The Sparks Update (v29926)


(badman) #1

If you haven’t seen it yet, we released our latest game update today, including new Merc Sparks, VoIP, hit beeps, weapon skins, Merc outfits, and much more!

Check out the full changelog in-game or at http://forums.nexon.net/showthread.php?1049393-The-Sparks-Update-is-here-(v29926)



(Protekt1) #2

cool ty for posting here

General
Continued performance optimizations
VOIP enabled on all servers
Updated all loading screens
Added VFX gibs when players are killed by a sniper rifle head shot
Players can no longer use free cam when dead, only when playing as a spectator
Players now climb ladders in the direction that they are facing (Previously W went up the ladder and S went down)
Nader is no longer automatically gibbed in execution when incapped with no medic alive to revive her to allow her to use martyrdom when incapped.

User Interface
Updated the Main Menu background
Updated VOIP UI on the HUD
Added the ability to mute players on the scoreboard by clicking on their name
Added the ability to see who is talking in VOIP on the scoreboard
Added new game/wave timer to top left
Planted C4 IFF’s now always display as primary IFF’s (Always visible regardless of distance)
Placed items (C4, hack devices, etc) now appear on the minimap when placed
Removed ammo bar, ammo providing characters now see an ammo icon above a player if they need ammo
Ready up element moved to top centre from top left
Tweaked EV IFF

Audio
Added “Retro” hit beeps
Added new Knife attack audio
Added sounds for highlighting UI elements on the main menu
Fixed the Heartbeat audio loop when dead
Fixed Mine audio loop
Fixed Ammo station audio loop bug
Updated the “Ability Ready” audio
Added some victim headshot sweeteners
Fixed hit beeps playing when hitting allies
Fixed issue with 10 second countdown audio not playing

Mercenaries

Arty
Tweaked Artillery Strike ability
Reduced Artillery shell damage to 75 (from 85)
Increased Artillery Cooldown to 25s (from 20s)
Reduced Assault Rifle damage

AURA
Increased shotgun range slightly

FRAGGER
Added ironsights back to the Machine Gun
Machine gun damage falloff begins slightly sooner
Machine gun recoil increased slightly

PHANTOM
Speed increased to match Proxy, Aura and Aimee
Katana skins can now be applied

RHINO
Increased minimum spread
Increased minigun damage

SKYHAMMER
Tweaked Airstrike ability
Changed projectile count from 9 to 14
Decreased time to call in the airstrike
Reduced distance between projectiles
Increased time for projectiles to start exploding once landed
Trail of airstrike projectiles is now team colored

STOKER
Reduced Molotov impact damage to 30 from 50

THUNDER
Machine Gun recoil slightly increased

Mercenary Art
Tweaked friend/foe lighting
Merc outfits added

Animation
Various improvements to jumping, crouch jumping and sprint jumping animations

Maps

OBJ_CANARYWHARF
Added placeholder commander intro voice-overs
Added Hack Device Blockout model with light
Tweaked Outro sequence
Hack devices are now resistant to explosives but are more susceptible to melee
Added updated minimap
Added named areas to display above the minimap when entering certain areas of the map
The C4 plant IFF’s are now displayed regardless of distance for the first objective

OBJ_WHITECHAPEL
Improved outro sequence
Added updated minimap

OBJ_VICTORIA
Fixed Outro sequence when Attackers run out of time
Added updated minimap

OBJ_TRAINYARD
Fixed issue with foliage having bullet collision
Added updated minimap

OBJ_BRIDGE
Added updated minimap

OBJ_MAP_6 (GREENWICH)
Both capture areas now have to belong to the attacking team for them to win (Previously both areas had to be captured 100% at the same time)

OBJ_BATTERSEAPLANT
Layout changed to BatterseaPlant according to feedback


(Humate) #3

Yes cool pic, nice work badman.

Also want to point out its a 3.1 gig update, for those that care.


(Evil-Doer) #4

Interesting


(spookify) #5

Tab and the mouse showing has to go.

I always run aim and tab in game


(shaftz0r) #6

[QUOTE=spookify;489040]Tab and the mouse showing has to go.

I always run aim and tab in game[/QUOTE]

same, unless there’s something in the future that needs me to use my mouse on the tab screen


(Protekt1) #7

Got this patch ready to go. I am hoping the performance changes help this game run stable for me.

edit:
So far liking what I am seeing in game. New hitsounds seem much improved. minimap looks good. Some of the character selection stuff seems good. The new medic’s weapon is very fun. Not sure if you should be able to 2 shot bodyshot tho. Couldn’t test performance in a full server so not sure where that will end up being.


(Mustang) #8

[QUOTE=spookify;489040]Tab and the mouse showing has to go.

I always run aim and tab in game[/QUOTE]
This ^

99.999% of the time I want to aim whilst tab’ing.

0.001% of the time I want to mute someone.

(Probably underestimated, I muted less than 10 people in several years of playing ETQW, whilst tab-aiming several times per minute every game)


(BomBaKlaK) #9

[QUOTE=Mustang;489044]This ^

99.999% of the time I want to aim whilst tab’ing.

0.001% of the time I want to mute someone.

(Probably underestimated, I muted less than 10 people in several years of playing ETQW, whilst tab-aiming several times per minute every game)[/QUOTE]

100% agree !


(Protekt1) #10

I don’t think I have tabbed in this game lol… but that does sound annoying. Maybe make the mouse appear only when you hit something else like tab then a function key or something I dunno.

Is in game VOIP already in?


(Anti) #11

The tab/loss of mouse control thing is a bug. You are supposed to be able to toggle into that state to mute people etc, not be in it by default. Will make sure it gets fixed.


(shaftz0r) #12

[QUOTE=Protekt1;489056]
Is in game VOIP already in?[/QUOTE]

yup. works pretty great too. definitely a game changer imo


(stealth6) #13

What happened to sending an e-mail on patch day to get more people back in?


(Mustang) #14

It happened once, I advocate assigning this role to someone on a permanent basis.


(badman) #15

Nexon is taking this over (the contact info now sits on their servers).


(Mustang) #16

For clarity I was insinuating that it’s Nexon’s responsibility.


(badman) #17

Oh sure, just confirming that this is being thought about. :slight_smile:


(.FROST.) #18

Oh crap, that^ stuff looks SOO great :eek: Kinda missed it over the day, because I got stuck in an other thread:(


(Humate) #19

So I spectated someone play Sparks for a good 7 or 8 minutes on the UK/EU server.
When defending, they would hang back - charge revive everyone, and then they would all die, because none of them got healed. Only to revive them again.

Anyways it occured to me that Sparks would synergise with Medic 02, and the Healing Station pretty well. Although I believe it would only synergise well in larger team sizes, where their DPM is compensated. I cannot see in 5v5 running those medics in tandem, against a team of soldier/fops and rambo medics, unless its on a segment of a map where Sparks cannot be flanked. I would kinda like to see that in action in a proper match…

Also I dont know what the range of the revive gun is, but a snipe mode would be cool provided it couldnt be used for revives.


(Mustang) #20

I found the sneaky revive and flank worked quite well, shame there aren’t any flank options on most maps.