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  1. Echo VR Private Test Server, version 9.5.203727
  2. Echo Combat Open Beta and Echo VR
  3. Patch 10.0 introduces Echo VR as the new hub for both Echo Arena and Echo Combat, plus the start of Echo Combat Open Beta Weekends!
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  7. Patch Highlights
  8. Echo Arena is now Echo VR
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  10. The Echo Arena app has been replaced with the all-encompassing Echo VR app. Launch the Echo VR app from Oculus Home and you will load into the same lobby you’ve come to know and love. From the Echo VR lobby, you will be able to access Echo Arena as well as Echo Combat when available. Ready At Dawn developers will now be rocking golden nameplates so be on the lookout for Echo Arena/Combat developers jumping in to the Open Beta weekend!
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  14. Echo Combat Open Beta 1
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  16. In Echo Combat you will join a team of three that will work together to either deliver the payload or defend your base. Arm yourself with a variety of weapons, Tactical Modifications, and ordnances to defeat the enemy and take the win.
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  18. This will be the first Open Beta weekend for Echo Combat, starting June 21st at 2:30 pm PDT and ending June 24th at 10:00 am PDT. Start Echo Combat matches by using the same Matchmaking Terminals in the lobby already used for Echo Arena.
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  20. Here’s a list of what to expect in Open Beta 1:
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  22. Weapons: Pulsar, Nova, Comet
  23. Ordnances: Detonator
  24. Tactical Modifications: Threat Scanner, Health
  25. You will NOT be able to play in parties or private matches
  26. You will NOT be able to spectate Combat matches
  27. Skill based match making will be enabled
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  29. Lobby Updates and Echo Combat Training Area
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  31. Check out the expanded lobby map in the matchmaking area to see all the new additions. All players will now have access to the Echo Combat Training Area which will remain permanently open. Here’s a list of some of the features available in this new area:
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  33. The Body Swap Terminal allows you to switch between Arena and Combat chassis.
  34. Equipment Terminals let you try out Tactical Modifications, Ordnances, and Weapons.
  35. The Shooting Gallery is filled with moving targets to help you hone your skills.
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  37. General Updates
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  39. Fixed an issue with grabbing deep into geo that caused the player not successfully grab when expected to
  40. Fixed an issue where boosting into a wall would retain the boost velocity
  41. Fixed an issue where two handed grabs could throw you off another player
  42. Boosting to 5.0 is more consistent now
  43.  
  44.  
  45. Matchmaking
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  47. No more 2v2 or 1v1 quick matches.
  48. Leaving a match now counts as a loss (if your team loses the match).
  49. Skill based matchmaking has been enabled for Echo Combat. You will gain skill while playing Echo Combat but levels and stats are not yet supported in Echo Combat. Echo Arena players have had their Combat skill seeded based on their existing Arena skill rating.
  50. Off peak hour party splitting now adjusts for players with high MMR. Matchmaking will now split teams more aggressively based on skill rather than widening the net. Messaging has been added to explain that party splitting will occur during off peak hours.
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  54. Echo Combat Closed Beta to Open Beta Updates and Bug Fixes
  55. Echo Combat General Changes
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  57. Players can switch which hand their weapon is equipped on via the Equipment Terminals.
  58. New weapon models for the Comet and Nova
  59. New animations for the Tac Mods
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  61.  
  62. Echo Combat Balance Changes
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  64. Slightly improve Boost/Brake/Micro-Thruster strength for Combat chassis.
  65. Detonator explosion (AoE) now does line-of-sight checking for damage but can now hit any body part instead of just the head.
  66. Comet
  67. Comet AoE damage now does line-of-sight checking for damage but can now hit any body part instead of just the head.
  68. Comet AoE damage radius now scales based on the charge of the shot.
  69. The laser site on the comet has been changed to green to be easier to visualize
  70. Comet projectile speed is now two discrete speeds based on fully charged or not. This will provide a more learn-able firing pattern; it used to be gradated based on the weapon’s charge.
  71. The sensor wave will now expose each player for a constant duration, instead of varying based on player distance from the activator, which resulted in nearby players being constantly exposed while distant players were barely seen. This also allows players to better react to being exposed by knowing how long they will be shown for.
  72. Player Shield/Health model changes:
  73. Shield amount slightly decreased (115->112)
  74. Health amount slightly increased (1->7) and added to UI.
  75. Overflow rule change: If the damage dealt is greater than double the current shield amount, it will overflow into the health.
  76. Developer note: The previous behavior would always deal all damage to the shield (unless the shield was already at 0), meaning that an additional source of damage was required to eliminate the single health point that remains after depleting the shield. The intent of this model was to ensure that players operating a high shield had an opportunity to react to sudden situation changes/burst damage. Through testing we found that this was crucial given the challenging situational awareness equation players are presented with in a 6DoF 360 VR shooter. However, we also discovered that this made high-damage weapons dissatisfying when dealing with low-shield targets, resulting in much of these weapons’ damage being “wasted” on a small amount of shield. Hopefully, this new model will allow us to keep the original intent of allowing players that have a full shield to know they will have time to react to any threat while also ensuring that players that have a significantly damaged shield can be appropriately finished off by powerful attacks.
  77. Minor damage adjustments to weapons to account for these changes.
  78. Ordnance regeneration is no longer constant. It will only begin once the previous ordnance has been destroyed. This will prevent players from stock piling ordnance.
  79. Team spawn points now have barriers that prevent the enemy team from entering and spawn camping.
  80.  
  81.  
  82. Echo Combat Bug Fixes
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  84. Ordnances will no longer occasionally be invisible to the player who created it, and will always be in the players hand.
  85. Ordnance can now be shot and will explode. Notably, attackers can now blow up detonators left on the payload instead of being forced to eat the explosion.
  86. Grabbing onto dynamic objects (e.g. the payload and the elevator in the cargo bay) is now easier to do. Your hand doesn't need to be exactly on the surface, pushing somewhat through the surface will still result in a grab.
  87. Comet AoE damage should now be triggered when striking non-player dynamic objects, notably, the payload.
  88. Nova damage “blast” should work more reliably now, the Nova fires both pellets and a short-range volumetric “blast”. Hopefully this will result in more consistent behavior and close-range effectiveness.
  89. Practice dummies should now properly report damage from volumetric sources, such as detonator explosions, Comet AoE, and Nova blast.
  90. Fixed a bug that allowed volumetric damage sources, detonator explosions, Comet AoE, and Nova blast, to damage players on the same team and in the lobby.
  91. Fixed jitters when riding the payload—it should be a much smoother ride now.
  92. Two handed grab has been disabled for Ordnances - this should prevent bugs and exploits from occurring
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