strong attacking force, the only response for Defending Teams was to park vehicles within the lobby area in order to succeed against Attackers. This change should allow for more breathing space for both teams on this flag point. Spearhead Fixed an issue where players can get stuck after walking in craters made by explosions. Fixed an issue where players can get stuck when walking into the space between some covers in the A1 flag area. Fixed an issue where jets are not destroyed upon crashing into the rocks. Fixed an issue where deployed gadgets are not destroyed by moving platforms. Fixed a weather issue where cloud animation is inconsistent when the weather is changing. Fixed some level of detail issues for both factories. Fixed an issue where a line of light appears when players approach the walls inside the building. Fixed level of detail issues at C1 for the roof panel when in a destroyed state. Fixed an issue where the factory interior walkways are leading towards walls. Made improvements to initial spawns during the insertion phase of the match. Stranded Fixed an issue where the UI overlay menus on Stranded are darker than on other maps. Fixed an issue with incorrect spawning on Gun Master Game Mode on the FFA layout. Fixed an issue where dying inside the ship will result in the camera being overexposed for a brief period of time. Fixed an issue where in Tactical Conquest 8v8 each team has only 1 spawn point which can lead to one team being spawn camped. Soldier Fixed an issue where holding down Control to crouch and opening the Call-in Tablet at the same time forced the player to stand up. Fixed an issue where the running animations were not correctly displaying when sprinting and sliding with one handed weapons Adjusted the way the interaction revive works to be closer to the manual revive behavior. Adjusted the blood effect when hitting soldiers. The effect will now be more transparent and not as "bright" in dark spaces. Soldier health starts automatically regenerating 1 second after being revived at the regular passive health regeneration rate (5HP/s) Squad Revives for non-Support Specialists now gives 25 HP back on revive instead of 50. Fire-Mode can now be toggled when Aiming Down Sights. Underbarrel toggle can now also be toggled when Aiming Down Sights, but will require holding the button. Locking onto targets is no longer interrupted if the target vehicle becomes empty during the locking-on phase, countering some pesky behavior by some drivers/pilots. Made improvements to the locking-on target acquisition behavior, small objects in-front of intended targets should be less likely to obstruct locking on. Parachute: Lowered the cooldown between being able to deploy your parachute after recently cutting it from 1s to 0.6s Dev Comment: This is to help alleviate an issue in which players would cut their parachute and plummet to the floor without being able to redeploy the chute, hopefully this now results in less splat. Specialists Angel Changed Angel's Loadout Crate to allow you to customize each individual slot in your loadout. Reduced the number of magazines Angel's Supply Bag resupply down to 3 per pouch. Angel's Loadout Crate can now resupply the M18 Claymore, MAV (Battlefield Portal), and T-UGS Added two interact behaviors to the Loadout Crate so now if you only press the button you will resupply ammo for your weapons and gadgets. If you keep holding the button you will open up the full loadout customization menu. Dev Comment: We’ve heard some of your questions and feedback about Angel’s Loadout Crate and while we’ll continue to assess your reactions, we have in the meantime adjusted the Loadout Crate and applied some Balancing Adjustments to the Ammo. Boris The SG-36 Sentry Gun no longer overlays targets but instead highlights their name tags for Boris and his squad mates. The SG-36 Sentry Gun ammo caliber has changed and can now deal damage to heavy vehicles. Deals about 0.6-0.8% dmg per shot. Reworked the SG-36 Sentry Gun’s target prioritization. It will now focus target vehicles primarily, unless infantry is within 25m of the Sentry Gun. Dev Comment: These alterations push Boris further into an Engineer role of Anti-Vehicular combat. This should also change the behavior of his Sentry Gun and therefore alleviate some frustrations you have about it being Anti-Infantry. Casper Fixed an issue where Casper was unable to deploy the OV-P Recon Drone while prone in bushes Crawford Crawford has been moved from Support to the Engineer Class. Crawford has received a new Trait: Critical Repair, which provides faster repair for vehicles and gadgets that are at critical health. Crawford's Mounted Vulcan bullet caliber has changed and can now deal damage to all vehicle categories. Crawford’s Mounted Vulcan now deals 0.1% damage per bullet to tanks at a fire rate of 1200 RPM. Fixed an issue that prevented Crawford's Mounted Vulcan from being repaired. Dev Comment: As we’ve explained throughout the development of the Return to the Class System, we agree that Crawford is better suited as an Engineer given his stationary playstyle. Dozer Fixed an issue where you could not destroy Boris' SG-36 Sentry Gun using Dozer's SOB-8 Ballistic Shield. Falck Falck's Combat Surgeon Trait is now active with the manually equipped defibrillator. This allows Falck to charge the defibrillator faster to perform a full health revive compared to Irish or Angel. Irish Irish has been moved from Engineer to the Support Class. As a Support, Irish now has access to the Defibrillator Class Gadget, and is able to revive any teammate. As part of Irish’ repositioning to an Engineer role we have replaced his Trait with the Cache Point, which was previously attributed to Crawford. This Trait provides successfully revived players with additional Gadget Ammo. Irish' APS-36 Shootdown Sentinel can now be repaired by Engineers. The APS-36 Shootdown Sentinel will now be able to intercept Javelin Missiles. Dev Comment: Alongside the repositioning of Crawford, we also agree that Irish is better suited as a Support through his ability to put down cover whilst close to the frontline, and using that benefit to pick up fallen teammates. Lis Increased Lis' G-84 TGM maximum range from 450m -> 600m. Reduced the ground vehicle range of Lis' armor hunter trait from 175m -> 125m. Reduced the air vehicle range of Lis' armor hunter trait from 400m -> 300m. Increased the speed of Lis' G-84 TGM when boosted from 100m/s -> 150m/s. Increased the hitbox of Lis' G-84 TGM by 20% (will help in shooting it down as its incoming). Increased turning angles of Lis' G-84 TGM. Lowered the turning angle of Lis' G-84 TGM when boost has been activated. Fixed an issue where Lis G-84 TGM Projectiles dealt no damage to the enemy when shot at their legs. Fixed an issue that caused Lis' G-84 TGM to have a 1 second delay before initiating a reload after exiting the missile view. Fixed an issue that caused Lis' G-84 TGM boost mode to not use the correct acceleration modifier unless the boost key was held down. Fixed an issue that caused Lis' TGM to travel through soldiers legs. The Armor Hunter Trait will now only trigger when the G-84 TGM is equipped. Added a contextual game hint for when in hipfire and when zooming. Fixed an issue where Lis’ G-84 TGM missile moved considerably slower diagonally when using a controller. Dev Comment: Most of these changes reflect the overall Rocket Launcher balancing that we are committed to as part of the Return to the Class System. With Lis only being able to use her G-84 TGM we have made some balancing passes to ensure competence remains when compared to other Anti-Vehicle options available to you. Mackay Mackay's Grapple Hook Range changed from 30m to 24m Mackay’s Nimble Trait bonus movement speed has been reduced when zoomed in particular with heavy weapons (AMR, LMG, Sniper Rifle). Bonus movement speed with Assault Rifles, DMRs, and Lever Action Rifles has also been reduced but SMGs and Pistols will still have similar speeds. Rao Fixed an issue where Rao's Signal Hacker gadget had "lowering gun logic" which lead to him lowering his hand and gadget when close to walls and objects Hacked targets should now be targetable by teammates, similar to targets painted by the SOFLAM, to allow more synergies with the Engineer class. Launchers like the Recoilless will now be able to lock-on to hacked targets via this method. Increased cooldown after hacking a vehicle from 5s -> 8s. Increased the time it takes to hack a vehicle from 1.5s -> 2.25s. Dev Comment: The overall changes impacts the way some players may have been playing as with Rao, in that it had often been a hacking + lock on launcher combo. As Rao now no longer has the ability to use Shoulder-launched Missile Launchers, the changes listed above are to allow for that synergy to still exist as we feel it’s an important part of teamplay / squad play behavior. Sundance Fixed an issue that sometimes caused Sundance's Smart Explosives to display the wrong icon. Zain Fixed an issue where Zains' Perseverance trait VFX would override the "Return to Combat Screen" when stepping out of bounds. Fixed a minor collision issue with Zain’s Gadget when equipped on his back. Fixed an issue with the XM370A Airburst Launcher reload animation, where it was out of sync when reloading. As part of the rollout of Thermal Scopes, Zain will also be able to use thermals with his XM370A Airburst Launcher. Vehicles Increased the damage of Air to Ground Missiles to Light and Medium Transport Vehicles. Air-to-Ground Missile replenish rate decreased from 20 -> 16. Air-to-Ground Missile will no longer stop reloading when you hold fire. The LCAA Hovercraft will no longer visually lose its Light Machine Gun when viewed at a distance of 30+ meters. The EBLC-RAM's Insertion Beacon will now always spawn you on foot. VFX now plays on all mines deployed by the M5C Bolte. KA-520 Super Hokum now has a wreckage after being destroyed. You can no longer kill passengers in a LATV4 by shooting under the vehicle. Fixed an issue where aim sensitivity is too high when zooming in with a vehicle weapon. Fixed an issue that would incorrectly reset the camera view when freelooking whilst using Southpaw layout settings. Range meters in spotter seats no longer always show 200+ as distance when aiming at vegetation. Fixed the roll camera for Jets when conducting a 90° spin. Fixed an issue that prevented aircraft landing gear from automatically deploying when trying to land on certain objects, occasionally resulting in damage to the aircraft when colliding with the object. VFX will now trigger for grenades that are thrown towards a vehicle armed with Active Protection from close range. Occupied Helicopters will no longer start spinning around when destroyed on the ground. Fixed an issue that would cause vehicle engine sounds to play after it has been destroyed. Aircraft Flare Countermeasures will no longer continue to fire if the vehicle is destroyed while the ability is active. Vehicles can only lock-on when they have ammo available to do so. Dev Comment: This is to ensure that we reduce unnecessary lock-on warning spam, while also adding further readability to the game. Descriptions for all tank turrets have been updated. Helicopters will now stall at -200 meters from the set maximum height of the level, as indicated in our Height Limits comments. As indicated within our Dev Note’s from the Vehicle Team, Turret Speeds for the M1A5 and T28 have now improved. Locking against laser designated targets with vehicle weapons now uses correct locking settings. Dev Comment: This should result in vehicles receiving a boost in time to lock on, and lock range increases for laser-pointed targets. EMKV90-TOR Fixed an issue that would cause Threat Detection SFX to be played outside of the EMKV90-TOR. Fixed an issue that would cause vegetation to not be pushed down when driving the EMKV90-TOR. Further improvements to align EMKV90-TOR shots with its crosshair. Fixed an issue that would cause the EMKV90-TOR to not deal any damage to the very top of an enemy vehicle. KA-520 Super Hokum and MV38-Condor Replenish rate of ammo 50mm Cannon Pod for Transport Helicopters reduced from 6 -> 4.5 seconds. MD540 Nightbird Blast Damage reduced from 40 -> 25. Replenish Rate reduced from 2.5 -> 2. Ammo count lowered from 16 -> 10. RAH-68 Huron and YG-99 Hannibal The Stealth Bomb crosshair will no longer display for Helicopters over 400m above the ground. Stealth Helicopters will now have the repair and flare equipment under the same slot. It's dangerous to go alone, choose wisely. Air-to-Ground Missiles can no longer be manually reloaded. TOW Missiles time to gain control reduced to 0.1 Dev Comment: This should help make TOW launchers feel more consistent and responsive to use, let us know! Weapons Fixed an issue that would allow for continuous shooting while in burst mode of the M93R. Fixed an issue which would cause Specialist hands to clip through several M240B scopes while reloading. Realigned the beam of the flashlight on the NVK-S22 when viewed from 3rd person perspective. Realigned the beam of the flashlight on the Avancys when viewed from both 1st and 3rd person perspective. The correct crosshair now displays for Slug Shell ammunition. Removed tracers from appearing when using the Subsonic Magazine on the NVK-P125. Improved the NVK-P125's burst fire animation. Fixed an issue that would cause a weapon to appear to fire from 3rd person perspective when the player throws a grenade. Bipods will now remain open if switching to and from other weapons. Fixed the MP443's empty reload animation. Aim Assist snap is now functional when set to 100 on PS5. Highlights are now present on an enemy weap