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- MGO3 PRO v1.12b Changelog
- Weapons:
- -Body Part multipliers
- -Head: ~3.1x -> 1.5x
- -Stomach: 1.2x -> 0.9x
- -Humerus/Thigh: 0.9x -> 0.75x
- -Forearm/Shin: 0.7x -> 0.75x
- -AM MRS-4
- -Drop-Off Start: 15 -> 10
- -Drop-Off End: 40 -> 60
- -Attenuation: 0.72 -> 0.63
- -MinSpread: 0.14 -> 0.3
- -MaxSpread: 1.12 -> 1.5
- -Spread Increase Per Shot (SIPS): 0.12 -> 0.1
- -Spread Decrease Per Second (SDEC): 3.7 -> 0.756
- -Recoil: 0.16 -> 0.25
- -Recoil Recovery Time (RRT): 0.31 -> 1.0
- -Added Short Scope to attachments
- -SVG-76
- -Start Damage: 320 -> 330
- -Drop-Off Start: 30 -> 10
- -Drop-Off End: 52 -> 60
- -MinSpread: 0.23 -> 0.2
- -MaxSpread: 2.28 -> 1.7
- -SIPS: 0.16 -> 0.094
- -SDEC: 7.8 -> 0.533
- -Recoil: 0.28 -> 0.313
- -RRT: 0.339 -> 1.33
- -Weight: 7.0 -> 6.0
- -Removed UB GL from attachments
- -Added Short Scope to attachments
- -UN-ARC
- -Drop-Off Start: 45 -> 40
- -Attenuation: 0.85 -> 0.8
- -MinSpread: 0.18 -> 0.1
- -MaxSpread: 2.04 -> 1.7
- -SIPS: 0.67 -> 0.078
- -SDEC: 5.02 -> 0.444
- -Recoil: 0.48 -> 1.0
- -RRT: 0.42 -> 1.33
- -Added Short Scope to attachments
- -G44
- -Start Damage: 270 -> 240
- -Drop-Off Start: 25 -> 20
- -Drop-Off End: 50 -> 80
- -MinSpread: 0.16 -> 0.3
- -MaxSpread: 1.43 -> 1.5
- -SIPS: 0.11 -> 0.139
- -SDEC: 6.29 -> 1.05
- -Recoil: 0.41 -> 0.348
- -RRT: 0.32 -> 1.0
- -Removed UB GL, UB S1000, and UB WU SP from attachments
- -S1000
- -Start Damage: 150 -> 170
- -Drop-Off Start: 6.6 -> 10
- -Drop-Off End: 15 -> 30
- -Attenuation: 0.15 -> 0.5
- -MinSpread: 0.38 -> 0.3
- -MaxSpread 4.25 -> 7.0
- -SIPS: 2.78 -> 0.0
- -SDEC: 6.2 -> 1.0
- -Recoil: 7.286 -> 5.0
- -RRT: 0.459 -> 0.75
- -Rate of Fire: 60 -> 90
- -RASP TB
- -Start Damage: 280 -> 180
- -Drop-Off Start: 6.5 -> 10
- -Drop-Off End: 15 -> 25
- -Attenuation: 0.15 -> 0.4
- -MinSpread: 0.2 -> 0.3
- -MaxSpread: 9.25 -> 7.0
- -SIPS: 2.65 -> 1.0
- -SDEC: 6.31 -> 1.0
- -Recoil: 5.06 -> 5.0
- -RRT: 0.54 -> 0.75
- -BULLHORN
- -Drop-Off Start: 6.5 -> 15
- -Drop-Off End: 15 -> 30
- -Attenuation: 0.2 -> 0.67
- -MinSpread: 0.38 -> 0.3
- -MaxSpread: 4.25 -> 7.0
- -SIPS: 2.65 -> 0.0
- -SDEC: 7.78 -> 1.0
- -Recoil: 3.8 -> 5.0
- -RRT: 0.39 -> 0.75
- -Rate of Fire: 60 -> 90
- -Reticle changed to Assault Rifle's to better reflect beanbag usage
- -KABARGA
- -Start Damage: 120 -> 163
- -Drop-Off Start: 7.2 -> 10
- -Drop-Off End: 17 -> 30
- -Attenuation 0.18 -> 0.5
- -MinSpread: 0.34 -> 0.3
- -MaxSpread: 6.4 -> 7.0
- -SIPS: 0.6 -> 0.5
- -SDEC: 7.5 -> 1.0
- -Recoil: 2.07 -> 3.75
- -RRT: 0.408 -> 0.75
- -ALM-48
- -Start Damage: 310 -> 330
- -Drop-Off Start: 35 -> 25
- -Drop-Off End: 70 -> 80
- -Attenuation: 0.75 -> 0.7
- -MinSpread: 0.36 -> 0.3
- -MaxSpread: 2.28 -> 2.4
- -SIPS: 0.56 -> 0.104
- -SDEC: 6.3 -> 0.592
- -Recoil: 0.8 -> 0.415
- -RRT: 0.55 -> 1.995
- -Weight: 10.0 -> 9.0
- -Added Suppressor to attachments
- -LPG-61
- -Start Damage: 380 -> 330
- -Drop-Off Start: 35 -> 25
- -Drop-Off End: 70 -> 80
- -Attenuation: 0.75 -> 0.7
- -MinSpread: 0.66 -> 0.3
- -MaxSpread: 2.79 -> 2.4
- -SIPS: 0.88 -> 0.122
- -SDEC: 7.784 -> 0.691
- -Recoil: 1.12 -> 0.488
- -RRT: 0.44 -> 1.995
- -UN-AAM
- -Start Damage: 350 -> 240
- -Drop-Off Start: 25 -> 20
- -Drop-Off End: 50 -> 80
- -MinSpread: 0.52 -> 0.3
- -MaxSpread: 2.53 -> 2.2
- -SIPS: 0.74 -> 0.111
- -SDEC: 8.24 -> 0.84
- -Recoil: 1.01 -> 0.333
- -RRT: 0.56 -> 1.5
- -Magazine capacity: 100 -> 200
- -Total Ammo: 200 -> 400
- -Added Short Scope to attachments
- -AM MRS-71
- -Start Damage: 600 -> 450
- -Drop-Off End: 120 -> 140
- -Attenuation: 0.7 -> 1.0
- -MinSpread: 0.65 -> 1.5
- -MaxSpread: 10.0 -> 7.0
- -SIPS: 3.22 -> 0.5
- -SDEC: 3.87 -> 0.5
- -RRT: 1.18 -> 3.0
- -M2000-D
- -Start Damage: 1200 -> 750
- -Drop-Off Start: 120 -> 100
- -Drop-Off End: 180 -> 160
- -Attenuation: 0.85 -> 1.0
- -MinSpread: 1.25 -> 2.0
- -SIPS: 4.91 -> 0.0
- -SDEC: 8.8 -> 1.0
- -Recoil: 6.75 -> 1.0
- -RRT: 0.56 -> 0.5
- -RENOV-ICKX TP
- -Start Damage: 60 -> 75
- -MinSpread: 1.25 -> 2.0
- -SIPS: 4.91 -> 0.0
- -SDEC: 8.8 -> 1.0
- -Recoil: 9.3 -> 1.0
- -RRT: 0.68 -> 0.5
- -SERVAL AMR-7
- -Start Damage: 1400 -> 600
- -Drop-Off Start: 60 -> 140
- -Drop-Off End: 120 -> 200
- -Attenuation: 0.5 -> 1.0
- -MaxSpread: 15.0 -> 7.0
- -SIPS: 7.5 -> 1.0
- -SDEC: 5.48 -> 0.5
- -Recoil: 19.15 -> 5.0
- -RRT: 2.75 -> 3.0
- -Rate of Fire: 50 -> 150
- -Removed Suppressor from attachments
- -AM D114
- -Start Damage: 270 -> 360
- -Drop-Off Start: 17 -> 15
- -Drop-Off End: 40 -> 50
- -Attenuation: 0.65 -> 0.6
- -MaxSpread: 1.1 -> 1.5
- -SIPS: 0.45 -> 0.1
- -SDEC: 1.25 -> 0.48
- -Recoil: 1.25 -> 0.22
- -RRT: 0.23 -> 0.5
- -Total Ammo: 40 -> 60
- -Rate of Fire: 600 -> 320
- -WU SP
- -MinSpread: 0.08 -> 0.3
- -SIPS: 1.72 -> 0.0
- -SDEC: 7.55 -> 1.0
- -Recoil: 3.71 -> 1.0
- -RRT: 0.27 -> 1.0
- -Reticle changed to Handgun's to promote ease of use
- -WU S333
- -Start Damage: 500 -> 560
- -Drop-Off Start: 30 -> 15
- -MinSpread: 0.12 -> 0.1
- -MaxSpread: 2.5 -> 1.5
- -SIPS: 1.02 -> 0.3
- -SDEC: 5.52 -> 0.675
- -Recoil: 3.344 -> 0.66
- -RRT: 0.38 -> 0.665
- -Total Ammo: 24 -> 36
- -Rate of Fire: 158 -> 150
- -URAGAN
- -Start Damage: 160 -> 220
- -Drop-Off Start: 6.5 -> 10
- -Drop-Off End: 15 -> 25
- -Attenuation: 0.15 -> 0.4
- -MinSpread: 0.191 -> 0.3
- -MaxSpread: 9.57 -> 7.0
- -SIPS: 2.44 -> 0.5
- -SDEC: 8.7 -> 1.0
- -Recoil: 6.228 -> 4.0
- -RRT: 0.33 -> 0.5
- -GEIST P3
- -Start Damage: 110 -> 200
- -Drop-Off End: 30 -> 55
- -Attenuation: 0.5 -> 0.7
- -MinSpread: 0.18 -> 0.25
- -MaxSpread: 1.92 -> 1.5
- -SIPS: 0.45 -> 0.153
- -SDEC: 7.55 -> 1.283
- -Recoil: 1.15 -> 0.337
- -RRT: 0.33 -> 0.5
- -Sz. 336
- -Start Damage: 200 -> 270
- -Drop-Off Start: 12 -> 5
- -Drop-Off End: 18 -> 45
- -Attenuation: 0.5 -> 0.55
- -MinSpread: 0.23 -> 0.4
- -MaxSpread: 2.34 -> 1.3
- -SIPS: 0.28 -> 0.125
- -SDEC: 10.25 -> 0.945
- -Recoil: 0.1 -> 0.3
- -RRT: 0.63 -> 0.75
- -ZE'EV
- -Start Damage: 170 -> 330
- -Drop-Off Start: 17 -> 15
- -Drop-Off End: 40 -> 50
- -Attenuation: 0.65 -> 0.6
- -MinSpread: 0.16 -> 0.4
- -MaxSpread: 1.78 -> 1.3
- -SIPS: 0.18 -> 0.104
- -SDEC: 8.25 -> 0.788
- -Recoil: 0.422 -> 0.332
- -RRT: 0.376 -> 0.998
- -MACHT
- -Start Damage: 150 -> 240
- -Drop-Off Start: 20 -> 15
- -Drop-Off End: 32 -> 50
- -Attenuation: 0.6 -> 0.57
- -MinSpread: 0.13 -> 0.4
- -MaxSpread: 1.19 -> 1.3
- -SIPS: 0.12 -> 0.111
- -SDEC: 6.72 -> 0.84
- -Recoil: 0.15 -> 0.266
- -RRT: 0.32 -> 0.75
- -UB WU
- -MinSpread: 0.08 -> 0.3
- -SIPS: 1.75 -> 0.0
- -SDEC: 2.0 -> 1.0
- -Recoil: 3.71 -> 1.0
- -RRT: 0.6 -> 1.0
- -Reticle changed to Handgun's to promote ease of use
- -UB S1000
- -Start Damage: 150 -> 170
- -Drop-Off Start: 6.5 -> 10
- -Drop-Off End: 15 -> 25
- -Attenuation: 0.15 -> 0.4
- -Attenuation: 0.15 -> 0.5
- -MinSpread: 0.2 -> 0.3
- -MaxSpread: 4.5 -> 7.0
- -SIPS: 2.0 -> 0.0
- -SDEC: 2.25 -> 1.0
- -Recoil: 4.25 -> 5.0
- -RRT: 0.59 -> 0.75
- -Rate of Fire: 80 -> 90
- -UB GL
- -Start Damage: 550 -> 350
- -Inner Radius: 3.5 -> 1.0
- -Outer Radius: 4.5 -> 3.0
- -Stopping Power: 2000.0 -> 0.0
- -MinSpread: 0.3 -> 0.0
- -MaxSpread: 4.5 -> 7.0
- -SIPS: 2.0 -> 7.0
- -SDEC: 4.0 -> 10.0
- -Recoil: 3.1 -> 5.0
- -RRT: 0.29 -> 3.0
- -GROM-11
- -Start Damage: 710.0 -> 2000.0
- -Inner Radius: 5.0 -> 1.0
- -Outer Radius: 6.0 -> 3.0
- -MinSpread: 0.73 -> 0.0
- -MaxSpread: 15.0 -> 7.0
- -SIPS: 3.85 -> 7.0
- -SDEC: 5.82 -> 10.0
- -Recoil: 8.2 -> 5.0
- -RRT: 0.92 -> 3.0
- -Total Ammo: 2 -> 14
- -Velocity: 75.0 -> 60.0
- -Gravity: 9.8 -> 20.0
- -Weight: 13.5 -> 10.0
- -Removed Flashlight from attachments
- -Added a -20% draw speed penalty
- -FB MR R-LAUNCHER
- -Start Damage: 700 -> 720
- -Inner Radius: 4.0 -> 8.0
- -Outer Radius: 5.0 -> 8.0
- -MinSpread: 0.42 -> 0.0
- -MaxSpread: 10.0 -> 7.0
- -SIPS: 3.2 -> 7.0
- -SDEC: 4.7 -> 10.0
- -Recoil: 1.6 -> 5.0
- -RRT: 0.22 -> 3.0
- -Total Ammo: 2 -> 14
- -Weight: 13.0 -> 10.0
- -Removed Flashlight from attachments
- -Added a -20% draw speed penalty
- -ISANDO RGL-220
- -Inner Radius: 3.0 -> 4.0
- -MinSpread: 0.434 -> 0.4
- -MaxSpread: 9.2 -> 4.1
- -SIPS: 2.93 -> 1.0
- -SDEC: 4.15 -> 1.2
- -Recoil: 8.2 -> 4.0
- -RRT: 0.92 -> 1.5
- -Rate of Fire: 80 -> 110
- -Total Ammo: 4 -> 24
- -Weight: 12.0 -> 8.0
- -HAIL MGR-4
- -Start Damage: 550 -> 350
- -Inner Radius: 3.0 -> 4.0
- -Stopping Power: 4000 -> 0
- -MaxSpread: 4.75 -> 4.1
- -SIPS: 3.2 -> 1.0
- -SDEC: 5.9 -> 1.2
- -Recoil: 8.2 -> 4.0
- -RRT: 0.41 -> 1.5
- -Rate of Fire: 50 -> 110
- -Total Ammo: 6 -> 24
- -Velocity: 75.0 -> 90.0
- -Weight: 12.0 -> 8.0
- -GRENADE
- -Start Damage: 1500 -> 720
- -Inner Radius: 2.5 -> 4.0
- -Outer Radius: 5.0 -> 4.0
- -Total Ammo: 3 -> 2
- -STUN GRENADE
- -Start Damage: 120 -> 72
- -Inner Radius: 3.0 -> 4.0
- -PETROL BOMB
- -Reduced the initial damage (not the DoT component) from 220 to 150
- -This is to improve the chances of players rolling or boxing out the fire
- -Total Ammo: 3 -> 2
- -SLEEP GRENADE
- -Inner Radius: 4.5 -> 4.0
- -Outer Radius: 4.5 -> 4.0
- -E LOC
- -Total Ammo: 2 -> 3
- -DECOY
- -Total Ammo: 3 -> 5
- -C4
- -Total Ammo: 3 -> 5
- -M21 D-MINE
- -Inner Radius: 1.5 -> 3.0
- -Outer Radius: 2.5 -> 3.0
- -LLG-MINE
- -Weight: 2.5 -> 2.0
- -PLUSHY SNARE
- -Trigger Range: 2.5 -> 1.5
- -FULTON CANNON
- -Trigger Range: 3.0 -> 2.0
- -Weight: 3.0 -> 2.5
- -NVG
- -Default active time is 10 seconds
- -Default recharge time is 10 seconds
- -Removed accuracy penalties
- -Added a +50% penalty to Marker placement time
- -Added a -50 penalty to Marker duration
- -PB SHIELD
- -Removed accuracy penalties
- -Drawspeed penalty changed from -22% to -20%
- -Stealth Camo
- -Default active time is 10 seconds
- -Default recharge time is 10 seconds
- -Added -30% drawspeed penalty when camo is active
- -Misc.
- -Walker Gear Minigun now has a set spread of 0.5 and does 240 damage
- -Removed various animation speed and movement speed modifiers tied to weapons
- -Diving will no longer knock people down or deal NL damage
- -This is to prevent diving into a knife or plushy combo
- -Snake's BLAST ARM is a 1m blast radius in order to balance the guided nature of the weapon
- Attachments:
- -Sights
- -Removed all previous benefits and replaced with a -10% bonus to sway
- -Foregrip
- -Now applies a -10% bonus to recoil
- -Weight increased from 0.1 to 0.3
- -UB Weapons
- -Accuracy modifiers removed
- -Suppressor
- -Removed accuracy benefits of the Suppressor
- -Muzzle Brake
- -Now applies a -10% bonus to spread
- -Weight increased from 0.1 to 0.3
- -Flashlight
- -Now applies a +20% bonus to drawspeed
- -Now applies a +10% penalty to spread, sway, and recoil
- -Laser
- -Now applies a -25% bonus to moving spread
- Abilities
- -Some abilities saw a lot of changes. I will simply outline what is different. You may assume everything else is unchanged.
- -CAMO+
- -Level 1: Stealth Camo added to inventory
- -Level 2: Battery Consumption Rate reduced by 25%. In addition, Suppressor Durability is increased by 50%
- -Level 3: Battery Recharge Rate increased by 33%.
- -NON/LETHAL AIM+
- -Level 1: -10% spread and -20% sway on non/lethal weapons
- -Level 2: -10% recoil and -25% non/lethal weapon weight (drawspeed bonus removed)
- -Level 3: Modifiers changed to -20% spread, -40% sway, and -20% recoil. In addition -25% moving spread added. (basically unnerfed NON/LETHAL AIM+)
- -SHIELD+
- -Level 2: -10% spread, -0% moving spread, -10% recoil, and -10% sway while aiming with the PB Shield.
- -SNIPER+
- -Level 1: -20% Sniper sway and -10% Sniper recoil
- -TACTICAL+
- -Level 3: Throwing animation modifier removed. +33% throw distance. +33% planting animation speed.
- -TANK+
- -Level 1: -33% explosive damage
- -WEAPONS+
- -Level 3: +33% reload speed
- -S Rank Speed
- -Noise radius decreased by 30%
- -Mobility increased by 10%
- -Health regen delay decreased by 50%
- -Sprint consumption rate reduced by 20%
- -A Rank Speed
- -Noise radius decreased by 15%
- -Mobility increased by 5%
- -Sprint consumption rate reduced by 10%
- -C Rank Speed
- -Noise radius increased by 20%
- -Mobility decreased by 5%
- -Markers placed on you last 25% longer
- -Plant weapons 25% slower
- -Throw weapons 25% slower
- -Draw weapons 10% slower
- -D Rank Speed
- -Noise radius increased by 40%
- -Mobility decreased by 10%
- -Markers on you last 50% longer
- -Plant weapons 50% slower
- -Throw weapons 50% slower
- -Draw weapons 20% slower
- Classes
- -Classes are now less like a gradient and more like 1 better guy versus 2 average guys in their respective gameplay pillars
- -Changes will be detailed as {Old Scout, Old Enforcer, Old Infiltrator} {New Scout, New Enforcer, New Infiltrator}
- -Only parameters that really changed will be here
- Noise radius {1.0, 1.4, 0.6} {1.2, 1.2, 0.6}
- CQC Break out {0.9, 0.8, 1.0} {0.85, 0.85, 1.0}
- CQC Choke time {2.0, 2.5, 1.75} {2.45, 2.45, 1.75}
- LIFE {1150, 1400, 900} {1000, 1200, 1000}
- Interrogation time {2.2, 2.5, 1.8} {2.4, 2.4, 1.8}
- Mobility {1.0, 0.9, 1.05} {0.95, 0.95, 1.05}
- Sprint time {11, 9, 13} {10, 10, 13}
- Sprint recharge time {3.5, 4, 3} {4, 4, 3}
- Marker placement time {1.35, 1.75, 2.2} {1.25, 2.0, 2.0}
- Marker placement resist {1.2, 0.9, 1.0} {1.2, 1.0, 1.0}
- Marker duration resist {0.9, 1.0, 1.2} {0.9, 1.0, 1.0}
- Weapon Placement speed {1.0, 1.45, 1.15} {1.0, 1.0, 1.45}
- Weapon throwing speed {0.85, 0.93, 1.2} {0.85, 1.0, 1.0}
- Weapon throwing distance {1.0, 1.0, 0.875} {1.0, 0.9, 0.9}
- -Enforcer Splash loadout changed to better reflect its name. Enjoy!
- -Enforcer cover fire loadout changed to UN-AAM
- -Scout Assault loadout uses a UN-ARC with a Short Scope
- -Infiltrator CQC loadout now has a ZE'EV CQC3 and Interrogation1
- -All default non-lethal loadouts have had their primary weapons added
- -This is so that players just starting the game are not a burden to the team
- -Ocelot's Shield loadout no longer has twin TORNADO-6 and instead uses a WU-S333 with Short Scope
- Game Modes
- -Score will no longer be the primary metric to break ties. Each game mode now has specific metrics related to the objective.
- BH: (Kills + Stuns + Fultons + Bounty Collection) / time; higher ratio wins
- CC: (Download progress) / time; higher ratio wins
- CD: (DiscSteal * 100 + Kills as Defender * 10) / time; higher ratio wins
- SAB: (MissileFulton * 100000 + MissileDestroy * 100000 + MissileDamage events) / time; higher ratio wins
- -The new tiebreak system seems to be working fine but occassionally will fail to award victory to the appropriate team. I am not sure where the problem is exactly but please bear with it.
- -In the event that somehow the ratios between the two teams are tied, it will default back to awarding the player with the highest score
- -This is unlikely to happen but is still a possibility I would have liked to eliminate, but a winner must be awarded somehow
- -In Bounty Hunter, only the losing team may collect bounties for additional tickets. If the winning team executes a Fulton, it will not award tickets.
- -This change means that the winning team cannot undo any ground the losing team is gaining on them
- -Furthermore, the losing team will only redeem tickets up to the winning team's ticket count. This means that at best, the losing team can put themselves on even ground.
- -The Fulton mechanic is a good comeback mechanic but had the possibility of creating very wild swings in the match. These changes should temper that.
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