List of changes in gameplay since Test


(Ifurita) #1

Here are a list of gameplay changes:

The list might be a little off and I might have missed some things that were already in Test.

-Player animations are much much smoother now
-Map load times drastically improved
-Echo statements returned
-Headshots (with or without helmet) with scoped rifles now cause instant death
-Headshot damage reduction from helmets standardized to -20 damage, except for headshots by scoped rifles (K43 or Garand)
-Models for med and ammo packs changed to mirror what you see in the ammo racks and make it easier to distinguish what is lying on the ground
-Wire added over the top of the Fuel Dump wall breach to prevent stacking
-Health is now shown as a discrete value in addition to the health bar
-General calls for “medic” on player death made distinct from player-initiated requests for “medic!” and sound off in the local environment rather than as a global voice message. Enemy players nearby can also hear the call for “Medic”. “Medic!” text spam whenever a player is killed has also been removed
-Three additional ranks added (Brigadier General, Major General, General) for achieving Level 4 in 5, 6, and 7 skills respectively
-Experience gained per health or ammo pack reduced from 2 per pack to 1 per pack
-Grenade physics changed back to original RTCW physics
-Audible signals sound when votes are called (bell chime) or when referees take an action (referee’s whistle)
-Quick chat structure now completely mirrors the RTCW chat structure. New chats have been added to the END of the appropriate menus
-Voices completely reworked and many favorites, including multiple variations (cheers, etc) brought back
-New sound effects added - some guns for sure, not sure what else
-Double-tap to prone can now be turned off via the Options Menu
“No shoot” symbol when targetting disguised covert ops made a little more prominant and seems to pop up faster
-Some skill level awards renamed to make benefits more clear (e.g., Adrenaline is now known as Full Revive)
-If you run over an ammo pack with 2 magazines, you are told that you picked up a “Mega Ammo Pack”
-Spread on MG-42s increased slightly
-Constructable command posts now have a flag indicating which team built it
-Added end-game animations to the maps
-Axis medic skin changed - no longer wearing an overcoat; other skins made more detailed such as the Axis Field Ops
-Axis and Allied satchel charges are now different colors
-Objectives are voiced at beginning of map and after certain gates are reached (e.g., Tunnel doors blown)
-Face is now more animated and when the first headshot is received, the helmet is removed
-Construction noises now sound when building something
-Player given warning if standing in a construction zone
-Player guide expanded and improved significantly. Gives detail behind experience points, skills, and lots more “how to”


(ISV_Damocles) #2

:bump:

Thanks for the info!


(Sacrifice) #3

Excellent! Thank you Splash Damage for all the work you have put into the game over the past few weeks.

There is only one thing not listed that I hope has been improved is the “Dynamite Planted At Fuel Dump” message and sound. The sound is often cut off by other less important sound bites and the message is easily missed among the dozen other messages popping up.

I was also hoping the Panzerfaust would be weakened a little, but I can live with it.


(senator) #4

General == Lv4 skill in all 7 categories ?? :eek2:

My my, thats a real challenge ! Damn close to impossible in a regular game I’d say :smiley:


(Ragnar_40k) #5

How it should be! :clap:


(Ragnar_40k) #6

Darn! I just got used to throw my nades and airstrikes real far (throwing while running). But nevermind, thank you Splash Damage! :notworthy:


(bogs) #7

-Headshots (with or without helmet) with scoped rifles now cause instant death

That’s it. every sniper I see now is gonna get it. Even if it means my team looses, im gonna go to the top of that hill and knife ya.

-Grenade physics changed back to original RTCW physics

Squeaky wheel gets the grease eh… even if the old 'nade physics made PERFECT sense. and were more fun. just bitch and moan enough and youll get what you want.


(Ifurita) #8

also:

Panzerfaust blast radius reduced by 25%


(Dawg) #9

w00t!


(ShanK-fOO) #10

damn… i was loving the grenade physics. :frowning:


(joker23) #11

Did they fix the two problems with the mortar?

Problem one being the aiming aid when the field ops spots a target not working in vertical and horizontal, problem two being the location of hitting rounds not showing on the command map.


(Vengeance) #12

Yeah im gonna really miss the nade physics :frowning:


(=AiS=MrLee) #13

He … those SD guys really listened to the community … this is going to be a great game!! :drink:


(bumfluff) #14

oh great, bring on the grenade over-usage… :angry:

all those gun-on-gun firefights I’ve enjoyed will now fade away as people perfect their “dancing around with a grenade for 5secs” technique a la RTCW.

no mention of mines either? can idiots still stand on mines and report you until their hearts content b4 u realise there’s no point planting any?


(Veritas) #15

yay! my ammo can/med kit idea is now a reality. :clap:


(ExPLiCiT) #16

Is it just me or do the mines have a wider trip radius than in the test?


(Skin) #17

Getting to general is going to be very very hard.

On the test I could only ever level out 6 skills once when axis held out every single time (field ops, medic, eng) but with the reduction of ammo and medic packs xp I think seeing a general will be an extremely rare occurance.

I also think the mines trip distance has been increased slightly. I have tried to skirt around friendly mines exactly as I would have done before only to have them go off on me.

Also I’ve only just started playing it so am I stupid or where has the timer gone?


(Skin) #18

woops I was just corrected in another thread. You can have up to 6 maps in a campaign.