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Apr 22nd, 2018
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  1. We're planning another patch, to hopefully be released before the end of the week. We will send out an official announcement once the timelines for server deploy are finalized.
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  3. Here are some of the things currently planned in this patch.
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  5. Major Highlights
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  8. Bella Omega has been re-added to the CTF Map Rotation. Significant changes have occurred since the map was last available for play.
  9. Vehicles have undergone a variety of improvements and cleanups.
  10. An early (still unpolished) preview of Spectator functionality is available for testing. We will publish more later.
  11. Token gain from the “First Win of the Day” challenge has been doubled.
  12. A variety of changes have been made to the in-match credits system.
  13. Early versions of “Mute Player” and “Report Player” functionality have been added. See additional notes below.
  14. Fixes to prevent some disconnects and server instability. Additional fixes planned for future patches.
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  17. Balance Items
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  20. The Raider’s NJ4 SMG damage has been reduced.
  21. The Ranger’s Assault Rifle starting accuracy has been reduced.
  22. Minimized projectile knockback from the Raider’s NJ4 SMG and Doombringer’s Chaingun.
  23. Increase to explosion radius on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Scrambler’s Arx Buster, Jumper’s Bolt Launcher, Ranger’s Thumper, Juggernaut’s Spinfusor D, and Juggernaut’s Fusion Mortar.
  24. Modest increase to Projectile speeds on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Juggernaut’s Spinfusor D, Scrambler’s Arx Buster, and Jumper’s Bolt Launcher.
  25. Grav Cycle
  26. Uses a new rocket pod weapon.
  27. Can now be piloted by heavies, and carry heavies as passengers.
  28. Top speed and after-burner boost have been increased.
  29. Beowulf
  30. Increased damage and rate of fire of secondary gunner position.
  31. Gunner now has zoom, increased pitch limits, and increased firing rate.
  32. Increased run-over damage.
  33. Shrike
  34. Yaw sensitivity has been increased.
  35. Damage against ground and buildings is now more forgiving.
  36. Credits are now awarded for damaging players, as well as for earning accolades. Credits awarded for Kills and Assists have been adjusted accordingly.
  37. Tactical Strike and Orbital Strike now have a thirty second cooldown.
  38. Tactical Strike Price Increased.
  39. Orbital Strike Price Reduced.
  40. Orbital Strike and Tactical Strike’s explosion shape extended upwards to encompass more area directly above the blasts.
  41. Resolved issue causing the Jumper to lose speed while in the air.
  42. Slightly decreased the effectiveness of the Jumper’s jumping while already at high speed, to favor transitioning to normal jetting after initial acceleration.
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  44. Additional Items
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  46. New first person hands now match your third person armor class/team style.
  47. All Spinfusor muzzle flashes keep up with the player.
  48. Adjusted all melee weapons position on screen.
  49. Other additional weapon position adjustments.
  50. Team Death Match default score move to 100 from 75.
  51. New visuals treatment on the mounted turret for the Beowulf.
  52. New visuals treatment on the projectiles for the Grav Cycle
  53. Fixed an issue with the decal for mortar launchers looping instead of dissolving correctly.
  54. Fixed an issue where the Doombringer’s Saber Launcher missile was not visible until it came closer to the victim.
  55. Added a HUD element for dropped ammo packs to improve their visibility.
  56. Team Deathmatch timer is now functional.
  57. Fixed the Field of View exploit
  58. Fixed an exploit where unused fire modes were being accessed on certain weapons.
  59. Fixed a physics bug where jumping rapidly at high speeds would quickly accelerate the player to extremely fast speeds.
  60. Various new accolades, including vehicle assists and last kill in Team Deathmatch.
  61. Fixed some keybind issues, including keys used by left handed players.
  62. Keys ‘1’ and ‘2’ now switch to primary and secondary weapons, respectively. ‘3’, ‘4’, and ‘5’ are defaulted to the current call-ins available.
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