Initiative #2: Core Gameplay Patch #5
I’m happy to tell you we’ve got a big update for you today! We are also planning another release this week, as we got even more to come.
PATCH CHANGES
This is what is included in this patch:
Jet Tweaks
- All third person jet chase cameras retuned
Different positions, chase behavior, 1P/3P/rear view instant switching, aligned with weapons and first person view, default FOV increased by 10 degrees
- Reticle added in jet third person view
(levels the player field since some people already draw such on their monitors with sharpies to gain advantage)
- Added jet roll camera option
Choose whether the jet third person chase camera rolls with the jet or not (BF2/BF3)
- Added an experimental drop shadow to 3P crosshairs
It is now visible against bright background (e.g. clouds, sun, etc.)
Animation Tweaks
- Reduced 3p hit reaction animation movement (head flinching)
To move head less when damage is applied. First pass.
Obliteration Fixes
- Made obliteration bomb HUD icon show/hide every 10s/5s
For the enemy bomb carrier, always shows up when the carrier gets into a vehicle.
- Added back round end timer pausing for Obliteration when a bomb is planted
(time has run out)
- Added bomb carrier driver alert
Bomb carrier jumps into the vehicle you are driving triggers message to driver
Commander Fixes
- Increased the gunship cooldown for Commander to 60 sec.
- Bug fix
Fixed edge case where a commander asset will never get “activated” for a team if it is under proxy attack (frozen state)
General Fixes
- Made both 40mm and M18 smoke grenades spawn more smoke quicker
Also matches the “no spotting” bubble better – should be more usable in tactical situations.
- Lancang Dam VO and Alarm Changes
No more repeating chinese lady!
- Added Caspian Border 2014 map to CTE map pool
Mini Initiative: UI Triage
We are kicking off a mini-initiative to de-clutter and improve on the UI and tweaks starting with adding one of the most sought after features. It’s still a bit rough around the edges, but we wanted you to see it early!
- First pass of Triage system added
Visualizes how long time a player is in revivable state for better prioritization
Known issues are clipping text, and size is too big as well.
X_Assassinator is the dev running this effort, I’ve opened a feedback thread specifically for UI here:
Open UI-Triage Forum.
DICE <3 RUSH
We’ve listened to your feedback and this patch includes the first update to Zavod 311 map based on that.
We are also adding another map to the pool –
Operation Locker.
OPERATION LOCKER CHANGES
Small note: The fact that we’ve reduced the range of the radar sweep on attacker HQ + no commander should really benefit sneaky flanking on this map. I’ll be especially monitoring cover problems in feedback but any other feedback is of course welcome as usual.
- Adjusted defender combat area at base 1 to not allow them as close to attacker spawn
- Adjusted defender spawns at base 1
- Adjusted attacker combat area at base 1
- Moved MCOM 1A
- Added some cover around 1A & 1B
- Added some cover for attacker advancement in the main corridor towards base 2
- Removed floating props after set piece event at base 3
- Increased radius of pre destruction to make set-piece event happen automatically at base 3
- Moved 3A & 3B further apart moved existing rush cover to support it
- Added collision to the side of the balconies to restrict player access at base 3
- Moved defender spawns at base 3 backwards to not have them spawn too close to the objectives
- Moved 5A & 5B slightly
ZAVOD 311 FEEDBACK CHANGES
- Moved attacker flags 1, 2, 3, 4 to avoid a bug with radar sweep object in flag prefab and also to reposition for better radar sweeps
- Fixed bug with a defender spawn on base 1 spawning outside of combat area
- Moved MCOM 1A and 1B slightly
- Added some cover around MCOM 1B and one piece of cover to 1A
- Fixed a floating rock close to base 1
- Removed predestruction on building at base 2
- Moved MCOM 2A and 2B slightly
- Added some cover around MCOM 2A and 2B
- Moved an emplaced AT at base 2
- Moved an emplaced AT at base 3
- Removed an emplaced AT at base 3
- Removed MGL battlepickup at base 3
- Levolution auto triggered at the start of the game
- Moved MCOM 3B
- Extended defender combat area at base 3 backwards a bit
- Very slightly extended attacker combat area on base 4
Zavod Vehicle changes
- Attacker transport helo now only allowed inside infantry combat area
- Attacker transport helo moved to start at base 3 instead of 2
- Attacker MBT replaced with MRAP
- Attacker AAV replaced with IFV
- Defender MBT added for base 3