In this update we’re fixing a selection of issues with Community Servers and made a few small tweaks around the place
FEATURE IMPROVEMENTS
Warmup Auto Shuffle
Earlier this year we asked you which shuffle method you prefer and it was pretty unanimous. We’re now happy to say this is being implemented, however we’re also taking it one step further:
- Before the map intro videos play, if team balance can be improved the game will automatically perform a shuffle
- If teams are imbalanced by more than one player at this time, a shuffle will happen to make team numbers equal
By adding in these improvements match balance should improve significantly and no match should start with team numbers unbalanced (i.e. 5 vs 3). This feature has also been added as an option in Community Servers.
Merc Stacking Cooldowns - Community Servers
Merc Stacking is a common complaint and while we would love to solve this issue, it’s not as black and white an issue as it may seem. In order to make steps towards resolving this we’re adding a new feature to Community Servers which increases the cooldown of Merc abilities when multiple Mercs are being used on the same team at the same time:
- For every duplicate Merc ability cooldowns are increased by 50% (This only applies to the original cooldown duration)
There are some special cases as different abilities work in different ways:
- Mercs that have multiple uses of an ability (Ammo and Med Packs, Sticky Bombs, Proxy Mines etc.) - The penalty applies to every instance of the ability used
- Mercs that have an ability that lasts a certain duration (Phantom’s Cloak, Redeye’s IR Goggles etc.) - The penalty is applied and scales appropriately according to the duration of the ability used
- Mercs that have weapon abilities which can overheat (Rhino’s Minigun, Sparks REVIVR) - The duration of the ability does not change, but the cooldown timer is affected by stacking penalties if overheated
BUG FIX
General
- Fixed issue where server admins could be vote kicked from the server
- Fixed issue where unbanned players could not reconnect to a community server until the active match had finished
- Fixed issue where long server names were cut off in the server lobby
- Fixed issue where the game would crash when returning to the main menu from a match lobby (Speculative fix. We’ll continue to monitor this closely)
- Fixed issue where there was no confirmation to use RADs when all Contracts had been completed and no re-roll tokens remained
KNOWN ISSUES
- Ability cooldown times aren’t accurately represented when Merc Stacking Cooldowns are active - For example, if an ability has a 60 second cooldown and a second of the same Merc connects that cooldown will now take 90 seconds, but the cooldown timer will still show 60 and each second will display for 1.5 seconds