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- FALL UPDATE PATCH NOTES
- UPDATE HIGHLIGHTS
- The main focus for this update has been the finalization of the Community Map Project, resulting in the
- map “Operation Outbreak” which we built openly on the Community Test Environment.
- This release also includes a pretty extensive vehicle balance pass, which prompted us to change the
- format of the patch notes list in order to explain our changes better – we hope you like this new and
- more detailed version!
- OPERATION OUTBREAK – THE COMMUNITY MAP
- The Community Map Project is unique in many ways. We’ve allowed insight into the process of making a
- Battlefield map from the prototype stage until the finished product shipping with the Fall Update!
- Our initial goals for this map were to have an infantry focused, terrain based, medium sized map (like
- Zavod 311) featuring all out destruction but sporting no massive set-piece event, and it was to be a
- pleasant place to play for longer periods.
- With this as a starting point, we asked the community through polls and our channels what direction we
- should take, and everything from the theme (Jungle won the first vote), the name (Operation Outbreak)
- and points of interest (Waterfall, Temple, among few) were picked by and influenced by the active
- community.
- We are very happy with the outcome of this experiment, and the map really speaks for itself.
- A big Thank you to everyone that took part in this project!
- A top down view of the Harau Valley
- Operation Outbreak supports the following game modes:
- Conquest Large/Small
- Rush
- Domination
- Obliteration
- Squad Obliteration
- Team Death Match x2
- Gun Master x2
- Squad Death Match x2
- Chainlink
- Capture The Flag
- VEHICLE BALANCE PASS
- In this release we have an extensive amount of improvements and changes to vehicles, vehicle related
- gadgets and infantry gameplay related to vehicles.
- To understand what our rationale or intent was with these changes, let’s start with a brief summary:
- Ground vehicles: Improve mobility and countermeasures to make vehicles more powerful overall
- Air vehicles: Add below radar support, improve counter measures and overhaul AA-missile
- balance for a more dynamic setup
- Vehicle weapons: Re-balance vehicle weapons to give a more meaningful spectrum of choices
- between competing options per vehicle. All weapons should have a good use case and niche
- now.
- Mobile Anti Air: Reduce effective range of MAA so it has to advance into the fray a bit more, while
- still maintaining its role as the counter to aircraft
- To put the pretty massive change list in context, we decided to list everything grouped by category and
- with a clear intent statement at the top followed by the detailed changes list.
- COMMON VEHICLE WEAPON CHANGES
- Secondary Weapon: Active Radar
- The new role of the Active Radar missile is long-range combat. It has worse tracking at low to medium
- range, and the lowest damage of all AA-missiles. With less available ammo shots have to be taken with
- more care.
- These changes impact all vehicles with the weapon: Mobile Anti-Aircrafts & Stealth Jet:
- Physics: Impact impulse reduced to 1500
- Ammunition: Auto replenish increased to 30s from 25s
- Damage increased to 135 from 100
- Ray length increased to 650m from 500m
- Guidance delay set to 0.5s
- Guidance no longer tracks within 100m
- Turn rate reduced to 350 max
- Increased maximum velocity to 350m/s
- Enabled force spawn to camera for more accurate aiming
- Enabled locking empty vehicles
- Time to activate guiding system is now 0.5s
- Acceptance angle has been reduced to 1.8° from 2.0°
- Secondary Weapon: Passive Radar
- The role of the Passive Radar is now focused on being anti-jet. It will have good top speed and pre-firing.
- Pre-firing allows for setting up traps, but the hold-lock mechanic gives targets good chances of evading.
- Also prevents use of main cannon. These changes impact all vehicles with the weapon: Stealth Jets,
- Mobile Anti-Aircrafts, & Attack Boats.
- Physics: Impact impulse reduced to 2000
- Ammunition: Auto replenish decreased from 30s to 20s
- Damage increased to 195 across all vehicles
- Ray length increased to 650m from 500m
- Time to live reduced to 6s from 10s
- Turn rate reduced to 350 max
- Enabled pre-firing
- Increased acceleration to 75m/s²
- Unified lock time to 1.1s
- Unified acceptance angle to 5°
- Enabled force spawn to camera to increase aiming accuracy
- Secondary Weapon: Heat seekers
- Easy fire-and-forget style missile, for closer ranges than active radar with better damage and ammo
- availability. Medium damage. These changes impact all vehicles with the weapon: Stealth Jets, Attack
- Jets, Scout Helicopters, Attack Helicopters, and Mobile Anti-Aircrafts.
- Physics: Impact impulse reduced to 2000
- Ammunition: Auto replenish decreased to 20s from 30s
- Damage increased to 195 across all vehicles
- Ray length increased to 650m from 500m
- Time to live reduced to 7s from 10s
- Turn rate reduced to 250 max
- Increased acceleration to 50m/s²
- Increased maximum velocity to 250m/s
- Unified lock time to 1.3s
- Unified acceptance angle to 5°
- Unified guidance delay to 0.2s
- Enabled locking empty vehicles
- Secondary Weapon: Laser Guided
- Damage against laser designations has been corrected. Lock range has been increased, except for jets.
- Laser designated now no longer one-hits aircraft
- Laser designated now can properly track and hit fast moving ground targets
- Fixed issue where some laser designated missiles did not track properly at launch
- Lock range for designated missiles increased to 650m from 500m
- Reduced lock time to laser designations to 1.2s from 1.5s
- Secondary Weapon: TOW missile
- Damage against laser designations has been corrected, lock range has been increased.
- Laser designated now no longer one-hits aircraft
- Laser designated now can properly track and hit fast moving ground targets
- Lock range for designated missiles increased to 650m from 500m
- Reduced lock time to laser designations to 1.2s from 1.5s
- Secondary Weapon: Zuni Rockets
- Changed speed and acceleration to give them a more natural trajectory. This change applies to the
- Attack Boats, Mobile Anti-Aircrafts, and Infantry Fighting Vehicles. This does not affect the Attack
- Helicopter primary weapon.
- Engine strength increased to 125m/s² from 50m/s²
- Max speed reduced to 200m/s from 300m/s
- Time to live reduced to 5s from 6s
- Gunner Upgrade: Gunner Incendiary
- Added blast damage to make it actually dangerous, improved velocity and increased range.
- Initial speed is increased to 40m/s from 15m/s
- Initial upward speed increased to 3m/s from 0m/s
- Blast damage increased to 60 from 0
- Blast radius reduced to 5m from 7m
- Reload time reduced to 5s from 10s
- Time to live increased to 3s from 0.5s
- Passenger Weapons: Mini-guns
- Boosted damage up close, but with reduced max range
- Boat mini-gun damage increased to 6-12 from 2-10 damage
- All mini-gun damage now drops faster - reduced to 200-300m from 250-500m
- COUNTERMEASURE CHANGES
- Countermeasure: IR Flares
- Reduced reload to allow aircraft to get back into combat faster, pop more flares to increase duration of
- protection slightly. This was an issue for jets, as they popped flares only once and could be relocked
- almost right away previously.
- Reload time reduced to 15s from 20s
- Increased amount of flares that are fired to improve efficiency and increase protective duration
- Flares now work better against passive radar missiles
- Flares work a little better against heat seeker, stinger missiles and IGLA
- Countermeasure: ECM Jammer
- Reduced reload like on IR flares. Longer protection than flares, but also longer reload. The longer
- protection allows you to stay in combat for a bit while with flares you have to run away almost
- immediately. Can also be used to prevent lock-ons, as an option for very defensive players.
- Reload time reduced to 20s from 25s
- Countermeasure: Fire extinguisher
- Lowest reload of all countermeasures, as it does not prevent any incoming damage, it solely removes
- the effects of mobility hits.
- Reload time reduced to 8s from 25s
- Countermeasure: Active Protection
- Reduced both uptime and downtime. This means players will have to time usage better and it will no
- longer stop a complete strafe from an aircraft. Improved reliability when active.
- Reload time reduced to 22.5s from 35s
- Up time reduced to 2.5s from 5s
- Removed early shutdown mechanic. Previously, the protection would get cancelled earlier than
- the expected 5 seconds from specific weapons. This will no longer be the case and will continue
- for the full duration.
- The red lights will no longer appear while the Protection System is on cooldown.
- Countermeasure: IR Smoke
- Reload time changed to be in line with other countermeasure timings.
- Reload time reduced to 15s from 15.8s (HUD previously incorrectly stated 25s)
- Countermeasure: Smoke screen
- Reload time changed to be in line with other countermeasure timings.
- Reload time was changed to match intended reload of 12s
- Minimum damage angle radius has been increased by 1m
- AIR VEHICLE CHANGES
- General: Below Radar
- Previously there was no reason to fly at low altitudes in air vs air combat, as flying low only prevented
- the player from aiming upwards. It was also extremely hard to avoid lock-ons from enemy aircraft, as
- they could chase you and physical cover barely helped against enemies above you.
- Allowing to trade altitude for not being lockable solves this. Also creates a distinctive downside to
- passive radar: Your target going low will mean the missiles cannot track anymore!
- Below Radar has been enabled on all air vehicles – this means locks on your aircraft can not be
- completed when below a certain height!
- Below radar triggers below 25m for helicopters and below 50m for jets
- Affects all vehicle based AA missiles, but none of the infantry based ones – watch the ground for
- stinger wielding infantry!
- General: Critical hits
- Critical damage models have been changed for aircraft to make them less likely to crash from a critical
- hit. Critical hits are meant to impair mobility, not crash and kill players.
- Critical behavior tweaked to make an aircraft less likely to crash when critically damaged.
- Helicopters should spin less and jets should pitch less.
- General: Helicopters
- Improve AA missiles hit consistency across the board.
- AA Missiles now no longer fly through Transport or Scout helicopters
- General: Jets
- Re-inforce the rock-paper-scissor model by making jets more powerful against scout helicopter and less
- so against the both infantry fighting vehicles and the overall less powerful mobile anti air.
- Damage of jets against scout helicopters increased by 20%
- Damage reduced against IFV and MAA
- Attack Jets Primary: 30MM GAU Cannon
- Enabled speed inheritance to improve crosshair accuracy
- Damage increased against scout helicopters
- Attack Jets Secondary: Hydra Rockets
- Reticle updated
- Range reduced to 750m
- Stealth jets: General
- Doubled the amount of AA missiles carried (Heat-seekers, Passive Radar, and Active Radars)
- Primary weapon damage increased against scout helicopters
- Deviation of jet 20mm and 25mm cannons reduced to 0.36° from 0.4°
- Attack helicopters: General
- Removed speed inheritance from the co-pilot gunner seat
- Reduced range of rockets to 750m
- Attack helicopters Primary: Smart rockets
- Ammunition: auto-replenish time reduced to 16s from 18s
- Removed dispersion fully
- WATER VEHICLE CHANGES
- General
- All primary weapons are now more evenly balanced against each other. Boat mobility improved with
- faster reverse, and angle damages is a bigger factor allowing for more skillful positioning.
- You now take less damage with good angles towards your opponent, but more damage with a bad angle.
- Tank shells are now less likely to inflict critical hits due to the new angle multipliers.
- The new angle damage multipliers shown across the side of an attack boat
- Primary weapon: 25MM cannon
- Highest damage per magazine. Good against infantry.
- Blast damage increased to 22 from 20
- Initial speed increased to 300m/s from 200m/s
- Gravity increased to -6m/s² from -3m/s²
- Damage reduced to 13.5 from 15
- Physics: Blast impulse reduced to 500 from 750
- Ammunition: Auto replenish delay reduced to 12.0s from 20.0s
- Max angle reduced to 0.2° from 1.0°
- Inner blast radius increased to 2m from 1m
- Blast radius increased to 5m from 3m
- Damage reduced against tanks
- Primary weapon: 30MM cannon
- Highest damage output over time against ground vehicles, delivers damage very quickly. Low range.
- Blast damage reduced to 22 from 25
- Damage reduced to 24 from 30
- Ammunition: Auto replenish delay reduced to 12s from 16s
- Dispersion: Min angle reduced to 0.2° from 0.5°
- Dispersion: Max angle reduced to 0.2° from 1.5°
- Gravity reduced to -6m/s² from -9.81m/s²
- Inner blast radius increased to 2m from 1m
- Blast radius increased to 5m from 3m
- Number of magazines decreased to 3 from 4
- Damage reduced against tanks
- Primary weapon: Burst cannon
- Very high damage output against aircraft. Good at range.
- Damage reduced to 8 from 10
- Physics: Blast impulse reduced to 500 from 750
- Ammunition: Auto replenish delay reduced to 12s from 20s
- Primary weapon: Passive Radar Missile
- Passive Radars are now properly firing Passive Radars, instead of Heat-seekers which were used
- previously
- Primary weapon: Laser guided
- Corrected inconsistency with magazine counts and auto-replenish differing across factions.
- Magazine count normalized at 2 on all boats
- Ammunition: auto-replenish is now 15s on all boats
- Transports: RHIB
- Improved survivability of the RHIB.
- Health increased to 750 from 500
- Rear bonus damage removed
- LAND VEHICLE CHANGES
- General
- Improved velocity and handling and tweaked all weapons to make them viable options
- Increased the size of the Active Protection shield. Now works better when moving
- Corrected reticles for tanks, IFVs and MAAs
- Main Battle Tanks
- Improved survivability in vertical environments, bad/back angles now cause more damage. Increased
- speed and acceleration, normalized the faction differences somewhat
- Angle multipliers
- o Top: Reduced multipliers for angles better than 45° to improve tank survivability in
- environments with high verticality.
- o Front: Increased multipliers for angles better than 45° a smidge so they make a bigger
- difference
- Handling: M1 Abrams
- o Improved acceleration
- o Increased maintained top speed to 61 km/h from 53 km/h
- Handling: T-90 A
- o Increased maintained top speed to 57 km/h from 54 km/h
- Handling: TYPE 99
- o Increased maintained top speed to 60 km/h from 54 km/h
- Main Battle Tanks Primary: AP Shell
- The default shell. Good at killing infantry and vehicles. Reduced impulse to give helicopters a better
- chance of recovering after a hit.
- Physics: Impact impulse reduced to 2500 from 5000
- Physics: Blast impulse reduced to 1500 from 5000
- Main Battle Tanks Primary: Sabot Shell
- Excels at taking out armor due to high velocity, making it very hard to dodge and better against aircraft
- Physics: Impact impulse reduced to 2500 from 5000
- Physics: Blast impulse reduced to 1500 from 5000
- Main Battle Tanks Primary: HE Shell
- With Sabot shells covering the anti-armor role, HE has been turned into HE-DP (high explosive, dual
- purpose), offering better damage against infantry. Great against destructible cover.
- Blast damage increased to 120 from 50
- Inner blast radius reduced to 1.3m from 1.5m
- Blast radius increased to 5.5m from 4m
- Reload time reduced to 3s from 4s
- Damage reduced to 200 from 280
- Velocity increased to 200 from 150
- Renamed to HE-DP
- Physics: Impact impulse reduced to 1500 from 5000
- Physics: Blast impulse reduced to 1500 from 5000
- Main Battle Tanks Secondary: Guided shell
- Turned it into a valid long range option, comparable to Laser Guided missiles. Damage no longer relies on
- what angle you hit your target but is consistent.
- Ammunition: Auto replenish delay reduced to 15s from 30s
- Reload time reduced to 4s from 5s
- Undesignated hits
- o Ray length increased to 550m from 300m
- o Inner blast radius reduced to 2.99 from 4.49
- o Blast damage increased to 150 from 100
- o Damage is now 450
- o Blast radius reduced to 3.0m from 4.5m
- o Physics: Impact impulse is now 2500
- o Physics: Blast impulse is now 1500
- o Max turn angle is now 720°
- o Gravity increased to –20m/s² from -7.2m/s²
- Designated hits
- o Inner blast radius reduced to 2.99m from 4.49m
- o Blast damage reduced to 225 from 250
- o Damage is now 450
- o Blast radius reduced to 3.0m from 4.5m
- o Physics: Impact impulse is now 2000
- o Physics: Blast impulse is now 1000
- o Max turn angle is now 720°
- Main Battle Tanks Secondary: Staff shell
- Now a close-medium range option to land critical hits on enemy vehicles. Low ammo count. Tracking
- similar to MBT-LAW.
- Ray length increased to 150m from 15m
- Acceptance angle decreased to 1.8° from 20.0°
- Check visibility length increased to 150m from 15m
- Velocity decreased to 150m/s from 180m/s
- Number of magazines reduced to 2 from 5
- Ammunition: Auto replenish delay increased to 20s from 10s
- Damage reduced to 0 from 37.5
- Inner blast radius reduced to 2.99m from 4.49m
- Blast damage increased to 150 from 100, material changed
- Blast radius reduced to 3m from 4.50m
- Reload time increased to 4s from 3s
- Lock on visible targets only is now enabled from being disabled
- Physics: Blast impulse reduced to 1500 from 5000
- Main Battle Tanks Secondary: Coaxial LMG
- Reduced overheat to allow for more generous use in sticky situations. LMG is intended as an easy and
- reliable anti infantry option.
- Heat per bullet reduced to 0.0635 from 0.07
- Suppression Max multiplier increased to 9 from 8
- Suppression Min multiplier reduced to 9 from 12
- Main Battle Tanks Secondary: Coaxial HMG
- Faster overheat, but better velocity to signify its intended use as a long range alternative to LMG.
- Damage and suppression reduced. Unlike the LMG, the HMG can hurt unarmored vehicles.
- Velocity increased to 670m/s from 500m/s
- Heat per bullet increased to 0.145 from 0.1
- Heat drop per second increased to 0.5 from 0.34
- Suppression Max multiplier reduced to 20 from 25
- Suppression Min multiplier reduced to 20 from 34
- Start damage reduced to 45 from 50
- End damage reduced to 30 from 38
- Infantry Fighting Vehicles: General
- Cannons can shoot up higher to deal with verticality. Acceleration on steep slopes improved.
- Increased turret upwards angle constraints from 15° to 25°
- Enabled top hitbox for hits to the flat top, not only the turret
- Increased top speed slightly
- Improved acceleration on steep slopes
- Infantry Fighting Vehicles: 25MM HE Shell
- Slightly improved damage against vehicles, greatly improved damage against infantry. HE shell should
- be seen as the all-round option
- Inner blast radius reduced to 2.0m from 2.5m
- Blast damage increased to 35 from 20
- Damage increased to 24 from 20
- Velocity increased to 225m/s from 200m/s
- Dispersion Min angle reduced to 0° from 0.5°
- Physics: Impact impulse reduced to 500 from 1500
- Reduced damage against tanks
- Infantry Fighting Vehicles: APFSDS Shell
- Improved damage against vehicles compared to the two other options
- Damage increased to 32 from 24
- Physics: Impact impulse reduced to 500 from 1500
- Reduced damage against tanks
- Infantry Fighting Vehicles: Canister Shell
- Anti infantry option compared to the other two shells
- Damage model: Changed material
- Damage multiplier against helicopters increased to 0.6 from 0.6
- Infantry Fighting Vehicles: Coaxial LMG
- Similar changes as to tank LMG, but damage has also been increased to make it more competitive with
- TOW missiles and Zuni rockets.
- Heat per bullet reduced to 0.0635 from 0.07
- Suppression Max multiplier increased to 9 from 8
- Suppression Min multiplier reduced to 9 from 12
- Start damage increased to 27 from 22
- End damage increased to 18 from 15.6
- Mobile Anti Aircraft: General
- LAV-AD can climb mountains as well as its MAA siblings now
- Damage of MAA cannons has been decreased against jets and tanks
- Mobile Anti Aircraft: 20MM Cannon
- The better choice against fast moving targets (jets) and easier to use than its 30mm counterpart.
- Drop off moved to 600-1000m
- Maximum damage reduced to 12.6 from 15
- Minimum damage reduced to 4.2 from 12.6
- Reduced damage against infantry in general
- Mobile Anti Aircraft: 30MM Cannon
- Better at closer ranges (within 800m) than its 20mm counterpart. Perfect for going closer to the
- frontlines and negating airspace.
- Drop off moved to 700-1000m
- Maximum damage reduced to 49 from 50
- Minimum damage reduced to 20 from 42
- Reduced damage against infantry in general
- Transports: AAV-7A1 AMTRAC
- Improved survivability of the AMTRAC
- Health increased to 1250 from 1000
- Gunner turret restraints are set to match the angle indicator of the HUD
- Transports: LYT2021, VDV Buggy, M1161 ITV
- Improved survivability of the unarmored jeeps
- Front damage bonus removed
- INFANTRY BALANCE CHANGES
- The majority of the changes for infantry sits in direct relation balance wise to the vehicle changes,
- sprinkled with some general improvements and balance changes for shotguns and the Mare’s leg.
- GENERAL CHANGES
- Battle pickup HVM-II
- HVM-II is now turned into a High Velocity Missile. Powerful, but no longer kills any aircraft in one hit.
- Previously, the HVM was the best AA missile in the game, as its awkward velocity lets it bypass
- countermeasures easily. Highest damage.
- Damage reduced to 52 from 100
- Initial speed increased to 20m/s from 1m/s
- Acceleration increased to 75m/s² from 20m/s²
- Maximum speed increased to 350m/s from 200m/s
- Time to live reduced to 6s, when lased: 10s
- Turn rate reduced to 350 max
- Battle pickup M136 CS (AKA AT4)
- Set to constant velocity, increased blast radius to improve performance against infantry.
- Initial speed increased to 70m/s from 40m/s
- Engine strength decreased to 0m/s² from 10m/s²
- Max speed reduced to 70m/s from 100m/s
- Inner blast radius increased to 1.5m from 0.35m
- Blast radius increased to 5m from 4m
- Shotguns
- Reduced efficiency of buckshot and flechette at medium range and balanced shotguns better against
- each other.
- Reduced damage of Buckshot and flechette ammo to lower performance at range
- Reduced number of pellets on the UTS 15, Saiga 12k, DAO-12, DBV-12, & M1014 to improve balance
- Damage drop-off reduced to 24-32m from 25-50m
- Mare’s Leg
- Improved damage at medium range to give it an advantage over the .44 Magnum
- Damage drop-off increased to 60m from 45m
- C4
- Damage reduced. With its throw distance and the absence of reactive armor blocking damage, it was too
- easy to destroy vehicles with. Increased time to resupply as well.
- Blast damage reduced to 400 from 500
- Inner blast radius reduced to 1m from 2m
- Blast radius reduced to 4m from 5m
- ASSAULT CHANGES
- Assault gadget: M320 GL
- Improved velocity and blast damage. Added one magazine. M320 3GL is now able to land significant
- blast damage with all three shots combined.
- Initial speed increased to 32m/s from 25m/s
- Number of magazines increased to 3 from 2
- Blast damage increased to 45 from 35
- Assault gadget: M320 DART
- Applied changes similar to normal shotguns: More pellets, less damage, tighter cone. Performance
- should be more consistent.
- Number of bullets per shell increased to 24 from 12
- Pellet cone reduced to 2.0° from 2.5°
- Start damage reduced to 11.2 from 25
- End damage reduced to 5.6 from 8.4
- Damage fall-off start distance increased to 24m from 12m
- Damage fall-off end distance increased to 32m from 30m
- Assault gadget: M26
- Increased accuracy when moving and aiming to be in line with other shotguns.
- Min angle reduced to 0.4° from 1.2°
- ENGINEER CHANGES
- General
- Removed the ability to use lock-on launchers in vehicles (dumb-fire launchers is still allowed).
- Vehicles are supposed to be able to get away from infantry, this was made nigh impossible when
- engineers could use lock-on launches from vehicles.
- Engineer gadget: FGM-172 SRAW
- The SRAW is now less extreme and more attractive to use. It has less damage, but better velocity at
- close range and the ability to dumb-fire. It also has more agile tracking for small corrections.
- Damage reduced to 188 from 215
- Initial speed increased to 30m/s from 15 m/s
- Engine strength increased to 30m/s² from 25m/s²
- Tracking range increased to 500m from 450m
- Changed the physics property from Missile to Tank Shell (this increases damage against IFV,
- MAA, FAC...)
- Min turn angle increased to 2° from 0°
- Turn angle multiplier increased to 3 from 2
- Max turn angle reduced to 30° from 35°
- Engineer gadget: FIM-92 STINGER
- A dangerous point defense option. With drastically reduced acceleration and increased lock time, targets
- gets a much better warning period than previously. High damage.
- Acceleration reduced to 50m/s² from 100m/s²
- Lock time increased to 1.3s from 1.0s
- Ray length increased to 400m from 350m
- Damage increased to 270 from 175
- Time to live reduced to 7s from 10s
- Matched static position with IGLA
- Physics: Impact impulse reduced to 2000 from 2500
- Acceptance angle reduced to 5° from 7°
- Turn rate reduced to 250 max from 360 max
- Engineer gadget: SA-18 IGLA
- Similar to Stinger, but more focused against jets with better velocity and hold-lock mechanic. High
- damage.
- Acceleration reduced to 75m/s² from 125m/s²
- Maximum speed reduced to 350m/s from 500m/s
- Lock time increased to 1.1s from 1.0s
- Damage increased to 270 from 175
- Time to live increased to 6s from 10s
- Physics: Impact impulse reduced to 2000 from 2500
- Acceptance angle reduced to 5° from 8.5°
- Turn rate reduced to 350 max from 360 max
- Engineer gadget: MBT LAW (AKA NLAW)
- Matched trajectory with the crosshairs.
- Initial position_y to -0.05m from 0m
- Initial speed_y to 0.5m/s from 0m/s
- Force spawn to camera disabled
- Engineer gadget: AA Mine
- Changed behavior to work more like a mine with instant lock-on and reduced range, allowed use with
- engineer launchers, this gadget is only supportive, like AT mines.
- Set lock-on to instant
- Ray length reduced to 75m from 200m
- Max count reduced to 1 from 2
- Increased damage to 210 from 150
- Can now be equipped together with engineer launchers
- SUPPORT CHANGES
- Support gadget: UCAV
- UCAV has been made weaker against vehicles, especially aircraft. Direct impact is against vehicles,
- airburst is against infantry. You now get a fresh UCAV every 40 seconds.
- Ammunition: Auto replenish delay to 40s from 60s
- Direct attack:
- o Blast damage to 200 from 400
- o Physics: Blast impulse to 1500 from 15000
- o Physics: Shockwave impulse to 500 from 5000
- Airburst:
- o Blast damage to 125 from 200
- o Inner blast radius to 2.5m from 2m
- Support gadget: Mortar
- Mortar delays have been toned down
- Reduced time before you can use it to 15s from 30s
- You will automatically get a new mortar every 60 seconds
- Support gadget: Ammo Box & Ammo Pack
- Most gadget resupply times have been tweaked to be more consistent and better balanced
- Grenades
- o M67: 8 seconds
- o RGO: 7 seconds
- o V40: 7 seconds
- o Incendiary: 7 seconds
- o Flashbang 7 seconds
- o Hand Flare: 7 seconds
- Gadgets
- o XM-25 Airburst/Smoke: 7 seconds
- o XM-25/M320 Dart: 2.5 seconds
- o M320 HE/LVG/3GL/Flash: 7 seconds
- o C4: 8 seconds
- o Engineer launchers: 8 seconds
- RECON CHANGES
- Weapon: CS5
- Zeroing corrected
- TEAMPLAY & OBJECTIVE PLAY UPDATES
- With this release we’ve pinpointed some specific changes to help improve objective based and squad
- team play.
- Marksman bonus removed
- Marksman distance based points bonus removed as its existence promotes a less objective play style
- Marksman bonus now gives a flat score of 25, shows distance within parenthesis
- Objective score re-balance
- When looking at stats like score per minute per game mode from launch we identified some modes in
- need of a scoring boost
- Conquest
- o Flag capture score increased to 400 from 150
- o Conquest Win ribbon score increased to 3000 from 1500
- Obliteration
- o Bomb pickup score increased to 150 from 100
- o Bomb possession score increased to 25 per tick from 10 per tick
- o Obliteration Win ribbon score increased to 2000 from 1500
- Rush
- o M-COM disarm score increased to 500 from 400
- o M-COM destroy score (team wide) increased to 500 from 400
- o Rush Win ribbon score increased to 3000 from 1500
- Objective Squad: Squad leader replacement
- Targeting inactive squad leaders, we integrated the Hardline solution with some tweaks to the setup to
- promote active squad leaders
- Squad member requesting an order triggers a cooldown of 30s which if left unanswered swaps
- the squad leader role to the requesting member
- Attack orders now no longer automatically convert to defend orders on objectives after capture
- NETCODE IMPROVEMENTS
- With this release we are continuing our quest for the best “netcode” in a multiplayer game.
- Included this time are fixes for a majority of the high tick rate known issues that were present in the
- Summer Patch, and some pretty great general optimizations as well!
- If you play on PC, you might have found some high tick rate servers and played at 60hz or more already,
- and with this release we significantly improve on the experience.
- High tick rate specific changes
- With this release we addressed several of the known issues from the Beta which only surface when
- running servers at tick rates higher than 30hz, as well as optimizing and tuning existing features
- Enabled high tick rate servers. Previously released post summer patch, enabling Rental Server
- Providers to rent servers running higher tick rates than 30hz
- Battlelog: Added high tick rate server browser indicators and filters
- Fixed an issue where jet's pitch up gets cancelled almost instantly when using the mouse on
- high tick rate servers
- Fixed an issue in which wings on any aircraft behaved inconsistently at higher rates (this also
- applied when having low framerate)
- Soldier Movement: Implemented sprint acceleration modifiers for high tick rates the same way
- we did the walk modifiers some time ago
- Weapons: Fixed an issue where burst fire, recoil, spread and gun sway was not applied in a
- consistent manner
- Fixed some issues related to general movement & vaulting
- Added stronger rubber-banding prevention for high tick rate
- Fixed an issue related to pickup entities fixes (battle pickups etc.)
- Improved server/client synchronization for character input when running at low fps
- Significantly reduced bandwidth usage at higher tick rates
- Dual Frame History Time support
- With dual Frame History Time we can minimize both dusting and the worst of the high ping issues!
- Infantry & everything not considered a vehicle use FHT 0.125 value. This means that with a ping
- >250ms you will have to lead your shots to compensate
- Vehicles use FHT 1.0 value. This allows for a majority of projectiles to hit even at higher speeds
- or pings when in a vehicle
- Bump max allowed latency to 1s as frame history time protects impact on other players now
- Visualization & Tools
- In this release we’ve made some pretty extensive improvements and additions to our networking graph
- Performance overlay: General
- o Shows a longer time period in its window, making it easier to follow what is happening
- o Added orange and red colors (warning, severe) to indicate problems. These values are
- also synced with the HUD icons for corresponding problems (latency, server performance
- etc.)
- o Changing the latency variation calculation for the warning icons
- o PC: Added RCON command to return the server tick time (request by the RSPs)
- Performance overlay: Updated tracking properties
- o Tickrate(hz)
- Shows the current active tick rate used by the server
- o Latency(ms)
- Shows the latency of the client (like ping, but within the game), lower is better
- o LatVrtn(ms)
- Shows the current latency variation, lower is better
- o PktLoss(%)
- Shows the current packet loss, lower is better
- o CliFired(num)
- Shows the current number of bullets fired on the client
- o CliHit(num)
- Shows the current number of bullets hit on the client, should match CliFired normally
- o SrvDmgBnd(num)
- Shows the current number of damage bundles sent by the server. Can’t be used to
- compare the CliHit value
- o SrvTick(ms)
- Shows how long it takes for the server to process a “tick” (an update), lower is better,
- should stay consistent over time
- o SrvOffset(ms)
- Shows how far behind or ahead of the server the player is, a value between 0 and 50 is
- good. Below zero means the server is having a hard time keeping up, higher than 50
- means client bandwidth have a hard time catching up
- o DownStr(kbit)
- Shows how much bandwidth (in kbit) that is used by the game coming from server to
- client
- CONSOLE: Revised the ping bar segments in the server browser & rental server UI to properly
- represent expected values:
- o Five bars Great connection (0ms-50ms)
- o Four bars Good connection (50ms-100ms)
- o Three bars OK connection (100ms-170ms)
- o Two bars Almost bearable connection (170ms-220ms)
- o One Bar Bad connection (220ms-300ms)
- Optimizations & Improvements
- With this release we have several optimizations on both server and client side, low level and
- Increased the vehicle High Frequency bubble size (utilized for both 30hz and higher)
- Several low level optimizations related to bandwidth and ordering
- Use 3d distances instead of 2D for better ghost (networked items) utilization
- GENERAL FIXES
- Last, but not least - the list of the changes in this release that didn’t fit into featured section or was a
- straight up bug fix. All changes apply to all platforms unless explicitly stated otherwise.
- Pillbox bunker featured in Zavod 311, Operation Hammerhead and others
- o Bipods can now be deployed on the window sills
- o Fixed an issue where players would get stuck in the ceiling when attempting to vault
- through the windows
- Fixed an issue with the team balancer that forced players to constantly attack or defend in Rush.
- Balancer will now cycle between two different tie breaking behaviors every time that teams are
- rebuilt for a new round
- Fixed an issue with the team balancer were it was enabled by default in Defuse. This is now set
- to OFF by default.
- Fix from Hardline. Invincible soldier bug caused by its collision turned off on the local client. Also
- called the “bullet soaker bug”
- Single Player: Fixed an issue on the third mission of the campaign, the South China Sea mission
- that was blocking player progress
- Squad Obliteration changes
- o Increased the size of Home Team restricted areas to prevent bomb holding exploit.
- o Players should have the bomb reset out of their hands
- Fixed Bug for no ladder movement sounds for 3P soldiers
- PC: Fixed stability issue involving RSP Servers
- PC: Potential fix for the "French jump glitch" where players can jump while prone
- PC: Fixed several crashes seen on the Community Map on the Test Environment
- PC: Fixed an issue related to Origin and the BF4 client version
- PC: Fixed a common crash in live environment (3rd most common)
- Xbox One: Fixed an issue where the Kinect Leaning Enabled option does not function in active
- gameplay
- UI
- Added the Hardline capture area visuals on the mini map, added support for square, shape and
- circle
- Added the Hardline mini map mechanic that shows player icon relative elevation
- o Above player icons: Scales up slightly with added transparency.
- o Below player icons: Scales down slightly with added transparency.
- o Both states start scaling at 3.5m distance below or above respectively, reaching final
- size at 7m+
- Corrected HUD string when active protection is active
- Countermeasure HUD fixed. HUD should reset correctly again, even if you use countermeasures
- right as they reload
- Added a fix for the static "Killed In Action" message that appears when joining as commander
- from a regular soldier while in-game.
- Consoles: Changing sorting for elements in the quick match menu (newest on top).
- WEAPONS & GADGETS
- Smoke grenades now block FLIR/IRNV
- M18 and 40mm smoke grenades now un-spot players inside of them when they explode. This
- behavior is also consistent with the XM25's smoke grenade
- Added the M-60 ULT battle pickup (for Operation Outbreak)
- Motion Sensor text update: the string now correctly say 14 seconds, instead of 24 seconds on
- longevity
- Laser designators lock on time reduced to 1.5s from 2.0s
- PLD lock range increased to 500m from 350m
- Extended PLD glow distance to match locking distance
- Fixed an issue where PLD/Lock-on missiles would not prioritize occupied vehicles.
- Fixed inconsistencies with incendiary FX:
- o Split effect so both grenades could have their own effect
- o Slightly reduced radius and duration of handheld effect to match damage over time
- values
- o Increased radius and duration of tank effect to match Damage over Time values
- o Made both effects slightly better at blocking night scopes
- Fixed an issue where flares left craters on terrain
- Fixed an issue where M240B have magnifier + FLIR/IRNV and all medium range scopes. Magnifier
- can no longer be equipped with FLIR/IRNV or medium range scopes
- Fixed a bug where grenades would bounce back towards the player if the grenade was thrown on
- an ammo box or med pack. Now the grenade passes through the box, breaking it and the grenade
- lands where the player expects it to.
- VEHICLES
- Fixed an issue where Attack helicopter hydra/smart rockets did no damage to the environment
- Fixed an issue where the enter button prompt on the jet vehicles were located in the left wing tip
- instead of the middle
- Thermal camo upgrade reduces visibility of the vehicle through thermal scopes
- Increased the draw distance of Tunguska to match other tanks
- Increased visibility of stealth jet tracers
- Fixed an issue where passive radar missiles spin around the targeted vehicle if the target is lost
- or the weapon is changed
- Transport helicopter: Fixed an issue with side mini-guns to prevent them from turning too quickly.
- Attack boats. Fix to the side mini-guns to prevent them from turning too quickly.
- BATTLELOG
- • Added support for high tick rate server filters and server browser lists
- MAPS
- ZAVOD 311
- Fixed an issue where US soldiers could spawn out of out of bounds at (CQS) Objective A upon
- redeploy.
- LANCANG DAM
- Fixed an issue on in Rush where the user was able to deploy under the map at the second
- attacker base
- PEARL MARKET
- PC: Fixed a specific crash issue on Pearl Market with Users running a NVIDIA GeForce GTX 770
- with a Driver version 353.30
- ROGUE TRANSMISSION
- Fixed an issue where players could spawn-camp enemy transport helicopters on conquest large.
- SIEGE OF SHANGHAI
- Fixed an issue where the player was is able to get underneath the map near objective A
- THE DEPICTION OF ANY WEAPON OR VEHICLE IN THIS GAME DOES NOT INDICATE AFFILIATION,
- SPONSORSHIP OR ENDORSEMENT BY ANY WEAPON OR VEHICLE MANUFACTURER.
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