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The Phantom Update
 
7. Juli - NXA-Orellien
 
2Q42bBQ.jpg

Another update, another Merc! Phantom is here- well, he was here a moment ago at least, but in addition to the sneaky assassin, we've got an number of other tweaks and additions for you with this update. Read on for all the details!

New Merc: Phantom

Phantom is somewhere around here, but good luck finding him before he strikes! Willing to do anything to get rid of him, his Commanding Officer volunteered Phantom to take part in an experimental Refractive Armor test program. Returning the favor, Phantom promptly stole the suit and used it to plant incriminating evidence/livestock in his former Commanding Officer's quarters. Since then he has been a legend in his own mind. Never, ever lend him money, or your mobile phone.

Primary Ability: Refractive Armor

6wA3LUu.jpg

Phantom's pride and joy, his Refractive Armor, is the piece of technology that justifies his code name. He can activate this specialized suit of camouflage and, in only a few moments, fade from sight. The armor's power will drain for as long as he's invisible, although while he is moving the power will drain faster, as well as visually disrupting, making him easier to spot when chasing down the enemy.

Of course, this is armor, not some magic cloak! If Phantom is shot while Refractive Armor is enabled, that damage will instead deplete the Armor's remaining power, giving him enough time to close the gap and take advantage of his shiny new toy.

New Melee Weapon: The Katana

JuIugNM.jpg

Phantom brings an entirely new melee weapon to the field: A razor-sharp Katana, ready and waiting to plunge into the back of an unsuspecting medic. It's slower and more unwieldy to use, but when it finds its target it hits for massive damage, carving foes up into nice little pieces.

Loadout Details

BGqAcPn.png

As with all Mercs, Phantom has a number of Loadout Cards that give him a variety of Weapons and Augments, helping him diversify his stealthy assassinations.

w0a1vgj.png

Each of his Bronze Loadout Cards can be purchased directly for 17,500 Credits or $3.49 USD, or all of them in a bundle for 100,000 Credits or $19.99 USD. As with all Mercs, every current combination of weapons and augments available for Phantom is available as a Bronze Card. Phantom himself can be purchased from the Barracks for 50,000 Credits, or $9.99 USD.

New XP Reward: Human Shield
It's about time we reward the loyal, valuable tanks that protect the weaker characters from getting turned into chunky salsa! The Human Shield XP reward gives players 1 XP per point of damage they take for a teammate, be it blocking a bullet or shielding them from an explosion. Just don't think its worth the XP bonus to shield Rhino's delicate frame with Aura's body.

Other Changes
Balance Changes

Stilnotto Stiletto Knife

-Secondary attack damage reduced to 85 (from 90)

Revive Changes

-Reduced the invulnerability window Incapped players have after dying to 366ms (from 800ms)

This exists so gibbing a player is a separate distinct action, rather than just continuing to fire while a body is collapsing to the ground

-Revive Invulnerability now begins once the player has stood up and can move

This allows players a final chance to Finish the revived player, just before they get-up

Players now spend 0.7s getting up after a revive (from 1s)

Other Balance Changes

-Adjusted view kick so the kick speed also scales up with the amount of incoming damage received

Bug Fixes and Game Improvements

User Interface

-Improved server browser performance

-Added server region to the server browser

-Updated the in-game voting UI to make it more obvious when a vote is triggered, and how close the vote is to passing

-Added player rankings to the scoreboard at the end of a Ranked game

-Removed 5v5 as option from Quick Join searching screen as the minimum sever size is 6v6

-Added a queue timer to Party Matchmaking

-Added more obvious notifications when players received a new item

-Sped up several lobby and warm-up times

-Fixed server filtering box to allow quoted strings

-Added functionality where servers will disconnect all players at the end of a match if a new build version is available

-Updated the audio when getting a Cobalt Loadout Card from a case

Levels

-Updated lighting and post-processing on Bridge to make it more consistent across all graphics settings

-Fixed broken roof on the train station in Terminal, should get damaged by all bullets and explosives now

-Updated the audio mix on Terminal and Chapel

Notable Bug Fixes

-Fix for REVIVR occasionally not reviving an incapped player

-Fixed an issue where rebinding keys could cause some functionality not to work whilst incapped

-Fixed an issue where players below level five could be invited to ranked matchmaking parties

-Fixed an issue where players could not Quick Join into servers that were in the "Lobby" state

-Fixed a bug where carryable objective indicator "friend or foe" would show for all players

--Team Dirty Bomb--

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PROTOTYPE WEEKEND: OVERGROUND EXECUTION

 
15 JULY - NXA_MISSMURDER
 
fIb1qOq.jpg
 

For this weekend, starting at 17:00 UTC, Friday, July 17th and ending 17:00 UTC, Monday, July 20th, the prototype game mode Execution will be available for play in marked Dirty Bomb servers, with its original Overground map. This mode is designed to be a good jumping on point for Dirty Bomb, bringing in a familiar style of gameplay, but maintaining Dirty Bomb's unique flair. 

Event Duration:

-London (BST, UTC +1:00): 18:00, Friday, July 17th - 18:00, Monday, July 20th 

-Los Angeles (PDT, UTC -7:00): 10:00 AM, Friday, July 17th - 10:00 AM, Monday, July 20th 

-Sydney (AEST, UTC +10:00): 3:00 AM, Saturday, July 18th - 3:00 AM, Tuesday, July 21st 

 

About Prototype Showcase

Dirty Bomb will always have something new in development, and whether it’s a new map, mode, or something else there’s no replacement for the kind of feedback that our players can provide. As such, we will occasionally give limited sneak peeks of upcoming content in its prototype state, in order to ensure that it is of the highest possible quality when it is fully released. 

Please remember that these features are in a prototype state. While everything should be playable and largely functional, there will be bugs, there will be imbalances, and there will be parts that are clearly unfinished. For this test, Execution Mode's only map is in a Blockout status, using placeholder textures instead of full ones, and we are looking forward to what you think of this very different way to play Dirty Bomb, so please experiment and try out bizarre strategies. 

 

About Execution Mode
 

In Execution Mode, teams are trying to win the most out of 12 rounds. To win a round the attacking team needs to eliminate all enemy players or bomb one of the objectives; for the defenders to win the round, they have to stop them. 

Execution Mode is played out over 12 rounds, first to win seven wins the match. In each round, the Attacking team is tasked with planting and defending C4 at one of two bomb sites, while the defenders must stop them from doing so, be it through defusing planted C4, or just killing anyone that tries to plant a bomb. 

For more info on the mode such as win/lose conditions, click here! [dirtybomb.nexon.net]

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(was hat das spiel bitte mit moba zu tun :lol:)

 

spielt es noch wer? ich hab das gefühl dass man als f2p nicht soo weit kommt bzw. dich die leute mit goldkarten relativ gut wegbratzen....

 

oh und: das katana ist ja so richtig op, kann das sein?

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Zocks hin und wieder noch, aber die Luft war ziemlich schnell raus bei mir muss ich sagen.
Ich finde die Gold-Kits (Hab ohne Kohle auszugeben zwei Klassen auf Silber/Gold) nicht sonderlich OP. Nützlich ja, aber verglichen mit den Stanni-Kits nicht so viel stärker. Man kann mit dem Kram von der Stange auch viel reißen.

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Quote

The MOFO Update

After three months of open map surgery, London's localities are running better than ever. Read on for gameplay updates, visual improvements, framerate optimizations, new weapon audio and a ton of new bug-fixes!

 

Framerate Improvements

If you've suffered from poor framerates in matches, this will be the single biggest reason to jump back in.

mofonewsimagesoptimisation2.jpg

We've drastically overhauled our map creation pipeline, using new tricks and tools to optimize the hell out of the nine maps.

Improving performance, especially for those with lower spec machines, has been a huge focus.

Tech Artists BurntKona and East-Eden led us behind the optimization curtain in this Dev Update - 

Gameplay Improvements

We've still managed to make some significant gameplay tweaks, though. There are too many to list, but here are a few highlights -

Trainyard

mofonewsimagestrainyardturret.jpg

The first objective in Trainyard has always been a grind for Jackal attackers. We've made some key changes to give you a fighting chance, adding sightlines from the mounted MG and providing more cover.

mofonewsimagestrainyarddelivery.jpg

Both delivery points on the last objective are now on the attacker-facing side of the container. No more running directly into the CDA spawn firing line!

Bridge

mofonewsimagesbridgeev.jpg

Getting the EV moving at the first objective has now been made a little easier for Jackal, by moving it slightly out of the market and shifting the walls to provide less cover for CDA and their deployables.

Collision

mofonewsimagescollision.jpg

To make movement as smooth and fluid as possible, we've done a sweep on map objects and collision in the game.

Many that were getting in the way of gameplay have been moved or discarded, and we've smoothed out some awkward invisible walls.

Level Designers massE and AK explained some of the improvements in this Dev Update -

Visual Improvements

While attacking map optimization, the artists have also been improving the visual quality across the board.

Lighting

mofonewsimageslighting.jpg

Previously, color filters were layered onscreen to differentiate the maps. They've now been removed in favour of a more realistic lighting solution. Colors pop more clearly, and Mercs are more readable at a distance.

Map Assets

mofonewsimagesmapassets.jpg

We've fleshed out some of the more generic spaces in the maps, to make them more believable and to help with identifying them in combat. Look out for CDA-decked corridors and showers, public toilets, Indian restaurants, and more.

Environment Artists The White Lycan and ElectricSheep gave us a peek in this Dev Update -

Community Videos

community-playlist-mofo-youtubers.jpg

Over the last week, several content creators in the community were given access to the new maps to give us their thoughts. Check them all out in this playlist!

Audio Improvements

mofonewsimagesaudio.jpg

Three of our weapons were sharing their sounds with others in the game. The Ahnuhld-12, Selbstadt .40, and Crotzni have been given their own voices, and now they really sing!

Audio designer Galavant previewed the improvements in this Dev Update -

 

End of Ranked Season 1

rankedseason1_ingame-ending.jpg

With this update, Ranked Season 1 is officially over. With the many changes to the maps, you'll have a chance to get used to them before we kick off Season 2 with a bang next year!

We'll be delivering the Trinket you've earned for your Ranked Season 1 placement in another update.

Change List

Match Balance

While work on our casual matchmaking continues, we've spent some time making small tweaks to the Quick Join functionality to improve match balance.

  • Quick Join now factors in region, average player Level and skill of players on servers more heavily
  • Updated pre-match team balance to factor in player Level more heavily
  • Updated Shuffle Votes to factor in player Level and Current Match performance more heavily

Frame Capping

With this update, we’re capping the framerate of the game to 180fps by default.

At very high client framerates, Unreal Engine 3 starts to run into issues with physics calculations that causes the server to start making frequent corrections to the player position, leading to 'rubber-banding'. The framerate cap will help prevent physics de-syncs like this from happening, and should result in smoother gameplay for high end machines.

This requires a change to your client .ini files, so there is now a popup warning that will appear if your ini files are read only and an important change has been made:

11-framerate-capping.jpg

User Interface

  • Added featured community video to Exit Dialog
  • Added currently equipped Loadout Card and Trinket to the Merc Profile screen in the Barracks
  • Added player names to all relevant Objective notifications
  • Added a highlight to your own name in lobbies
  • Added ability to press "Esc" key to exit screens within the main menus
  • Added more menu options when clicking on player names, including "Add Friend"
  • Added ability to type in mouse sensitivity in the main options menu
  • Updated loading screens to reflect recent map changes
  • Extended Quickchat interface to accommodate longer lines of text
  • Made it easier to change languages in the options menu

Effects

  • Added 'Particle Detail' video setting to allow lower detailed particles
  • Optimized several visual effects, including muzzle flashes and explosions
  • Molotovs thrown by teammates will now produce blue flames to more clearly identify friendly fire ;)
  • The EV’s headlights now turn off when it reaches its destination

Audio

  • Added new weapon audio for Ahnuhld-12, Selbstadt .40 and Crotzni
  • Updated Objective notification and Voting audio to be more distinctive
  • Added audio when selecting Mercs in matches
  • Added Merc dialog that occasionally plays when a C4 charge is defused
  • Added audio for primary objectives' notifications to be more prominent than secondaries'

Gameplay

  • Updated end of match flow - there is now a few seconds of gameplay time between the end of a match and the end-match cinematic
  • Holding down the fire key and then switching to an ability will now activate that ability
  • If a player uses 'Hold to Use', weapons will no longer swap if the 'Hold to Use' key is being held and a weapon button is pressed
  • Players will now always dismount at the rear of the EV if there is space
  • Dynamic map elements (sliding doors, trains, etc.) now destroy deployables
  • Optimized character models for Fletcher and Bushwhacker
  • Modified Texture caching to improve CPU performance

Experience System Updates

XP earning rates have been adjusted to be more even across the Mercs.

General
  • Reduced the number of kill assists required to earn an Assist Badge, from 15/25/50 to 10/20/30
Vassili
  • Increased spotting an Enemy to 60XP (from 40XP)
Aimee
  • Increased spotting an Enemy to 60XP (from 40XP)
Phantom
  • Increased Disabling a deployable to 50XP (from 30XP)
  • Increased Refractive Armor usage to 5XP/s (from 4XP/s)
Redeye
  • Increased spotting an Enemy to 60XP (from 40XP)
Bushwhacker
  • Deploying a Turret 60XP (from 50XP)
  • Turret starts shooting an enemy 30XP (from 20XP)
Skyhammer
  • Calling in an Airstrike 50XP (from 25XP)
Arty
  • Calling in Artillery 5XP (from 10XP)
Stoker
  • Throwing a Molotov 20XP (from 30XP)
Sawbonez
  • Throwing a Health Pack 10XP (from 20XP)
Phoenix
  • Reduced Healing Pulse to 5XP (from 10XP)
  • Reduced Self-Revive to 5XP (from 10XP)
Sparks
  • Throwing a Health Pack 10XP (from 20XP)
Thunder
  • Concussing an enemy 20XP (from 10XP)

Notable Bug Fixes

Mercs
  • Fixed bug where Redeye's IR Goggles would not highlight players who had recently spawned in
  • Fixed bug where Sticky Bombs would not always detonate on the first attempt
  • Fixed bug where Phoenix was unable to heal players on Mounted Guns
  • Fixed bug where Turrets did not check that all three legs of the tripod were on a surface when being deployed
  • Fixed bug where Heartbeat Sensor spotting volume was cylindrical rather than spherical 
  • Fixed bug where Molotov fire distribution pattern & damage behaved inconsistently
  • Fixed bug where extinguishing Molotov fire with Smoke could produce looping audio
  • Fixed bug where extinguished Molotov fire could still glow after being put out
  • Fixed bug where attacking an enemy player’s legs with Defibrillators would deal incorrect damage
  • Fixed bug where projectile abilities like grenades could vanish when thrown while playing with a high ping
  • Fixed bug where the Healing Station effect would render incorrectly when placed on small objects
  • Fixed bug where Nader's body could remain in one piece after detonating the Martyrdom ability
  • Fixed bug where Mercs would sometimes shout that they had dropped a Pack when they had not
  • Fixed bug where some Merc texture resolutions were too high
Weapons
  • Fixed bug where semi-automatic fire-rates could get slower when running at certain framerates
  • Fixed bug where burst fire rifles could unintentionally fire a second time
  • Fixed bug where the Empire-9 ironsights were off-centre
  • Fixed bug where automatic weapons would not play the dry-fire sound when attempting to fire while empty
Objectives
  • Fixed bug where dealing damage to the MG Turret on the EV would not damage the EV itself
  • Fixed bug where collision on EV MG which would block bullets from certain angles
  • Fixed bug where planting the C4 would occasionally fail if on the edge of the objective area
  • Fixed bug where multiple C4 charges could be planted by a single action on the same objective
  • Fixed bug where the repair animation could play but the Objective would not be repaired
  • Fixed bug where Carryable Objectives could get trapped inside the delivery container if dropped on Trainyard
  • Fixed bug where the Carryable Objective could teleport to a random location if the carrier was squashed by the container on Trainyard
  • Fixed bug where kills with a Carryable Objective would not have an obituary icon
  • Fixed bug where players could fall through Secondary Objective Ramps when stood on them at the point when they were repaired
  • Fixed bug where Secondary Objective Ramps could be missing collision when built
  • Fixed bug where Secondary Objective notifications would not always show when the objective was destroyed by damage, rather than C4
  • Fixed bug where Secondary Objective names were not capitalized
  • Fixed bug where completing the final Objective of a map would not award the correct Objective Badge
  • Fixed bug where Objective names were not capitalized
General
  • Fixed bug where muting players did not mute their voice chat
  • Fixed bug where players could receive more than their max capacity ammo when using Ammo Caches in the maps
  • Fixed bug where players could not move horizontally in the air if jumping while touching a wall
  • Fixed bug where the Extra Supplies Augment would display the ability as cooling down when it was actually available
  • Fixed bug where the current Objective would not be listed onscreen after every respawn
  • Fixed bug where music outros would occasional start playing abruptly
  • Fixed bug where some ammo-related Badges would not always be awarded
  • Fixed bug where players would not receive Support XP while they were incapacitated
  • Fixed bug where players would receive "Provide Backup" XP from their own kills
  • Fixed bug where XP notifications could get lost when several came in at once; these now queue up
  • Fixed bug where environmental deaths (such as gas tunnels or crushed by containers) would not show in the obituary log 
  • Fixed bug where players would sometimes be incorrectly AFK kicked while dead or incapacitated in Execution Mode
  • Fixed bug where in-game menu blur was not being applied correctly
  • Fixed bug where Loadout Cards could be displayed during the match end cinematic
Menus
  • Fixed bug where the Exit button would not function after leaving feedback
  • Fixed bug where the Quick Chat menu could get stuck on the screen at the end of a match
  • Fixed bug where leaver penalty warnings would be displayed even if the match had been abandoned
  • Fixed bug where player stats could be cut-off in the post-game review screen
  • Fixed bug where debug text could appear in the Lobby screen
  • Fixed bug where Merc voices would play when selected in the Store
  • Fixed bug where Missions were referred to as Contracts in the Match Report screen
  • Fixed bug where an inaccurate message would display when the game is unavailable due to maintenance
  • Fixed bug where Missions would sometimes not appear in the main menu drop down screen
  • Fixed bug where the main menu background could remain when moving to other screens
Stability
  • Fixed crash that could occur when switching between maps
  • Fixed crash that could occur when loading into an Execution match

 

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Raffi_M, On 23.11.2016 at 04:39:

The MOFO Update

After three months of open map surgery, London's localities are running better than ever. Read on for gameplay updates, visual improvements, framerate optimizations, new weapon audio and a ton of new bug-fixes!

 

Framerate Improvements

If you've suffered from poor framerates in matches, this will be the single biggest reason to jump back in.

mofonewsimagesoptimisation2.jpg

We've drastically overhauled our map creation pipeline, using new tricks and tools to optimize the hell out of the nine maps.

Improving performance, especially for those with lower spec machines, has been a huge focus.

Tech Artists BurntKona and East-Eden led us behind the optimization curtain in this Dev Update - 

Gameplay Improvements

We've still managed to make some significant gameplay tweaks, though. There are too many to list, but here are a few highlights -

Trainyard

mofonewsimagestrainyardturret.jpg

The first objective in Trainyard has always been a grind for Jackal attackers. We've made some key changes to give you a fighting chance, adding sightlines from the mounted MG and providing more cover.

mofonewsimagestrainyarddelivery.jpg

Both delivery points on the last objective are now on the attacker-facing side of the container. No more running directly into the CDA spawn firing line!

Bridge

mofonewsimagesbridgeev.jpg

Getting the EV moving at the first objective has now been made a little easier for Jackal, by moving it slightly out of the market and shifting the walls to provide less cover for CDA and their deployables.

Collision

mofonewsimagescollision.jpg

To make movement as smooth and fluid as possible, we've done a sweep on map objects and collision in the game.

Many that were getting in the way of gameplay have been moved or discarded, and we've smoothed out some awkward invisible walls.

Level Designers massE and AK explained some of the improvements in this Dev Update -

Visual Improvements

While attacking map optimization, the artists have also been improving the visual quality across the board.

Lighting

mofonewsimageslighting.jpg

Previously, color filters were layered onscreen to differentiate the maps. They've now been removed in favour of a more realistic lighting solution. Colors pop more clearly, and Mercs are more readable at a distance.

Map Assets

mofonewsimagesmapassets.jpg

We've fleshed out some of the more generic spaces in the maps, to make them more believable and to help with identifying them in combat. Look out for CDA-decked corridors and showers, public toilets, Indian restaurants, and more.

Environment Artists The White Lycan and ElectricSheep gave us a peek in this Dev Update -

Community Videos

community-playlist-mofo-youtubers.jpg

Over the last week, several content creators in the community were given access to the new maps to give us their thoughts. Check them all out in this playlist!

Audio Improvements

mofonewsimagesaudio.jpg

Three of our weapons were sharing their sounds with others in the game. The Ahnuhld-12, Selbstadt .40, and Crotzni have been given their own voices, and now they really sing!

Audio designer Galavant previewed the improvements in this Dev Update -

 

End of Ranked Season 1

rankedseason1_ingame-ending.jpg

With this update, Ranked Season 1 is officially over. With the many changes to the maps, you'll have a chance to get used to them before we kick off Season 2 with a bang next year!

We'll be delivering the Trinket you've earned for your Ranked Season 1 placement in another update.

Change List

Match Balance

While work on our casual matchmaking continues, we've spent some time making small tweaks to the Quick Join functionality to improve match balance.

  • Quick Join now factors in region, average player Level and skill of players on servers more heavily
  • Updated pre-match team balance to factor in player Level more heavily
  • Updated Shuffle Votes to factor in player Level and Current Match performance more heavily

Frame Capping

With this update, we’re capping the framerate of the game to 180fps by default.

At very high client framerates, Unreal Engine 3 starts to run into issues with physics calculations that causes the server to start making frequent corrections to the player position, leading to 'rubber-banding'. The framerate cap will help prevent physics de-syncs like this from happening, and should result in smoother gameplay for high end machines.

This requires a change to your client .ini files, so there is now a popup warning that will appear if your ini files are read only and an important change has been made:

11-framerate-capping.jpg

User Interface

  • Added featured community video to Exit Dialog
  • Added currently equipped Loadout Card and Trinket to the Merc Profile screen in the Barracks
  • Added player names to all relevant Objective notifications
  • Added a highlight to your own name in lobbies
  • Added ability to press "Esc" key to exit screens within the main menus
  • Added more menu options when clicking on player names, including "Add Friend"
  • Added ability to type in mouse sensitivity in the main options menu
  • Updated loading screens to reflect recent map changes
  • Extended Quickchat interface to accommodate longer lines of text
  • Made it easier to change languages in the options menu

Effects

  • Added 'Particle Detail' video setting to allow lower detailed particles
  • Optimized several visual effects, including muzzle flashes and explosions
  • Molotovs thrown by teammates will now produce blue flames to more clearly identify friendly fire ;)
  • The EV’s headlights now turn off when it reaches its destination

Audio

  • Added new weapon audio for Ahnuhld-12, Selbstadt .40 and Crotzni
  • Updated Objective notification and Voting audio to be more distinctive
  • Added audio when selecting Mercs in matches
  • Added Merc dialog that occasionally plays when a C4 charge is defused
  • Added audio for primary objectives' notifications to be more prominent than secondaries'

Gameplay

  • Updated end of match flow - there is now a few seconds of gameplay time between the end of a match and the end-match cinematic
  • Holding down the fire key and then switching to an ability will now activate that ability
  • If a player uses 'Hold to Use', weapons will no longer swap if the 'Hold to Use' key is being held and a weapon button is pressed
  • Players will now always dismount at the rear of the EV if there is space
  • Dynamic map elements (sliding doors, trains, etc.) now destroy deployables
  • Optimized character models for Fletcher and Bushwhacker
  • Modified Texture caching to improve CPU performance

Experience System Updates

XP earning rates have been adjusted to be more even across the Mercs.

General
  • Reduced the number of kill assists required to earn an Assist Badge, from 15/25/50 to 10/20/30
Vassili
  • Increased spotting an Enemy to 60XP (from 40XP)
Aimee
  • Increased spotting an Enemy to 60XP (from 40XP)
Phantom
  • Increased Disabling a deployable to 50XP (from 30XP)
  • Increased Refractive Armor usage to 5XP/s (from 4XP/s)
Redeye
  • Increased spotting an Enemy to 60XP (from 40XP)
Bushwhacker
  • Deploying a Turret 60XP (from 50XP)
  • Turret starts shooting an enemy 30XP (from 20XP)
Skyhammer
  • Calling in an Airstrike 50XP (from 25XP)
Arty
  • Calling in Artillery 5XP (from 10XP)
Stoker
  • Throwing a Molotov 20XP (from 30XP)
Sawbonez
  • Throwing a Health Pack 10XP (from 20XP)
Phoenix
  • Reduced Healing Pulse to 5XP (from 10XP)
  • Reduced Self-Revive to 5XP (from 10XP)
Sparks
  • Throwing a Health Pack 10XP (from 20XP)
Thunder
  • Concussing an enemy 20XP (from 10XP)

Notable Bug Fixes

Mercs
  • Fixed bug where Redeye's IR Goggles would not highlight players who had recently spawned in
  • Fixed bug where Sticky Bombs would not always detonate on the first attempt
  • Fixed bug where Phoenix was unable to heal players on Mounted Guns
  • Fixed bug where Turrets did not check that all three legs of the tripod were on a surface when being deployed
  • Fixed bug where Heartbeat Sensor spotting volume was cylindrical rather than spherical 
  • Fixed bug where Molotov fire distribution pattern & damage behaved inconsistently
  • Fixed bug where extinguishing Molotov fire with Smoke could produce looping audio
  • Fixed bug where extinguished Molotov fire could still glow after being put out
  • Fixed bug where attacking an enemy player’s legs with Defibrillators would deal incorrect damage
  • Fixed bug where projectile abilities like grenades could vanish when thrown while playing with a high ping
  • Fixed bug where the Healing Station effect would render incorrectly when placed on small objects
  • Fixed bug where Nader's body could remain in one piece after detonating the Martyrdom ability
  • Fixed bug where Mercs would sometimes shout that they had dropped a Pack when they had not
  • Fixed bug where some Merc texture resolutions were too high
Weapons
  • Fixed bug where semi-automatic fire-rates could get slower when running at certain framerates
  • Fixed bug where burst fire rifles could unintentionally fire a second time
  • Fixed bug where the Empire-9 ironsights were off-centre
  • Fixed bug where automatic weapons would not play the dry-fire sound when attempting to fire while empty
Objectives
  • Fixed bug where dealing damage to the MG Turret on the EV would not damage the EV itself
  • Fixed bug where collision on EV MG which would block bullets from certain angles
  • Fixed bug where planting the C4 would occasionally fail if on the edge of the objective area
  • Fixed bug where multiple C4 charges could be planted by a single action on the same objective
  • Fixed bug where the repair animation could play but the Objective would not be repaired
  • Fixed bug where Carryable Objectives could get trapped inside the delivery container if dropped on Trainyard
  • Fixed bug where the Carryable Objective could teleport to a random location if the carrier was squashed by the container on Trainyard
  • Fixed bug where kills with a Carryable Objective would not have an obituary icon
  • Fixed bug where players could fall through Secondary Objective Ramps when stood on them at the point when they were repaired
  • Fixed bug where Secondary Objective Ramps could be missing collision when built
  • Fixed bug where Secondary Objective notifications would not always show when the objective was destroyed by damage, rather than C4
  • Fixed bug where Secondary Objective names were not capitalized
  • Fixed bug where completing the final Objective of a map would not award the correct Objective Badge
  • Fixed bug where Objective names were not capitalized
General
  • Fixed bug where muting players did not mute their voice chat
  • Fixed bug where players could receive more than their max capacity ammo when using Ammo Caches in the maps
  • Fixed bug where players could not move horizontally in the air if jumping while touching a wall
  • Fixed bug where the Extra Supplies Augment would display the ability as cooling down when it was actually available
  • Fixed bug where the current Objective would not be listed onscreen after every respawn
  • Fixed bug where music outros would occasional start playing abruptly
  • Fixed bug where some ammo-related Badges would not always be awarded
  • Fixed bug where players would not receive Support XP while they were incapacitated
  • Fixed bug where players would receive "Provide Backup" XP from their own kills
  • Fixed bug where XP notifications could get lost when several came in at once; these now queue up
  • Fixed bug where environmental deaths (such as gas tunnels or crushed by containers) would not show in the obituary log 
  • Fixed bug where players would sometimes be incorrectly AFK kicked while dead or incapacitated in Execution Mode
  • Fixed bug where in-game menu blur was not being applied correctly
  • Fixed bug where Loadout Cards could be displayed during the match end cinematic
Menus
  • Fixed bug where the Exit button would not function after leaving feedback
  • Fixed bug where the Quick Chat menu could get stuck on the screen at the end of a match
  • Fixed bug where leaver penalty warnings would be displayed even if the match had been abandoned
  • Fixed bug where player stats could be cut-off in the post-game review screen
  • Fixed bug where debug text could appear in the Lobby screen
  • Fixed bug where Merc voices would play when selected in the Store
  • Fixed bug where Missions were referred to as Contracts in the Match Report screen
  • Fixed bug where an inaccurate message would display when the game is unavailable due to maintenance
  • Fixed bug where Missions would sometimes not appear in the main menu drop down screen
  • Fixed bug where the main menu background could remain when moving to other screens
Stability
  • Fixed crash that could occur when switching between maps
  • Fixed crash that could occur when loading into an Execution match

Das ist ein ganz schön langes Change-Log.

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Flo, vor einer Stunde:

Das ist ein ganz schön langes Change-Log.

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