Helix Hotfixes
AirMech Strike Update 268.5, Build 73323
Mostly incremental balance and bugfixes involved in the overhaul of how Helix uses Rockets. What seemed like a simple change on the surface snowballed into a lot of unintended stacking of damage and projectiles. Along with some other balance tweaks this should be a most welcome hotfix. :)
BALANCE
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reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes
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rework Helix Missile Launch ability to auto fire on chargeup. Consistent fire rate
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buff to higher level Missile Launcher ability
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Paladin hammer damage 45 -> 60
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Paladin hammer armor piercing 50 -> 70
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fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee)
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fix damage scaling to target for Paladin Hammer
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fix damage scaling against units for Saucer Deathray
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fix damage scaling against units/forts/outposts for Helix missiles and rockets
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Paladin Hammer stasis is now level based. 2s -> 2s, 2.5s, 3s, 4s at Hammer ability level 1->4
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reworking Helix homing missile fire in air (was stacking too many missiles)
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adjust base helix fire rate periods for missiles
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1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets
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adding RocketsLifespan setting for helix
BUGFIXES
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Fix crash when deploying a unit without a fort/outpost (AM-10193)
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some of the Helix balance changes could be considered bugs, but are listed in the other section