The MercSERV Melee Mayhem Update


(kopyright) #1

(originally posted on https://www.dirtybomb.com/news/merc-serv-melee-mayhem/ - “we” is Splash Damage, not me)

This update has been long in the making: Melee Weapon Skins, simplified Crafting, Consecutive match bonus, the Community Underground update and a massive amount of map and bug fixes. Let’s dive in.

MercSERV Melee Mayhem

Twice a week for the next 6 weeks we’ll be rotating Melee Weapon Skins in the Store; every single Melee Weapon will be featured, so don’t worry if your favourite isn’t there at first. The Bronze skins will be free, so be sure to keep checking back to grab them. The other skins will be purchasable with Credits (and the newly implemented RAD currency):

Skins Credits RADs
Bronze 0 0
Silver 4500 220
Gold 14000 680
Cobalt 44000 2150

We want to reward our players who have accumulated Credits over the years, and we hope some of the beautiful new Melee skins will be a great addition to your Merc Decks.

RAD

As mentioned above (and in last week’s Dev Update Video), this update also brings with it a new Dirty Bomb currency: RAD. Its introduction allows us to do two key things for the community: Simplify some existing systems (like Crafting), and offer more value when you purchase things in Dirty Bomb. Nothing in the store will change price, and everything that was purchasable with Credits will remain the same. However, we’ll be offering bundles of RAD that come with bonuses for players who buy them.

Alongside this we’ll be removing both Crafting Kits and Weapon Kits from Dirty Bomb, refunding those of you who have them with RAD, and therefore making the Crafting process a whole lot simpler.

##Consecutive Match Bonus

Another long requested community feature has been a reward for those players who play a handful of matches in one session, so we’ve introduced a consecutive match bonus in this update as well.

You’ll earn an extra 10% Credits per match after your first (up to 30%) in Objective matches, and 30% extra after your first Stopwatch match.

Initially this feature will just function in Server Browser and Quick Join matches while we test its implementation, so be sure to let us know what you think on any of our community channels.

Underground Changes

You may remember a few months back we approached you for your top issues and suggestions for Underground. You provided lots of ideas and we identified a bunch of common issues that we would fix, just as a little reminder they were:

  • There are not enough opportunities for Air Support
    
  • Invisible Walls
    
  • Too easy for defenders to spawn camp Objective 1 via balcony
    
  • Roof of Objective 1 offers too much cover for defenders
    
  • Spawn Transitions weren’t explained well
    
  • Secondary Gas Route gives little advantage
    

Over the last few months we have adjusted all these areas and after many playtests we are ready to update the map on live.

##AIR SUPPORT

“Air support is not useful enough throughout the map. Air support can effectively knockout strong defensive positions giving attackers a better chance to push and complete objectives.”

Air support is a key mechanic of some of our Mercs, and they should feel like viable picks on all maps if possible. The goal of the change is to make each air support Merc feel more viable on Underground.

Approach

We have tried to create more opportunities for air support where the map logically allows us. This has been done by removing blockers high above player level, and cleaning up spaces of sporadic air support, to create more readable and consistent spaces which allow for air support abilities

Actions

  • Removed glass on the roof in objective 1, and made roof bars be ignored by air support, allowing for a consistent airspace throughout the majority of the objective
    
  • Edited the roof architecture in the transition between objectives to expose the main space and pipe route to air support.
    
  • Closed off the roof in the first part of the transition to clearly communicate the transfer between closed and open airspace
    
  • Separated the collision checks above the last objective site to ignore some more permeable assets
    

##INVISIBLE WALLS

“There are many invisible walls that prevent free movement around the map.”

Rather than allow movement through these, as some comments have suggested, to maintain the gameplay and balance of the map, we should work to communicate any invisible walls with a sensible contextual visual representation.

Approach

We have identified the worst case invisible walls, and have looked to better communicate these by adding visual blockers, whilst maintaining any gameplay that we feel is beneficial to the fairness of the map.

Actions

  • Added more support ropes to the pipe on the objective 1 roof, to contextualise that players could not climb on or over this pipe
    
  • Added construction meshing to the tops of the walls in Objective 1.5, to show that these cannot be jumped over. (This also removes some nade spots over the wall)
    

OBJECTIVE 1 BALCONY

“Defenders are easily able to take balcony where they can effectively render the attackers left route out of spawn useless. This combined with a defensive hold from roof can stop attackers pushing the right route out of spawn. The only option left is for attackers to take the lift to balcony pushing through a tight choke at the top (which is also signalled by the lifts bell) straight into the sightlines of the defenders camping above.”

We aim to discourage defenders from pushing so high into the attacker’s territory that a spawn camp occurs. As well as designing in this way, we consider how attackers break out of a spawn camp if it occurs.

Approach

We have drastically reduced the defenders’ ability to gain access to the balcony in the first place by removing trick jumps from the roof. We have also made the rotation through attacker’s spawn longer for defenders who are intent on holding the balcony. Once defenders are on the balcony, their options are weaker than in the previous version as we have reduced sightlines Attackers can now push the balcony without having to wait in the lift, which means that have more control over when they push up to balcony.

Actions

  • Closed the lift and added a footpath to the side using the CDA pipes
    
  • Extended the box wall along the balcony to reduce visibility to the space below
    
  • Removed the lamp ramp, and thinned the wings on the roof to remove jumps across
    
  • Added a CDA structure to the roof and edited collision to stop the long jump across from the roof sign
    
  • The CDA structure also blocks visibility from the other main control point on the roof for defenders, to the balcony itself
    

OBJECTIVE 1 ROOF COVER

“It can be difficult for attackers to push out of spawn when defenders are set up on roof. Defenders have lots of cover that gives a big advantage.”

We don’t want highly defensible spots, generally by exposing defenders more, or weakening some positions we stop these hardpoints occurring.

Approach

We have slightly expose a defender holding the left side of the roof, and made the defensive positions more finite and clear for attackers

Actions

  • Lowered the pipe up to the roof to expose any defenders on the left side slightly more
    
  • Raised the main roof sign slightly to make it more awkward for defenders to jump up here to quickly scout or put down fire on the spawn exits
    

SPAWN TRANSITION

“There seems to be no clear indicator of why one team suddenly spawns only a few feet away from what is a good choke point to defend when the defenders are still around”

This is a unique situation to Underground, making major changes to Underground such as adding an objective could massively affect the balance of the map however so we have decided this can be best solved with clearer visual language.

Approach

We would like to communicate visually when the spawn transition is going to happen. This will be made visible from the main combat points when the defenders would be in a disadvantageous position if the spawns are about to change

Actions

  • Added a sequence of lights on the escalators directly behind the 2nd spawn point (These lights update every 10 seconds, showing the status of the forward spawn)
    
  • Added a sequence of lights around the bend, positioned to be visible for both teams in the main combat space
    

SECONDARY GAS ROUTE GIVES LITTLE ADVANTAGE

“The secondary gas route is a much weaker position than the generator room and thus gets used far less.” Without wanting to affect the balance of the map too much, we have tried to make the position feel more viable for attackers using it, by offering them more choice at the exit

Approach

We want to add more cover and options to attackers who exit the route, as currently it is a sniper window, with no advancing potential. Players who are not snipers who use the route, should be able to manoeuvre and contribute to defence disruption more than they can now

Actions

  • Added cover to the left side of the exit
    
  • Moved the right side of cover further back, to allow crossfire to the main pipes (allowing displacement of meta health station placement)
    
  • Flatten and widen the right side of cover to offer more protection
    

Bug Fixes

  • Objective 1 roof had its pipes lined up to create flat wall to remove an invisible wall and added crates to enable attackers up on the pipe
    
  • On Last defender spawn exit the floor tiles were rearranged to fix an issue where you could see through the floor
    
  • Fixed collision above lights in third objective, where players could perch
    
  • Blocked glass by the train tunnel on objective 1 to stop you being shot through a tiny gap
    
  • Blocked gaps in box cover in the gas tunnel on objective 3
    
  • Reduced the size of the tube signs above the escalators to 75% and set them to BlockWeapons

(kopyright) #2

Other Changes & Fixes

Known Issues

  • Team colours are not correctly reflected in the post-match results screen for Casual matches.
    
  • Player names and Steam profile pictures are sometimes missing in the post-match results screen for Casual matches.
    

64 Bit Client

  • This patch updates Dirty Bomb to a 64-bit client. To learn more about that and how affects you, read the FAQ.
    

Armory

  • Fixed a bug where duplicate cards or items would not be correctly counted
    
  • Fixed Lead and Iron filtering options appearing in the Weapons Card tab of the Armory
    

Front End

  • Fixed a bug that caused the Locked Progressive Advancement Crate to be unlocked at the wrong level
    
  • Fixed a bug where Advancement Crate drop notification had a broken “View” button
    
  • Fixed a bug that caused no notification of Loadout Cases being dropped at the end of a match
    
  • Fixed a bug that caused the Badges “Objective 1,2 and 3” to be awarded incorrectly
    
  • Fixed a bug that caused the Badges “Triple Kill”, “Quad Kill”, “Ace”, “Revive Spree”, “Miracle Worker” and “The Doctor” to not be awarded
    
  • Fixed a bug that caused Objective Badges to not be awarded for delivery objectives
    
  • Fixed a bug where Badges would not always appear in the post game review
    
  • Fixed a bug where drop notifications could appear during the intro cinematic
    
  • Fixed a bug where the price button could move when inspecting different items
    
  • Fixed a bug where placeholder text was seen on Trinket purchase notificiation
    

Casual Matchmaking (CMM)

  • Fixed a bug where sound did not play when connecting or disconnecting from a party
    
  • Fixed a bug where the audio for countdown timer for changing Merc did not play
    
  • Fixed a bug that caused only some intro voicelines to play in the line-up while loading into a Casual match
    
  • Fixed a bug where players could not be reported on the results screen after a match had ended
    

Server Browser / Quick Join

  • Fixed a bug where Quick Join would prioritize empty servers
    
  • Fixed a bug where players could get kicked from the server if they joined during lock in
    

Guardian

  • Fixed a bug that caused Guardian to receive the medic heal penalty
    
  • Fixed a bug that caused Guardian’s Sky Shield drone to be invisible in third-person when equipped by a player
    
  • Fixed a bug that stopped Guardian’s Sky Shield from destroying projectiles around the repairable barricade on Bridge
    
  • Fixed a bug that caused the Extender Augment to not visibly change the size of Guardian’s Sky Shield
    
  • Fixed a bug that caused no impairment to movement when using Guardian’s Batons
    
  • Fixed a bug where the VFX of the Sky Shield being destroyed was too large
    
  • Fixed a bug that caused Guardian’s elbow to look incorrect in her CMM intro
    
  • Fixed a bug where the audio for Guardian’s Incoming Detection System was too quiet
    
  • Fixed a bug that caused Guardian’s Sky Shield to destroy projectiles when disabled
    

Hunter

  • Fixed a bug that caused the SFX for Hunter’s EMP to keep playing while switching weapons quickly
    
  • Fixed a bug that caused Hunter to say “Enemy tagged” and “Tagged Em” even when no one had been tagged
    
  • Fixed a bug that caused there to be no sound for Hunter’s crossbow bolts when spectating
    
  • Fixed a bug that caused Hunter’s crossbow bolt impacts to be too quiet
    
  • Fixed a bug that caused Hunter’s Crossbow to become invisible after interacting with a ladder
    
  • Fixed a bug that caused the milk jugs to disappear if switching between Hunter’s Crossbow and the milk jug quickly
    
  • Fixed a bug that caused the melee hitbox of the Ulu to not follow the full animation
    
  • Fixed a bug that caused Hunter’s bolts to not always be destroyed by the Sky Shield
    
  • Fixed a bug that caused Hunter’s VFX and SFX on the Crossbow to be permanent when spectating Hunter
    
  • Fixed a bug that caused Hunter’s Crossbow Charge to disappear when firing quickly
    

Phantom

  • Fixed a bug that caused Phantom’s Refractive suit audio to be to quiet when looking away from him
    
  • Fixed a bug that caused Phantom to have no audio cue for when his EMP is ready
    
  • Fixed a bug where the achievment “Charged Up” was not being awarded
    
  • Fixed a bug that caused no XP to be awarded when activating Phantom’s Refractive Suit
    

Other Mercs

  • Fixed a bug that caused Javelin’s Smart Ammunition Armor to interact with incapacitated players
    
  • Fixed a bug that caused Javelin’s Smart Ammunition Armor to show the incorrect cooldown on the HUD
    
  • Fixed a bug where Phoenix obsidian card was using the wrong image.
    
  • Fixed a bug that caused Proxy mines to not be destroyed by explosives
    
  • Fixed a bug where Red Eye’s character model would appear contorted on low settings.
    
  • Fixed a bug that caused Red Eye’s beret to clip through his head
    
  • Fixed a bug that caused Airstrike abilities to not apply radial damage
    
  • Fixed a bug that caused an out of place texture on Stoker’s Obsidian
    
  • Fixed a bug that caused Vassili’s Heartbeat Sensor to have collision with players
    
  • Fixed a bug that caused Vassili’s Heartbeat sensor to become invulnerable if damaged by explosives
    

In-Game

  • Fixed a bug that caused skins to not show on view arms in 1st person
    
  • Fixed a bug where players could get stuck on the scoreboard after using the Steam Overlay
    
  • Fixed a bug where ambient occlusion did not apply correctly
    
  • Fixed a bug where motion blur did not apply correctly
    
  • Fixed a bug that caused LMB and RMB to refer to mouse thumb buttons when remapping quick abilities
    
  • Reduced high/maximum damage view kick amount by ~36%
    
  • Reduced low/minimum damage view kick amount by ~66%
    

Weapons

  • Fixed a bug that caused the slide of the Hoigat to not move while in ADS
    

Text and Localization

  • Fixed a bug where the description text for Boosters stated that they could be activated in the Barracks, as opposed to the Armory
    
  • Fixed a bug where Loadout Case drops were using the wrong name
    
  • Fixed a bug where the drop notification for a KMA Weapon Case referred to it as Royal Force Weapon Case
    
  • Fixed a bug where “Guardian XP” was referred to as “Savior XP”
    
  • Renamed “Refractive XP” to “Stalking XP” for Phantom
    
  • Fixed a bug that caused the objective HUD to cut off words in different languages
    
  • Fixed a bug where the credit breakdown in the post game review could have cut off text
    
  • Lots of tweaks and updates for translations in French, German, Russian, Brazilian Portuguese and Simplified Chinese

(kopyright) #3

Map Changes & Fixes

Bridge

  • Fixed barrier generator not showing on the minimap for attackers when it needs repairing and for defenders when it needs defending
    
  • Fixed light maps on some assets
    
  • Fixed collision around sign in Barricade
    
  • Updated collision in Station
    
  • Stopped decal flickering by pie shop
    
  • Fixed spelling error on CDA sign
    
  • Fixed clipping issue in Back Alley
    
  • Fixed a location where you could see outside of the world
    
    •     By Backyard
      

Castle

  • Increased duration of damage from EV rockets to ensure deployable’s get destroyed
    
  • Update intros to make the commander VO fit correctly
    
  • Updated end of EV notification to be a unique message
    
  • Fixed gas moat not opening when EV reaches end of escort
    
  • Improved visibility of moat gas
    
  • Added collision to an arch to stop players throwing pickups where they can’t reach
    
  • Improved the collision so players get pushed away from the side of the wall at the Church Hall
    
  • Improved collision so players don’t get stuck in moat
    
  • Reduced snagging on Tower Entrance ramp
    
  • Reduced bouncy collision at Dungeon Entrance
    
  • Added blocking volumes to CDA construction in Church Hall
    
  • Reduced snagging at Dungeon Entrance
    
  • Reduced snagging next to lion fountain at Road Barriers
    
  • Added collision in Church Garden
    
  • Added collision in Arena door for post EV rocket attack
    
  • Added collision to decon tunnel in Decon Corner
    
  • Added collision to pipe in attacker’s spawn
    
  • Added collisions to ceiling tiles in Lift Corridor
    
  • Added collisions to ceiling tiles in Mall
    
  • Tweaked collision on CDA cart at Hilltop arch
    
  • Added collision to a chandelier in the castle
    
  • Tweaked collision on broken lion stand to reduce bouncing at Tower Corridor
    
  • Added collision to a pillar at Tower Corridor
    
  • Tweaked collision on broken lion stand to reduce bouncing at the Dungeon Entrance
    
  • Added bullet collision to cemetery floor to stop things falling through it
    
  • Added bullet collision to castle wall to stop things falling through it
    
  • Added collision to doorframe at Attacker Spawn
    
  • Added collision to prop at Gantry
    
  • Removed prop in Moat to create smoother movement
    
  • Added collision to sides of defender’s ramp into Arena
    
  • Added blocking volumes to wall mounted CDA prop in Church Garden
    
  • Add collisions to arch in Arena
    
  • Smoothed pillar in dungeon to stop players getting caught
    
  • Updated collisions on destroyed castle wall to be more accurate
    
  • Updated collisions behind destroyable gate
    
  • Fixed an issue where the EV door had bouncy collision before being destroyed on the defender side of OBJ1
    
  • Removed collision from wall pegs in Wooden Walkway
    
  • Fixed a location where you could see outside of the world
    
    •     In Reactor Control
      
    •     In the Passage
      
    •     At Inner Building
      
    •     In the lift shaft at Lift
      
    •     In Decontamination
      
    •     In the stairwell in Decontamination
      
    •     In the OOB at Church Courtyard
      
  • Stopped pipe in Church Surveillance from clipping into the floor
    
  • Removed asset that players could clip into in Church Surveillance
    
  • Fixed clipping of assets on gas tunnel gate animation
    
  • Fixed incorrect VFX/decals appearing on assets across level
    
  • Fixed culling issue on asset in Arena
    
  • Fixed missing assets on minimal in OOB near attacker spawn
    
  • Fixed spline being twisted near attacker’s spawn
    
  • Reduced size of Church Surveillance named area volume to not leak through wall
    
  • Fixed LOD issues
    
  • Fixed clipping assets on the first objective gate
    
  • Adjusted lighting on the broken wall chunks to stop them appear black on certain graphic specs
    
  • Stopped certain assets on pipes disappearing on min graphics
    
  • Removed weapon collision from light blockers at Church Courtyard
    
  • Fixed incorrect animation on EV camera when going over castle gates
    
  • Resolved an issue where lightmaps caused a mall display case to appear black in certain areas, in OBJ1 Mall
    
  • Fixed objects disappearing at the Tower Entrance
    
  • Resolved an issue where a single screen texture was stretched to cover two separate monitors
    
  • Fixed an issue where gaps in the mall door caused culling issues at OBJ1 arena
    
  • Fixed Z-fighting assets on wall at Station
    
  • Fixed Z-fighting in the Gantry on OBJ1
    
  • Fixed Z-fighting on assets in Ruins Courtyard
    

Chapel

  • Updated terrain collision to prevent snagging in Warehouse
    
  • Made object visible on all specs to stop grenades hitting an invisible wall
    
  • Extended named area volumes to cover all spawn points
    
  • Deleted old floating cinematic actor near objective three
    
  • Covered sky so you can’t call in strikes inside bell foundry
    
  • Updated a cubemap to give appropriate reflections
    
  • Fixed z-fighting on railings in Courtyard Spawn
    
  • Fixed incorrect materials causing wrong sound effects on wooden box
    
  • Fixed lighting seam in Restaurant Back Alley
    
  • Fixed several locations where you could see outside of the world
    
    •     At Hairpin Archway
      
    •     At Restaurant Back Alley
      
    •     At Construction Site West
      

Dockyard

  • Disabled repair of second objective secondary generator after EV has been escorted
    
  • Disabled repair of first objective secondary doors after EV has been repaired
    
  • Reduced the amount pillars on the main road stuck out from the buildings
    
  • Tweaked collision on Bridge drop down to not bounce the player away
    
  • Updated collisions at CDA container on Gold & Soley Road to create better movement
    
  • Adjusted collision around pillar in Dock to improve movement
    
  • Resolved an issue where players would snag the broken wall at the EV escort secondary objective
    
  • Raised pipe in Gold & Soley Road to allow for smoother wall jumping
    
  • Added collision to brown pipe in Basement
    
  • Adjusted wall collision in Gold & Soley Road to allow med/ammo packs to be thrown over the wall
    
  • Updated collisions on a door in Corridor to prevent perching on top of them
    
  • Updated collisions in Canal to stop players getting stuck on garbage by stairs
    
  • Updated collisions in Holo West to help smooth transition on slope
    
  • Updated collisions on a wall in Nelson Changing Rooms to prevent perching on top of them
    
  • Updated collisions on pipe of construction materials in Nelson Tower to prevent perching on top of them
    
  • Adjusted floor collisions at the Holo Drive to prevent snagging
    
  • Adjusted floor collisions at the Holo Drive to stop mines clipping with the floor
    
  • Adjusted collision to make it possible to throw health/ammo packs through certain gaps and over certain walls between playable spaces throughout the map
    
  • Resolved an issue by the wrecked ship where players would bounce off the wall
    
  • Fixed several locations where you could see outside of the world
    
    •     In Basement
      
    •     At Gold & Soley Road
      
    •     At SEA Side
      
  • Fixed Z-fighting across level
    
  • Fixed issue with shadow on pipe in OOB on min spec
    
  • Resolved an issue where smoke from the destroyed SAM launchers wouldn’t be visible at a certain spot at the end of OBJ2
    
  • Fixed incorrect VFX/decals appearing on assets across level
    
  • Fire effect deleted from floor surface
    
  • Lined up helicopter blades correctly with helicopter
    
  • Resolved an issue where some of the electronic signs could not be destroyed when shot
    
  • Removed some props around defender’s spawn at end of objective two to allow for better movement
    
  • Resolved an issue where a background building would appear and disappear behind attacker spawn
    

Dome

  • New updated minimap bringing it in line with Castle and Vault’s
    
  • Gate between objective 2 and 3 had top collision changed to be dynamic and toggle with the gate
    
  • Objective 3 roof building had collision type change to stop throwables being thrown out of bounds
    
  • Objective 3 broken wall had collision type change to allow throwables to pass through
    
  • Collision added to Pylon flaps to stop SNITCH being thrown inside of Pylon
    
  • Added barbed wire to top of roof to help visual language of map bounds
    
  • Deleted duplicated part of the forklift truck
    
  • Disabled dynamic shadows on some of the Pylon flaps
    
  • Fixed incorrect commander VO on objective 3 when defusing
    

Terminal

  • Fixed second objective secondary generator not showing on the minimap for attackers when it needs repairing and for defenders when it needs defending
    
  • Removed extra explosion damage volumes on second objective containers
    
  • Fixed objective text not showing when planting first C4
    
  • Fixed objective text not showing when planting first C4
    
  • Adjusted collision on ammo crates in Burger Shop to stop players from seeing out of world
    
  • Adjusted collision in Burger Shop to prevent players perching near the stairs
    
  • Adjusted collision on ammo crates to stop players getting stuck at Office Courtyard Entrance
    
  • Fixed several locations where you could see outside of the world
    
    •     Outside Tube Station Secondary Access
      
    •     At Tube Station South Tunnels entrance
      
    •     At the Burger Garden
      
  • Fixed incorrect VFX appearing on assets across level
    
  • Fixed decals flickering in Apartments
    
  • Adjusted cull distances on out of bounds assets to ensure they remain visible from all positions
    
  • Adjusted light blockers to prevent sunlight entering the tube station
    
  • Adjusted street light solar panels to be not be visible on min spec
    
  • Fixed lightmaps
    
  • Fixed culling issue inside the Command Centre
    
  • Fixed lighting issue on objective doors
    
  • Fixed materials on prop in Side Street Café
    

Trainyard

  • Updated trigger area for repairing generator on primary objective to be in line with other maps
    
  • Updated collisions on destroyed train carriages to prevent player clipping
    
  • Reduced the amount weapons stick through wooden walls
    
  • Updated collisions on brick wall at Blocker Carriage
    
  • Fixed several locations where you could see outside of the world
    
    •     At Boat Yard
      

(cont…)


(kopyright) #4

(… due to char limit)

Vault

  • Resolved an issue where Molotov grenade effects would fall through the floor in areas around OBJ2
    
  • Fixed ground collision near objective 1 to prevent snagging
    
  • Fixed collision on AA command centre to receive melee hits
    
  • Fixed issue where final objective container had collisions too early
    
  • Resolved an issue where projectiles and bullets would fall through the floor at attacker spawn on OBJ1
    
  • Fixed a texture issue on a CDA wall at defender OBJ3 spawn
    
  • Resolved an issue where a baking error caused the container doors to appear very low quality on any graphic settings on OBJ3
    
  • Stopped AA Command centre sometimes turning red after destruction
    
  • Fixed several locations where you could see outside of the world
    
    •     On corner in Hotel Courtyard
      
    •     In Ammo Alley
      
    •     In the MG Nest
      
  • Stopped several assets culling too early
    
  • Fixed a paintings UV’s in OBJ2
    
  • Fixed area where you could see out of world at the Royal Road
    
  • Removed a grass cube that was visible on the support pillar next to the vault door on OBJ2
    
  • Fixed an issue where an obsolete static mesh was causing visual issues in front of the Vault door on OBJ2
    
  • Audio pass on Vault room
    
  • Stopped wall paper in the Walkthrough from clipping into the walls
    
  • Stopped some CDA pipes clipping into the floor and stairs
    
  • Resolved a Z-fighting issue in OBJ1 turret tower
    
  • Resolved an issue where models were clipping into each other incorrectly on OBJ2 stairs
    
  • Fixed an issue where two assets clipped into each other in OBJ2 lobby
    
  • Resolved an issue where the bank doors clipped through the wall behind it at the connector between OBJ1 and OBJ2

(Mc1412013) #5

So what did these fixes break???


(Mc1412013) #6

(Your worst knifemare.) #7

Skins are finally shown if first person.


(martha_smith) #8

Long jump keybinding is not working and console commands menu is not showing up now after this update ???


(kopyright) #9

AFAIK key binds sometimes stop working after bigger updates and need to be reassigned. Console should work as usual, though…?


#10

To open the console you have to activate it in the settings, under language.


(Your worst knifemare.) #11

@Mc1412013 said:
So what did these fixes break???

Sparps revivr doesn’t do the loud ting sound on revive.


(Mc1412013) #12

@martha_smith said:
Long jump keybinding is not working and console commands menu is not showing up now after this update ???

What brand mouse/keyboard do you have if there designed for gaming you might want to use the software to bind. I use logitech gaming software with my g700s and i still long jump. And yes i bound long jump to my mouse.


(Begin2018) #13

They forget to remove “vote shuffle”, toxic people still abuse it in Stopwatch, ruining the match (it’s annoying to do attack or defence 2 times in the same match).


(Rodolfosaurio) #14

I’m pretty sure they changed/fixed burst rifles sound yet I don’t see it mentioned


(Press E) #15

@Lord_Coctus said:

@Mc1412013 said:
So what did these fixes break???

Sparps revivr doesn’t do the loud ting sound on revive.

Guardian’s hand thing doesn’t have a hit sound either.
Normal defibs sometimes do? Still seems bugged though

@Begin2018 said:
They forget to remove “vote shuffle”, toxic people still abuse it in Stopwatch, ruining the match (it’s annoying to do attack or defence 2 times in the same match).

I’ve literally never seen a vote shuffle pass when one wasn’t needed. It barely passes even when it is needed. And well, considering most people would rather play a balanced match than a total stomp, removing it is a terrible idea. Even if you would rather spawncamp/be spawncamped than shuffle, that’s how you get things like entire teams leaving. And I’d say that tends to ruin matches more than an abused shuffle that I’ve never seen pass.
Sure some people like to spam votes for it, but that’s not grounds for removal.

@Rodolfosaurio said:
I’m pretty sure they changed/fixed burst rifles sound yet I don’t see it mentioned

All I’ve tried is the BR, and it sounds absolutely awful. It doesn’t even seem to play hit bleeps most of the time, so I’m assuming it’s a bug. Especially since its new sound is so chunky that you can barely tell if you’re actually firing three shots.

If this really was supposed to be a fix, they did a pretty bad job at it, lol


(Begin2018) #16

@STARRYSOCK said:
I’ve literally never seen a vote shuffle pass when one wasn’t needed. It barely passes even when it is needed. And well, considering most people would rather play a balanced match than a total stomp, removing it is a terrible idea. Even if you would rather spawncamp/be spawncamped than shuffle, that’s how you get things like entire teams leaving. And I’d say that tends to ruin matches more than an abused shuffle that I’ve never seen pass.
Sure some people like to spam votes for it, but that’s not grounds for removal.

Not me. When the 2nd round of SW start, lots of toxic players spam vote shuffle, just because they were bad in 1st round. Then we have to do attack or defence twice. It happen a lot (multiple times per day) and that’s super annoying, ruining the whole match. Most people rage quit after this, that’s a real problem. It’s not the idea of SW at all to do things twice! Now I report them as “shuffle abuse”.


(Rodolfosaurio) #17

Haha Stark sounds way better to me, before it sounded like 5 shots when it was only 3


(Press E) #18

@Begin2018 said:

@STARRYSOCK said:
I’ve literally never seen a vote shuffle pass when one wasn’t needed. It barely passes even when it is needed. And well, considering most people would rather play a balanced match than a total stomp, removing it is a terrible idea. Even if you would rather spawncamp/be spawncamped than shuffle, that’s how you get things like entire teams leaving. And I’d say that tends to ruin matches more than an abused shuffle that I’ve never seen pass.
Sure some people like to spam votes for it, but that’s not grounds for removal.

Not me. When the 2nd round of SW start, lots of toxic players spam vote shuffle, just because they were bad in 1st round. Then we have to do attack or defence twice. It happen a lot (multiple times per day) and that’s super annoying, ruining the whole match. Most people rage quit after this, that’s a real problem. It’s not the idea of SW at all to do things twice! Now I report them as “shuffle abuse”.

In my 1,200+ hours of DB, I’ve pretty much never seen a shuffle pass that wasn’t needed though, that’s what I mean. And even for shuffles that are needed, I rarely ever see them pass.
Yeah, shuffling on round 2 is annoying af, but sometime’s it’s better than not shuffling at all. People tend to leave once second half starts, and new people rejoin, which is how matches usually start to go south. Sure some people get salty over no longer being able to stomp or whatever and leave, but considering entire teams will usually leave when they can’t pass a shuffle to get out of a spawncamp, I’d say its worth the tradeoff.

I’m not sure, maybe things are just different region to region. But here in North America, shuffle vote abuse is extremely rare, and more often than not shuffles are actually useful. I’ve seen people try to spam votes for it before, but they’ve never passed if they weren’t needed. I’m just not sure how you’ve run into so much shuffle spam when I barely see shuffles pass at all even when they’re needed.


(Begin2018) #19

@STARRYSOCK said:
I’m not sure, maybe things are just different region to region. But here in North America, shuffle vote abuse is extremely rare, and more often than not shuffles are actually useful. I’ve seen people try to spam votes for it before, but they’ve never passed if they weren’t needed. I’m just not sure how you’ve run into so much shuffle spam when I barely see shuffles pass at all even when they’re needed.

Ok, I play on Europe-West, that’s probably the reason.