On Foot: Difference between revisions

Added Caspian Explorer Update info
added a table for on foot combat changes
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=== Caspian Explorer Update ===
=== Caspian Explorer Update ===
The free Caspian Explorer update released on 2 Dec 2025.<ref name=":7">[https://forums.frontier.co.uk/threads/elite-dangerous-caspian-explorer-update.643685/ Elite Dangerous | Caspian Explorer Update] - Frontier Forums - 2 Dec 2025</ref> This significantly improved the on-foot NPC combat behavior, and rebalanced suits & weapons.<ref name=":7" /> Here's a list of changes:
The free Caspian Explorer update released on 2 Dec 2025.<ref name=":7">[https://forums.frontier.co.uk/threads/elite-dangerous-caspian-explorer-update.643685/ Elite Dangerous | Caspian Explorer Update] - Frontier Forums - 2 Dec 2025</ref> This significantly improved the on-foot NPC combat behavior, and rebalanced suits & weapons.<ref name=":7" /> Here's a list of changes:
 
{| class="fandom-table"
* Adjustments Made to On-Foot NPC Combat Behaviours:
|+
** General Movement Speed:
!'''Adjustments to On-Foot NPC Combat Behaviours'''
*** Introduced a haste system which controls NPCs movement speed. Maximum haste values make NPCs run faster than current speeds.
!'''Rebalanced suits & weapons'''
*** NPCs will be more combat efficient, more decisive, and have better threat detection.
|-
** Dodging Improvements:
|
*** NPC will now prioritise dodging into cover if possible.
*General Movement Speed:
** Crouching Improvements:
** Introduced a haste system which controls NPCs movement speed. Maximum haste values make NPCs run faster than current speeds.
*** NPCs will crouch more often including behind cover, reloading, or to evade.
** NPCs will be more combat efficient, more decisive, and have better threat detection.
** Retreating/Cover Movement:
* Dodging Improvements:
*** Improved reaction time when an NPC needs to take cover.
** NPC will now prioritise dodging into cover if possible.
*** NPCs will make better use of cover and be less likely to stand in the open.
* Crouching Improvements:
** Under Threat Behaviour Improvements:
** NPCs will crouch more often including behind cover, reloading, or to evade.
*** If the NPC is shot at or has low shield or health, they will attempt to take cover.
* Retreating/Cover Movement:
*** Once their shield has returned, they will resume usual behaviours.
** Improved reaction time when an NPC needs to take cover.
*** This behaviour replaces the old "fleeing" behaviour entirely.
** NPCs will make better use of cover and be less likely to stand in the open.
** Advance Towards Threat Behaviour:
* Under Threat Behaviour Improvements:
*** Strikers and Scouts may decide to advance under fire until they lose their shields entirely.
** If the NPC is shot at or has low shield or health, they will attempt to take cover.
*** Other NPCs are more likely to retreat under threat.
** Once their shield has returned, they will resume usual behaviours.
** Crime Scan Adjustments:
** This behaviour replaces the old "fleeing" behaviour entirely.
*** Security will now crime scan from a longer range. This removes the short walk to the target.
* Advance Towards Threat Behaviour:
*** Security NPC will turn to face the target before starting.
** Strikers and Scouts may decide to advance under fire until they lose their shields entirely.
** Grenade Behaviour Adjustments:
** Other NPCs are more likely to retreat under threat.
*** Grenades are more often used against groups.
* Crime Scan Adjustments:
*** Grenades are used to flush targets out from cover.
** Security will now crime scan from a longer range. This removes the short walk to the target.
*** NPCs will now use memorised and reported positions to better identify large groups of targets.
** Security NPC will turn to face the target before starting.
*** Ensured that NPCs will no longer throw EMP grenades at targets with low shield proportion.
* Grenade Behaviour Adjustments:
* Rebalanced suits & weapons
** Grenades are more often used against groups.
** Rebalanced NPCs suit and shield resistances to reduce the disparity between damage types vs shields and armour for suits/shields (this does not affect the player they are using the old resistances)
** Grenades are used to flush targets out from cover.
** Weapon changes:
** NPCs will now use memorised and reported positions to better identify large groups of targets.
*** Improved stow and draw times for all weapons
** Ensured that NPCs will no longer throw EMP grenades at targets with low shield proportion.
*** Adjusted weapon handling modification to account for new stow and draw times
|
*** Decreased flight time on projectiles for:
* Rebalanced NPCs suit and shield resistances to reduce the disparity between damage types vs shields and armour for suits/shields (this does not affect the player they are using the old resistances)
**** Manticore Executioner
* Weapon changes:
**** Manticore Tormentor
** Improved stow and draw times for all weapons
**** Manticore Oppressor
** Adjusted weapon handling modification to account for new stow and draw times
*** Increased ammo for:
** Decreased flight time on projectiles for:
**** Karma AR-50
*** Manticore Executioner
**** TK Eclipse
*** Manticore Tormentor
*** Decreased ammo for:
*** Manticore Oppressor
**** Karma C-44
** Increased ammo for:
*** Decreased reload speed for:
*** Karma AR-50
**** Karma L-6
*** TK Eclipse
** Decreased ammo for:
*** Karma C-44
** Decreased reload speed for:
*** Karma L-6
|}


==See also==  
==See also==