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Jul 19th, 2018
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  1. Update:
  2. GENERAL GAMEPLAY FIXES
  3. -The Players should no longer take fall damage from of short falls.
  4. The player will no longer be a short distance of the fall injury.
  5. -Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
  6. The players stood up by prostrate state speed a little faster, prostrate state of the player to more easily escape from grenades and other threats.
  7. -Fixed some situations that would unintentionally make a player unrevivable.
  8. Fix some players can not be saved.
  9. -Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.
  10. Black diluted to reduce the resurrection when the data read in the resurrection, black desalination is still necessary. But significantly reduced
  11. -Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
  12. Spawn protection from the original one second to two seconds. Protection will be canceled immediately when the players move or shoot.
  13. -The Spawn protection will no longer be canceled by the player looking around.
  14. Protection will not be canceled because the players move the field of vision.
  15. -Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.
  16. Increase the player to aim at the speed of recovery from the move after the shooting accuracy in order to achieve a better response to experience. However, in the shot will still be caused by the decline in accuracy before the mirror is completely open.
  17. -Increased the inaccuracy and recoil added when a player is fully suppressed.
  18. When the players for the degree of repression, not accuracy to enhance and increase in recoil.
  19. -Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
  20. Shotgun buckshot and flechette shells to reduce the long-range suppression effect.
  21. -Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
  22. Varying degrees of damage of the shotgun buckshot and flechette shells were adjusted to average with other weapons.
  23. -Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
  24. .44 And .357 Magnum and 5.8DAP88 88 sniper bullets to suppress the effect of increase.
  25. -Attempting to Crouch, (like Prone) will now properly the interrupt the Sprint.
  26. Tried to squat (for example, crawl) will stop running.
  27. -Increased the effectiveness of Suppression Resist Specialization.
  28. The anti-repressive effect of increasing squad
  29. -Parachutes now respond to turn and throttle inputs more quickly.
  30. Parachute ripcord reflect faster
  31. -Switching from the primary weapons to sidearms and back now takes less time.
  32. Reduce the time of the main weapons for the secondary weapon
  33. -Increased the effectiveness of explosive resistance.
  34. Increase the effect of antiknock skills
  35. -Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
  36. Adjust the bracket to place the set, players will no longer stent placement position will not exceed the lower jaw.
  37. -The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
  38. Such as rocks and vehicles on the slopes, stent placement will be more stable.
  39. -Fixed several issues with vaulting objects, especially for thin railings.
  40. Repair on the arch of the object, especially the fine railings. (This do not understand about this)
  41. -The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
  42. Knock down an enemy requires two daggers daggers can not be killed by a life plan hit
  43. -CRAM weapons on Carriers, now count towards the stationary weapon awards.
  44. CRAM in the transport ship weapons are now counted as a fixed weapon.
  45. VEHICLE FIXES-
  46. The A10, properly gives the Jet score, again.
  47. A10 the contribution of fixed-wing of the scores.
  48. -Unguided ** rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
  49. Unguided tank shells and RPGs will immediately destroy the fighter, WZ, reconnaissance helicopters
  50. -Increased the damage the MBT's primary weapon does to the front and side armor of other main battle ** s.
  51. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
  52. Increase the power of main battle tank main gun on the tank front armor and side armor. This means that a small blow to the front armor (my understanding is that two guns), or for the good side of the armored strike (angle 90) will be able to paralyze the enemy tanks.
  53. Slightly reduced the repair speed of the repair tool.
  54. Reduce the speed of welding torch maintenance.
  55. -Increased the damage done by the TOW weapons to armored vehicles.
  56. Increase in tow for the power of the armored vehicles.
  57. -Increased the rate of fire and minimum damage of the Coax of HMG.
  58. Increase Coax heavy machine guns (?) Mini gun rate of fire.
  59. -Increased the damage mounted gunner .50 cal HMGs do at long range.
  60. Increase the car .50 heavy machine guns, long-range lethality.
  61. -Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
  62. A slight increase in the torch for the enemy soldiers and set out with the destruction.
  63. -Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.
  64. Repair the lock of two adjacent target. The lock will not be multiple targets beating. This applies to all locked arms and laser pointer.
  65. -Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
  66. Increase the lethality of the Javelin missile and air-to-ground missiles are laser marked target.
  67. -Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
  68. Javelin for unmarked goal for the side of the main battle tank armor and rear armor will cause more destruction.
  69. -Slightly reduced the locking time of all weapons vs. Laser Designated targets.
  70. Slightly reduces the lock time for the target to be laser marked.
  71. -Laser Guided missiles can now be distracted by Flares.
  72. The laser-guided missiles can be used to heat the flares to lose track of.
  73. -Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
  74. Increase in fighter-to-ground missiles, is marked target lock distance.
  75. -Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
  76. Reduce the time fighter-to-ground missile lock, making it more suitable to attack ground targets.
  77. -Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
  78. Reducing lock-to-air missile fighter time, making it more suitable against air targets.
  79. -Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
  80. Flares will not stop the enemy locked, it will only interfere with the missile.
  81. -Flares now more reliably distract missiles, especially for Helicopters.
  82. Flares to interfere with the missile will be more reliable, especially for the helicopter. (My understanding is that not the helicopters, missiles, but the helicopter flares interfere with missile is more effective. ")
  83. -Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
  84. Fighters and arms straight flares reload adjusted to 11 seconds, in addition to the gunman is still retained in 20 seconds.
  85. -AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
  86. To-air missiles will be more difficult to avoid unintentional behavior can cause imbalance to deal with an experienced driver. (Understand, but replaced by the Chinese so hard expression)
  87. -AA Missiles should no longer kill the pilot instead of the vehicle.
  88. To-air missiles will no longer kill the pilot, but the vehicle itself.
  89. -AA Missiles should no longer detonate before hitting their target or a Flare / ECM chaff cloud.
  90. AA missiles would not before and then hit the target or flares / ECM fog before detonation.
  91.  
  92. -Reduced the damage the AA missiles do to jets to 45%.
  93. Reduce the damage to-air missiles for fighter to 45%
  94. -Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
  95. Repair Su-35 fired air missile speed is lower than other vehicles.
  96. -The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.
  97. Stinger and IGLA will lock the more quickly and a strike can paralyze the offensive aircraft, but the range of (my understanding is that including locking range) substantially reduced. This makes Stinger tired to-air missiles are more effective in regional short-range prevention and control rather than to rule the entire airspace.
  98. Increase the locking speed of the helicopter-to-air missiles in order to reduce the cumbersome nature of the helicopter dog fighting and to improve the defense capabilities of the helicopter for the fighter.
  99. -Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
  100. Slightly reduces the fighter cannon damage to the air carrier, and now only on sale than the game just is slightly higher
  101. -Increased the RPG and the SMAW damage against aircraft.
  102. Increasing RPG and SMAW for vehicle damage
  103. -The Guided Rockets will now only track ground targets, as originally intended.
  104. Guided missiles will only track ground targets, as originally conceived
  105. -Reduced the direct damage done by Attack Helicopter gunners vs Armor.
  106. Reduce Takenao gunmen direct damage for armored vehicles
  107. -Helicopter guns should now suppress correctly.
  108. Helicopter machine gun to suppress the effect of the right
  109. -Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided.
  110. Increase the WZ-oriented and non-oriented rocket accuracy.
  111. -Slightly increased the damage of Attack Helicopter's Rocket Pods vs. Infantry and other Helicopters.
  112. Slightly add Takenao rocket damage for infantry and helicopters
  113. -Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
  114. TV bomb extra repair if not destroy the launch vehicle
  115. -The Mi28 has received upgrades to its climbing and yawing abilities.
  116. the mi28 climb and steering force may be raised
  117. -Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
  118. Follow the sight point to repair the Mi28 guided missiles incorrect
  119. -Improved the accuracy of the Mi28 gun to match the AH1 gun.
  120. Increase the accuracy of mi28 cannon quite the sum of AH1
  121. -Increased the direct hit damage of the APFSDS rounds for the IFVs.
  122. Increase the power of a direct hit infantry vehicle OF APFSDS (armor piercing).
  123. -Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
  124. To reduce the Infantry car guided missiles locked to make it more valuable as an unlock.
  125. -Miniguns and Helicopter Gunners now more quickly destroy parked cars.
  126. Mini artillery and helicopter gunners can quickly destroy the delicate vehicle
  127. -Increased the power of explosions from cars and other explosive the static objects.
  128. Increase the power of the explosion of vehicles and other static objects.
  129. -Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
  130. Explosion of vehicles and static objects kill counted trigger explosive players kill
  131. -Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes.
  132. Adjust the focus of the F35 and vertical engine will be more stable, to keep the aircraft level in a variety of flight patterns
  133. -Updated the F35, weapon systems to be consistent with the other Jets.
  134. Weapon systems to enhance the F35 to make it match the other fighters
  135. -The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.
  136. F35 is now at a low level height try to enter the vertical, however, it will keep the hover state until the resumption of the forward state, even if he reached a high level.
  137. -The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
  138. F35 and Su-35 to install the correct ejection seat to prevent the player ejection vehicle manslaughter.
  139. -Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
  140. Wake of kornets replaced TOW launchers, and mobile AAV spawn points to a more level position
  141. -Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
  142. Fixed the error of high-speed air vehicle hit an object from harm
  143. -Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
  144. Players will not be convicted of committing suicide and TK when they crashed their vehicle (dead is considered a sufficient punishment)
  145. -The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
  146. MAV will no longer be destroyed and crashed into the vehicle, while the change to do the MAV been destroyed
  147. -Jet and Helicopter collisions should now properly result in the death of both vehicles.
  148. Fighter jets and helicopter collision will cause the death of both sides
  149. -You can now spot in with the the EOD the bot.
  150. You can use the EOD robot report points
  151. -Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
  152. Increase the accuracy of the basis of the anti-aircraft guns and joined the accuracy of bursts waiting to drop the elements.
  153. -Reduced the damage of AA guns (both mobile and the stationary) do to infantry.
  154. Reduce the harm of anti-aircraft guns (fixed and aa car) for the infantry
  155. -The carrier based CRAM stations are now properly tracked as the stationary weapons.
  156. Shipboard CRAM correct as a fixed weapon
  157. -CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
  158. The CRAM and Pantsir fixed-anti-aircraft guns installed by default-to-air radar
  159. -Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
  160. Increase in vehicles hurt the sound to respond, to make players more aware of their vehicle suffered much harm.
  161. - The A10,'s extinguisher should now function properly.
  162. A10 fire reduction device work properly.
  163. -Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
  164. Paralysis reversing vehicle speed may be raised, which will help the the paralysis vehicle driver fled for cover
  165. -The T90's crosshair now more accurately represents the trajectory of the main gun.
  166. Sight of the T90 will be accurate guns ballistic
  167. -Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
  168. Fine targeting will be used to control the jeep turret, transport vehicles, boats and armored vehicles, machine muzzle soldiers.
  169. -The AAV now has zoom and a 3P camera when using the turret.
  170. AAV third-person perspective of the turret and fine targeting.
  171. -Tweaked the AAV's turret controls to be more useful when the vehicle is moving.
  172. Transferred into the AAC control of the turret to make it more effective in the state of motion
  173. -The Z11w now properly functions with Below Radar.
  174. The right of the Z11 to a sense of radar
  175. -Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
  176. To sense radar will stop infantry lock-to-air weapons
  177. -Added Horns to all Jeeps.
  178. All jeep joined the speakers.
  179. - ** S can no longer drive into the water and cross the Wake Island lagoon completely submerged.
  180. The tanks will no longer be able to dive into the water in the Wake.
  181.  
  182. SCOPES
  183. -Fixed the 7x scope not zooming to the full 7x on all weapons.
  184. Repaired seven times the mirror all the weapons did not complete seven times magnification
  185. -Corrected the M39's laser sight so it points at the point of impact and aligns with scopes when zoomed.
  186. Repair M39 laser prospective with making his laser point in the action point (point of inpact, bullets hit location) and amplification of the quasi-mirror alignment.
  187. -Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
  188. Fixed G3A3 six-fold microscope sight missing
  189. -Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
  190. Repair PKA and PKA-S quasi-mirror exchange the degree of enlargement in the M416
  191. - The L96 Straight the Pull bolt now functions properly.
  192. L96 pull bolt now work properly
  193. -The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
  194. L96 aim of the machine is adjusted to show a clear target image and correction before the use of quasi-with.
  195. -The L96 now properly shows scope glint when using the 8x, and 12x scopes.
  196. L96 8X and 12X case normal reflective.
  197. -Tweaked IRNV to be more consistent across all levels.
  198. Adjusted consistent at all levels of night vision goggles (did not understand )
  199. -Fixed a rendering issue with IRNV view when taking damage.
  200. Fix night vision microscopic injury makes the rendering problem.
  201. -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
  202. Adjust the time and visibility of the night-vision goggles to open a mirror with all the weapons (and some other fast)
  203. -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule
  204. Fixed QBU-88 and the L96 IRNV mirror the correct marking
  205. IPOD
  206. -The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
  207. When the AR and a carbine bracket, the increment of the accuracy and recoil reduction significantly improved the
  208. -The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.
  209. Bracket now offers similar accuracy and rear seat gain, regardless of whether targeting. Previously, only the light machine gun times welfare. This is particularly enhance the sniper's rate of fire, and allow ar and carbene implementation of effective non-targeting fire suppression. -Increased the Speed ??at which a bipod is deployed, allowing the user to obtain the bipod's bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and the animation.
  210. An increase of stent placement speed. Allows the user to fire weapons in a much shorter time. Under the arms and place the animation difference, the speed increase of 40% -50%.
  211. HEAVY BARREL
  212. -The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.
  213. Vertical recoil negative increment (punishment) has been reduced, a unified numerical value from to enhance the change to a specific value based on a single weapon upgrade.
  214. -A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value.
  215. A blind ** smaller negative increment is added to show accessories adds extra weight, the same focus on the long-range accuracy. Specific amount of punishment depends on the weapon-specific value-Several weapons with a low default bullet The speed now have their bullet The speed increased when the, Heavy Barrel, is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1 SCAR-H, SG553, G53, and QBZ-95B.
  216. A few low-speed gun bullets after a heavy barrel after installation speed increases, the affected guns: A91, G3A3, AKS-74u, G36C, M4A1, the SCAR-H, SG553, G53, QBZ-95B.
  217. -The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.
  218. The heavy barrel is also equipped with a corresponding bullets, which increases the maximum range. The minimum and maximum damage has not changed. Equipment heavy barrel weapons are more effective in the intermediate range.
  219. -The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.
  220. Re-barrel aiming accuracy bonus was promoted. Original purpose, and increase the beneficial effects of a heavy barrel for the short shot
  221. IRNV FIXES
  222. -Tweaked IRNV to be more consistent across all levels.
  223. Adjust the night vision goggles at all levels consistent (ibid., did not understand )
  224. -Fixed a rendering issue with IRNV view when taking damage.
  225. Fix night vision microscopic injury makes the rendering problem.
  226. -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
  227. Ditto
  228. -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.
  229. Ditto
  230. FOREGRIP
  231. -The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.
  232. Swing reduction in the level of change from a comprehensive level (all guns are the same) as reduced in accordance with the specific values ​ ? of the weapons. For most of the gun means that very small changes, on the high level of recoil force gun more effective. Like FAMAS, the F2000, AEK971 the greatest impact, while the AK-74, m16 and M416 almost no change. (Wowowowow!!)
  233. -A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a, Heavy Barrel, will offset is this penalty.
  234. A small negative impact of the long sentence from the aiming accuracy is added. Grip and silencer or a combination of the heavy barrel weaken this effect.
  235. LASER SIGHT
  236. -The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.
  237. The blindfire laser alignment with the addition be improved, self-defense weapons to adjust squat and crawl status, the underlying data in order to prevent blind shot-fire laser alignment with the role of more accurate.
  238. -The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.
  239. Similarly, incremental data depends on the weapon rather than a uniform incremental some gun increments larger than the other. But on the whole quasi-with compared to without laser enhanced.
  240. SUPPRESSOR
  241. -The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.
  242. The muffler will no longer be reduced to the maximum damage of the weapon. But to reduce the minimum and maximum range, to make it more perfect to use with the melee and latent. Weaken the premise of bullets since the fall and speed (lower), the change to the muffler is more effective in the long-range and a slight weakening of the medium-range power. -The Suppressor's recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor's bonus for all weapons.
  243. The muffler of recoil addition is still a uniform reduction of 10% for all weapons such as the synergistic effect of the suppressor.
  244. -The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty , as their penalty is already at the maximum possible of value.
  245. The blindfire punishment transform from the original uniform value to the set with a single guns. Overall, the negative impact of increased overall, but not for all weapons. In particular, in terms of the chain for light machine guns, bombs and sniper rifle bolt blindfire negative impact to the maximum, the muffler does not have any negative impact blindfire
  246. -Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.
  247. Reduce the pointing accuracy from 50% to 25% of the original silencer and handle the weapons and no weapons of any pendant quite. When the deterioration of the negative impact on the degree and range of blind ** optimized stealth and reduce recoil.
  248. The FLASH SUPPRESSOR
  249. -The Flash Suppressor no longer reduces accuracy for the Automatic Fire.
  250. Suppressor will no longer reduce the accuracy of automatic fire.
  251. -The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.
  252. The suppressor Today the back seat of the compensation to reduce the corresponding vertical recoil force specific weapons value. This value than the muffler.
  253. -A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.
  254. , A small blind ** negative impact is added to the weight of the hanging in order to increase performance. Specific penalties amount based on the value of all weapons.
  255. GADGETS
  256. -Reduced the spot in times on C4, and the Claymore projectiles from 30 to 15 sec.
  257. Less C4 and Claymore's report points from 30-15 seconds
  258. -Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
  259. Adjust the control of the EOD, so that control can be aimed at capacity building.
  260. -The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
  261. Spawn points, mortars, mav, the EOD, to sense, the laser should be placed more easily
  262. -The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.
  263. MAV butt still possible, but will sacrifice mav not explained-The MAV now properly shows up in the the Kill Feed. Previously it simply displayed "KILLED."
  264. The MAV will be displayed The MAV kill, rather than kill.
  265. - The the MAV can no longer be used as an elevator.
  266. MAV will not be used as the elevator.
  267. -Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
  268. The frequency and scope of adjustment of the MAV motion sensor to sense the radar quite.
  269. -Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
  270. Players will no longer automatically enters to placed SOFLAM, the MAV and EOD control screen.
  271. -The Players may now use their knife to destroy enemy equipment.
  272. Players can be used to destroy enemy equipment
  273. -C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
  274. C4 spawn will no longer be detonated within 5 seconds to be saved, the player can still detonate the C4
  275. -The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
  276. The players now have the largest number of mines, mine does not disappear after the death of the player. Exceed the maximum six mine will be a previous one. (This have to realize, is to remove a previous, is the first? Or random, or is the previous one?)
  277. -Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
  278. Infantry mine survived for five seconds, after the death of the player, each player to place up to two.
  279. -Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
  280. (WOWOWOWO!) jeep car detonated infantry Ray This can be used as a passenger to paralysis jeep or kill jeep. But it will not damage heavy armor set out with.
  281. -Ammobags now stay until the user redeploys them like Medkits.
  282. Caisson would like health care would like to guide the user to place another disappear. (Yeah!!)
  283. -Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
  284. Ammunition boxes for shells faster, but the explosives will be slower, especially the 40mm grenades (of ANTI NOOBtube!)
  285. -Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
  286. A slight decrease in the RPG, the SMAW and grenade blast radius for infantry
  287. -Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.
  288. RPG bomb load reduction from 5-4 players like to be more explosives, use of explosives skills.
  289. -Slightly increased the Heal rate of the Medical, a Crate.
  290. Slightly enhance the healing rate of medical kits.
  291. -The the MAV now will also descend by pressing the Crouch, the Toggle key (PC)
  292. the mav You can use the decline squat key (the squatting key PC)
  293. -The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.
  294. The mortar will no longer relative to the other non-combat zone placement, such as base camp and other protected spawn points.
  295. -Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
  296. Adjust mortar launch personnel to face the direction consistent with the introduction of the direction to direction.
  297. -Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.
  298. Mines, infantry mine, C4, and other objects placed only in the circumstances of his teammates reported point display.
  299. WEAPONS
  300. Arms
  301. Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun
  302. Several weapons recoil and accuracy to adjust and increase the function of these weapons in order to calm the unique feel of each gun (gun personality, huh, huh)-Added Extended Mags to the ASVAL The the Extended Mags can be unlocked at 200 kills with the the AS the VAL.
  303. ASVAL the additional clip will designate 200 kill unlock
  304. -Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
  305. Reduce the SKSs recoil and increase the maximum damage at close range
  306. -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
  307. Repair Pecheng aim and shoot the maximum accuracy of the other light machine guns
  308. -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
  309. Of semi-automatic and automatic shotgun the FRAG bullets will slightly reduce the splash damage
  310. -The M26 MASS frag and slug rounds are now the more effective pump action versions.
  311. The M26 MASS frags and buckshot will be adjusted to the highly efficient pump-action version of
  312. -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
  313. The M26 in the orbit under the hanging mass. And M320 will benefit from the laser quasi with
  314. -Fixed the bolt action timer on the L96 that would cause an animation glitch.
  315. Repair caused by the animation delay (glitch once my English comprehension level is too deep, after all, to learn this, it is difficult to turn right) L96 bolt-action timer
  316. -9x39mm rounds no longer benefit from the Sniper headshot bonus.
  317. 9x39mm ammunition will no longer benefit from the addition sniper headshot
  318. -Increased the damage of the 9x39mm rounds at long range.
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