big update tomorrow, not sure why I have to announce this
“Heads up! Tomorrow we will be doing maintenance from 7:00am – 10:00am PDT This time with a NEW build! Stay tuned for more info and a sneak peek tomorrow.”
big update tomorrow, not sure why I have to announce this
“Heads up! Tomorrow we will be doing maintenance from 7:00am – 10:00am PDT This time with a NEW build! Stay tuned for more info and a sneak peek tomorrow.”
more stuff:
"Heads up Bombers! We will be undergoing maintenance tomorrow during these times:
7:00am – 10:00am PDT
10:00am – 1:00 pm EDT
2:00 –pm – 5:00pm GMT
Update Notes:
[New]
• New Global Ability – Help Up: All characters are now able to revive Incapacitated allies with this ability, usable via the Use key. This takes 5 seconds, prevents you from using your weapon and revives the ally with minimal health. Best used if the Medic’s been Incap’d, and there’s no one else around who can heal him.
• New Global Ability – Long Jump: While sprinting, pressing the crouch button just before jumping will allow you to travel faster during the jump, allowing you to travel further before hitting the ground.
• New Option – Use Toggle: By default, interacting with objectives requires you to hold down the Use button (F). Setting this option to “On” will make pressing the Use key automatically keep interacting with the objective until canceled.
User Interface
• Added in-game language selection to the options menu with the following languages:
-French (Beta)
-German (Beta)
-Spanish (Beta)
• Added an opacity slider for the HUD to the options menu.
• Added the ability to load/save a squad in both the Frontend and the Lobby.
• Updated the appearance of the frontend stats screen.
• IFFs implemented to new design.
-IFF’s are now smaller in general.
-Added new Icons for different objective types.
-Added arrows to the objective IFFs that point to the side of the screen they are clamped to.
-Progress is now displayed as a bar rather than radial.
• System messages are now displayed in the chatbox using their own colour.
• Weapon previews on frontend will now display weapon attachments
• New WIP in-game user interface
-End Game Review
-Scoreboard
-Overview scene
-Command map
-Deployment screen
-Exp award
• Objectives now become more transparent if they enter the centre area of your view, they become even more transparent when ironsighted.
• Reworked the objective progress bar on the HUD.
Performance Improvements
• Fixed an issue on the front-end for low spec PC’s where the performance would slowly degrade until the game eventually crashes.
• Moved most HUD updates to native and other optimizations.
• Moved most HUD scene updates to native and other optimizations.
• Did various levels of optimization work across all maps.
• Optimized how events are called from native.
• Post process optimizations
• Heartbeat sensor optimizations, visibility checks on pawns in the radius only
• Reduced map loading times by using the unused frame time for ticking Async Packages instead of just sleeping.
Maps
General
• Updated intro and outro cutscenes for all release maps (Terminal, Trainyard, Underground, Whitechapel)
• New consistent objective types were also created in collaboration with gameplay code and design to ensure familiarity between objectives on different maps.
Terminal
• Various collision and visual improvements.
•Optimization pass
Trainyard
•Lighting reworked.
•Optimization pass.
•1st primary objective changed from hack to capture area.
•Secondary objectives have been replaced with generator-powered gates.
•Ammo crates have been added.
•Area naming completed.
Underground
•Various collision and visual improvements.
•Changes to the secondary objective doorways into the first Primary Objective room. Now there is an opening on the defenders side and the roof route is always open.
•Replaced Secondary Hack objective by construct type objective.
•Secondary objective doors can now be repaired again after being destroyed.
•Changed the gas tunnel objective to a CDA generator that can be repaired/destroyed.
•Second primary objective has been changed to a destruction objective (it was initially a hack).
•Killer fog introduced between the first and second objective to prevent players accessing the second objective area too early and also to better tie in the story for the level.
•Area naming partially completed.
•Optimization pass
Whitechapel
•Area naming partially completed.
•Removed secondary deployable cover objective on the bridge.
•Changed the secondary constructable bridge objective from repair switch to a CDA generator that can be repaired/destroyed.
Design
•Improved the feel and effectiveness of Mounted Machine Guns.
•Reworked the Carry Objective to be hold-in-hand.
•Only 1 carry objective will be active at a time.
•Added C4 proficiencies so that some characters can arm/disarm faster than others.
•Improved character hitboxes in general.
•Increased character hitbox sizes for larger Mercs.
•Reworked damage modifiers for hitting different body parts to make killing players feel more consistent. (The damage dealt for a shot in the foot and a shot to the head now has a smaller difference in damage).
•Updated default weapons for many Mercs.
•Reworked how automatic weapon bullet spread behaves, generally tighter.
•Weapon spread bloom and recover rates now behave more consistently across all weapons.
•Increased weapon falloff ranges, increased minimum damage at max distance.
•Movement speed is now affected by the weapon/item held in hand.
•Tweaked walljump behaviour to be more consistent.
•Many ability balance tweaks.
•Many weapon balance tweaks.
•Rhino
-Replaced primary weapon from Minigun to shotgun.
-Moved the Minigun to an ability slot.
•Increased the healing station bounding box to collide with melee weapons more easily.
•Defenders now have the ability to instantly respawn for a limited time after the completion of any primary objective.
-A prompt Displays on minimap (temp).
-Bound to ‘J’ by default.
Audio
• Commander dialogue processed with first pass radio effect.
• Added bullet casing drop sounds for all different caliber weapons.
• Updated M9 Pistol audio for Sawbonez, Bushwhacker, Arty and other characters.
• New MP400 Machine Pistol audio for Proxy.
• Improved Frag Grenade and Grenade Launcher explosion audio.
• Improved Dreiss AR Assault Rifle audio for Arty.
• Improved Timik-47 Assault Rifle audio for Stoker.
• Improved K-121 Machine Gun audio for Fragger.
• Improved Artillery Strike audio for Arty.
• Improved Martyrdom audio for Nader.
• Added new Healing Pulse audio for Phoenix.
• Added new HUD Objective update audio.
• Added new Sticky Bomb audio for Fletcher.
• Updated Whitechapel ambient audio.
• Ongoing improvements to character and commander bark systems.
• Added Commander VO for all primary objective types.
• Added audio for pigeon and rats.
Character Art
• Default skins of all characters returned to concept colours with light and dark variations
• Minor front end improvements, adjusted lighting angle and skylight intensity, also changed the background
• Updated Bushwhacker’s default skin
• Nader mesh and texture tweaks
• Updated all characters base skeletal mesh and body gear with separated LODS
• Adding new death primers (mocap’d ones).
• Added wireless C4 anims
• Added static poses for all characters for the front end
• Added new animations for carrying datacores
• Updated EV MG shield
• Updated EV textures
VFX
• Improved character lighting
• Now using Scene colorize and scene desaturate for incap and death PP
• Improved the 3rd person muzzle flash effects
• Added interaction area cylinder VFX when a deployable is being placed to see the radius of interaction
-Healing Station
-Ammo Station
• Improved the Mounted Gun/Minigun overheat effects
• Improved the Airstrike effects
Bug Fixes
• Fixed an issue where the destructible doors/roof and water on Canary Wharf would appear incorrectly after playing multiple rounds.
• Fixed missing turret icon on the Limbo menu.
• Fixed an issue where the ‘Repair’ prompt would clamp to the middle of the screen for dead/incapped players.
• Fix issue where capture objective progress would appear to freeze at 99%, but is actually fully captured.
• Fixed an issue there the named areas above the minimap didn’t update for spectators.
• Players should no longer be idle kicked on the in-game menus if they are performing actions on those menus (open/close scene or button input activity).
• Fixed an issue where players would be unable to mount MG nests.
• Fixed an issue where the self revive ability would continue to progress even after being revived by another player.
• Fixed an issue where it was possible to place multiple deployables at once.
• Fixed an issue where all settings are reset to default after updating the game.
• Fixed the markers of the airstrike remaining on the ground after the airstrike has been called in.
• Fixed recoil not working properly on MG nests.
• Fixed an issue where resolution is sometimes set to a completely different value when changing unrelated video option settings.
Stay tuned! "
3 days before the cup… Thanks Splash Damage… I am calling this Rigged! lol
The help up ability sounds useful for execution mode. Sounds decent tbh so far.
The trainyard objective change is probably good. I hope it doesn’t capture TOO fast though.
Will definitely have to experience the spread changes when this hits.
Yeah. Generally.
Dramatically tighter Should be better.
I bet the spread is still horrible!
Oh I get it, this is yet another one of those ‘here’s what I dreamt last night’ threads by Nail.
It’s either naked chicks or improved gun-sounds. Seems like this time we got the latter.
You decreased headshot damage or increased foot-shot damage? Just come out and say it 
[ul]
[li]•1st primary objective changed from hack to capture area.[/li][/ul]
People complain about lacklustre objectives so you make them even more boring? Throw team work out the Window all together 
[ul]
[li]•Movement speed is now affected by the weapon/item held in hand.[/li][/ul]
So has the default speed with main weapon in hand been slowed down or has the speed with secondary and knife been increased?
[ul]
[li]•Rhino[/li]
[li]-Replaced primary weapon from Minigun to shotgun.[/li]
[li]-Moved the Minigun to an ability slot.[/li][/ul]
Waiting for Rhino fan rage with this one 
[QUOTE=DarkangelUK;502891][ul]
[li]•1st primary objective changed from hack to capture area.[/li][/ul]
People complain about lacklustre objectives so you make them even more boring? Throw team work out the Window all together 
[ul]
[li]•Movement speed is now affected by the weapon/item held in hand.[/li][/ul]
So has the default speed with main weapon in hand been slowed down or has the speed with secondary and knife been increased?
[ul]
[li]•Rhino[/li]
[li]-Replaced primary weapon from Minigun to shotgun.[/li]
[li]-Moved the Minigun to an ability slot.[/li][/ul]
Waiting for Rhino fan rage with this one :)[/QUOTE]
Actually your last 2 points are linked.
My assumption is that the shotgun will allow rhino to run faster than he currently can OR the mini gun makes him walk slower than he currently can.
I would expect the cool down to maybe last longer on his mini gun but there was no mention so only time will tell.
also giving the rhino the shotgun for the speed means that people will run around with it more meaning if they get jumped on they will not be ready to fire minigun. This makes the rhino a little easier to get into position in competitive play as well as the same old rhino when in position (this is based off the rhinos weapon working like naders except maybe having the cooldown litirally as a cool down.) time will tell 
[QUOTE=DarkangelUK;502891][ul]
[li]•Rhino[/li]
[li]-Replaced primary weapon from Minigun to shotgun.[/li]
[li]-Moved the Minigun to an ability slot.[/li][/ul]
Waiting for Rhino fan rage with this one :)[/QUOTE]
Yes, that was what I was fearing. It sounds absolutely horrible.
It seems a fix for the concussion nade wasn’t included, unless this statement addressed all three;
[QUOTE=zeroooo;502881]Yeah. Generally.
Dramatically tighter Should be better.
I bet the spread is still horrible![/QUOTE]
They also say that they have changed how fast the recoil bloom closes so should not have quite as much of a high spread after jumping/falling. Mix that in with the current crouch spam and you will be laugthing. The fact that weapons do more damage at range and less on headshot and we have a decent change. All that is not mentioning the fact that many mercs default wepaons have changed and the weapon effects speed AND heavies have larger hitboxes AND lots of other Hitbox tweaks…
Personally I think this could be a bigger improvment than you would think.
[QUOTE=PixelTwitch;502899]Actually your last 2 points are linked.
My assumption is that the shotgun will allow rhino to run faster than he currently can OR the mini gun makes him walk slower than he currently can.
I would expect the cool down to maybe last longer on his mini gun but there was no mention so only time will tell.
also giving the rhino the shotgun for the speed means that people will run around with it more meaning if they get jumped on they will not be ready to fire minigun. This makes the rhino a little easier to get into position in competitive play as well as the same old rhino when in position (this is based off the rhinos weapon working like naders except maybe having the cooldown litirally as a cool down.) time will tell :D[/QUOTE]
They’re partially linked, i think we all knew Rhino’s movement speed would be increased when not carrying the minigun, the fact the note is general suggests that all chars are being affected by this and not just Rhino, hence the question.