Closed Beta update: The Kira Update (2 April 2014)


(badman) #1

New Mercenary: Kira

[ul]
[li]Orbital Strike[/li][LIST]
[li]Hold ‘E’ to target [/li][li]Calls in an orbital laser strike [/li][li]Strike can be redirected using ‘E’ once active [/li][/ul]

[li]Ammo Station[/li][ul]
[li]Can be deployed by using ‘Q’ [/li][li]Automatically dispenses ammo packs to nearby players [/li][/ul]

[/LIST]

New Feature: Gibs

[ul]
[li]First-pass implementation - feedback wanted! [/li][li]Dealing enough explosive damage to incapped players or players low on health will gib them. Splat. [/li][/ul]

User Interface & HUD

Front-end

[ul]
[li]Added more advanced video settings to frontend video settings panel [/li][li]Players who join during game review will again see the game review screen for the game they just missed. [/li][li]Reduced font size at resolutions less than 800x. [/li][li]OBJ_Batterseaplant should now display as DOCKYARD on the Deploy menu. [/li][li]OBJ_Map_6 should now display as DOME in the deploy menu. [/li][li]Execution now displays as EXECUTION on the map objective bar, and does not display any progress percent. [/li][/ul]

HUD

[ul]
[li]Players own name is now green in obit. [/li][li]Added a new kill notification with weapon image and player name. [/li][li]Added a new XP counter. [/li][li]When incapped there is now a distance displayed to the closest Medic. [/li][li]Lowered XP/Objective notification display time (From 2.5s to 1.85s). [/li][li]A shield under the the crosshair now displays any generic damage resistance / invulnerability the player is currently experiencing. [/li][li]Made the dynamic crosshair (that indicates spread) correctly scale with FoV changes. [/li][li]Various improvements to Damage indicators:[/li][LIST]
[li]Increased hit indicator sizes for both being hit and for hitting enemies. [/li][li]Damage indicators now appear when dealing damage from ALL types of damage. [/li][li]Damage indicators now appear when dealing damage to the EV [/li][li]Dealing damage to self will no longer cause hit indicator to appear. [/li][li]Damage indicators will appear when damaging turrets and stations. [/li][li]Very minor -5/+5 degree randomisation for damage received indicators, so that multiple hits from one location do not all perfectly stack in the same pixel position. [/li][li]Added Crosshair hit indicator custom scale user options. [/li][li]Added damage indicators for falling and explosive damage. [/li][/ul]

[/LIST]
Lobby

[ul]
[li]Added a change team button to the Lobby [/li][li]Lock in lobby button changes to “locked in” when locked in. Also now locks the character selection. [/li][/ul]

Audio

[ul]
[li]Large audio mixing pass[/li][LIST]
[li]Most remote weapon fire should be easier to hear now [/li][li]Remote footsteps should be easier to hear [/li][li]Bullet bys should be easier to hear [/li][li]Bodyfalls should not sound so corrupted [/li][/ul]

[li]Tweaked the XP bar sound. [/li][li]Added placeholder Incap and Death barks [/li][li]Fixed Fletcher and Bushwhacker having the others voice name [/li][li]Characters who are missing their audio are currently using other characters’ voices for placeholder purposes [/li][li]Added new reload audio Skyhammer’s rifle [/li][li]Updated audio for Proxy’s SMG) [/li][li]Added new audio for the Smjüth & Whetsman .40 (Rhino & Kira’s Pistol) [/li][li]Reworked audio for Fragger’s Machine Gun - 1st and 3rd person firing now in sync with gameplay, reloads now in sync and working in 1st and 3rd person [/li][/LIST]

VFX

[ul]
[li]Added a new 1st Person Blood effect [/li][li]Added trail on Katana swing [/li][li]Improved the Heartbeat sensor destuction FX [/li][li]Molotov improvements [/li][li]Added gibs [/li][li]Added leg and arm parts from existing characters [/li][/ul]

Animation

[ul]
[li]Various improvements to Vasilli’s SMG[/li][LIST]
[li]Improved hand position during jump animation [/li][li]Better position whilst equipped in 3rd & 1st person [/li][/ul]

[/LIST]
Mercenary Balancing

General

[ul]
[li]Updated Wall Jump impulse and checks [/li][li]Wall Jump decay rate is less severe [/li][li]Initial increased momentum transfer values on some explosives [/li][li]Weapon spread now continues to grow until the weapon stops firing [/li][li]Increased screen kick when receiving damage [/li][li]Players can now run with deployable ghosts [/li][li]Crouching when firing is now slightly more beneficial [/li][li]Increased Ladder speed modifiers [/li][li]Deferred hit notifications will now still be processed for up to 100ms after you die [/li][li]When ironsighted, pain twitch speeds now scale with fov as per exact proportion that the twitch distance itself is adjusted [/li][/ul]

AURA

[ul]
[li]Reduced Shotgun spread (~10%) [/li][/ul]

NADER

[ul]
[li]Grenade Launcher now deals 60 splash damage and 20 direct hit damage (previously 80 splash damage only) [/li][/ul]

PROXY

[ul]
[li]Reduced Shotgun spread (~10%) [/li][li]Increased Shotgun range (~10%) [/li][/ul]

RHINO

[ul]
[li]Increased Minigun Damage to 11 (from 10) [/li][li]Increase Minigun spread (~10%) [/li][li]Reduced Minigun range (~10%) [/li][/ul]

VASSILI

[ul]
[li]Reduced Sniper Rifle ammo count to 6 per magazine [/li][/ul]

Levels

General

[ul]
[li]Updated map loading screens [/li][li]Removed bullet collision from all foliage [/li][/ul]

TRAINYARD

[ul]
[li]Rebuilt lighting to fix issues with unlit textures [/li][li]Fixed an issue with the carriage being displayed as destroyed when reloading the map [/li][/ul]

CANARYWHARF

[ul]
[li]Fixed an issue where the outro cinematic water would be visible during the match after transitioning back to the map [/li][li]Fixed the first objective’s completion sound not playing [/li][/ul]

Miscellaneous Fixes

[ul]
[li]Fixed a crash when launching on a PC running on XP [/li][li]Fixed an issue with the front end lagging with V-synced disabled on certain PC’s [/li][li]Placed ammo crates should now give out ammo correctly [/li][li]EV IFF will no longer be visible if the EV objective is disabled. [/li][li]Fixed weapon materials being wrong when going from third person to first person. [/li][li]Added lods to Red-Eye (different quality model at different distances) [/li][li]Improved handling of connection issues on startup [/li][li]Fixed an issue where Red Eye would be awarded +50 smoke kill when he is killed in his own smoke [/li][li]The “better tool active” message should now display for the correct player [/li][li]Various improvements to ragdolls [/li][li]Enabled & Updated eTracter integration [/li][li]Fixed an issue with running multiple server instances from the same install [/li][li]Updated server Query Protocol to include server frame time (ms) [/li][li]Fixed an issue where the killing blow didn’t cause any hit marker to display [/li][li]Fixed an issue with players waiting to spawn being idle kicked [/li][li]Added a tooltip for the ‘Show Allied Names’ key [/li][/ul]

Known Issues

[ul]
[li]Proxy’s mines can be reclaimed after they detonate.[/li][li]Key bindings are not saved correctly when closing the game.[/li][li]Many users have reported issues related to Direct X. Please ensure your Direct X installation is up to date. Instructions on how to check your current Direct X version, as well as how to obtain the most recent version, can be found here: http://support.microsoft.com/kb/179113[/li][/ul]


(k1ruaa) #2

Looks really nice, but I hoped that the spread update was in the patch ;(


(Glottis-3D) #3

awesome!!!


(k1ruaa) #4

Hmmm wanted to try but when I try to join a server it loads an just when I begin to ear the in game sounds it crashes and go back to desktop :frowning:

Any ideas ?

Nevermind, it worked at the 3rd try.


(Humate) #5

Kira - was surprised a bit by her weapon… was expecting the cod version, instead got something similar to the an-94 from bf.
A single tap fire to the chest vs the negro engie (thats what i call him), brings a player down to about 50HP… a tap to the head brings them to 10HP? Im not entirely sure on the exact numbers, but it seemed pretty potent.

The orbital strike is very cool - plasma mortar and vio mechanics in one. I appreciate the shoutout to your etqw players.

Since I had not tried the previous patch, I got to test out the wall-jumping for the first time.
I’m glad that now players can rush the second objective on Trainyard, with the ability to walljump over the fence.The best way I can describe wall jumping atm is - clumsy fun

Hit Indicators - they are a bit too big, and a bit distracting. Opacity slider?


(spookify) #6

The spread now continues to grow until the weapon stops firing is very interesting. Also I like that the Crouch fire was added.

In my little time playing and I was SAW I still got a very un-rewarding feeling. I got in about 10 1v1 fire-fight at mid to close range and both times felt like luck. I strafe back and forth making it hard for the other player to hit me but I hardly get any hits. You get an empty feeling and its just basically luck at some point. I just be reaching max spread with my first step right or left because its crazy. Again I am playing in Euro servers so that might be half of it. I never never never never played ET in a euro server. The entire prospective of the game changed. More USA Players!

Edit: I had like 2 or 3 broken Gun Fire constant Audio on the train map. Very annoying.


(Humate) #7

Sawbonez smg for me feels heaps better than what is has in the past.
Had tried him out when his audio was updated and didnt think much of it, a few patches ago.
But this time it feels good, it doesnt have the spray paint gun feel anymore.

edit: Also I quite like the audio-taunts etc… the game is taking great shape.


(DarkangelUK) #8

Quick comments after a couple of games:

Kira:
yay a scope! Noo it bounces about like hell when used! Seems to go all over the place when used scoped, personally I thought burst fire guns were meant to be the most accurate in games, seemed all over the place.

Liking the violator, good for limiting access to an area for a short period and chasing people down (plopping it at the door of the C4 plants on Waterloo is good).

General:
Is there momentum loss when using wall jump now? Seems like I’m losing pace when hopping off a wall and that type of negative will make me use it a lot less. On the plus side it seems a bit easier to control and less bouncing out the way.

Since Kira has a scope, I thought I’d try setting IS as a toggle. Can I suggest that if you’re scoped and hit reload, that after reloading the gun stays at the hip? Many times I’d hit reload to cancel my scope, walk away while reloading and it’d pop back to my face throwing me off again.

Liking the directional damage markers for when I get shot, can now see where I’m getting shot from.


(Mustang) #9

If it’s optional then fine, but please not mandatory.


(INF3RN0) #10

Her main weapon is pretty interesting. It can drop people super fast with headshots for sure (maybe lower that RoF so it’s less like a sniper), but what’s up with the iron-sight? It seems like it doesn’t do anything and that you hit way less than when you’re hip-firing??


(k1ruaa) #11

Really cool ability, that laser is a lot of fun. His main weapon isn’t bad, at least the IS on this weapon doesn’t block the view but indeed it goes all over the place when firing. In hip fire it’s quite good, however it seems really difficult to chain headshots after the first burst. It seems better to wait for like 0.5 sec before the next burst, and with 80hp it’s quite hard to wait ;D


(Nail) #12

I like the laser, I like the burst fire, I like that recoil and spread are very easy to control, both being straight up


(BAMFana) #13

Kira seems like a cool merc, fun to play. The graphical design is fantastic, kudos to whoever did that. Jury’s still out on her power level, but the rifle seems really good. Something’s broken with the ironsights, though, don’t seem to make it easier to hit at range at all.

Edit: Oh yeah, fantastic job on the footstep tweaks. It’s a lot easier to use audio to pinpoint enemy location now.


(Snotling) #14

Female oppressor, I love it! Go burn some foes now!!


(Glottis-3D) #15

When i go iron-sight in-midair it doesnt have any scope, only zooms without gun model.


(spookify) #16

Please work on net-coding!

Edit: If not Net-Coding the SLI interaction with xT.

People are not fluid in my game. Glitching and teleporting and pure craziness that hurts my eyes.


(DarkangelUK) #17

[QUOTE=spookify;494079]Please work on net-coding!

Edit: If not Net-Coding the SLI interaction with xT.

People are not fluid in my game. Glitching and teleporting and pure craziness that hurts my eyes.[/QUOTE]

So you automatically assume it’s the game instead of you that’s the problem? I’d maybe confirm 1st before you go start blaming everything else. Works fine for me, no glitching, no teleporting, not seen anyone else complain about such issues either.


(spookify) #18

Its not me…

50 Other Games work fine

Plus other people have said stuff. Nice Post…


(DarkangelUK) #19

Of course its not, cos you say so and that’s how it works,


(spookify) #20

Dude Really… Its a real issue… And I was stating that I hope some focus is put on it. Either on the net-coding side or something with the SLI porformace and usage coding.

So Darkangel you main to tell me when you play in a USA server it is the game for you as playing in a Euro server? That is just a small issue right now.

Configs need to have their CVAR’s locked down also. Min and Max Values on some of them especially Net related ones. I love the video tweak configs and huds and all that but some CVAR’s should not be allowed to be edited.

You don’t have to personally attack me to make a point because personally I know what I am seeing and I am looking for an answer. Good for you that you arent experiencing these things. You probably dont have the machine that can pick this stuff up or you personal arent aware of it happening.