Initiative #2: Core Gameplay Patch #6
Another day – another release. We are very happy to release the first draft for the automatic “tickrate” today – and need your help testing it!
PATCH CHANGES
This is what is included in this patch:
General Fixes
- Field Upgrades issues fixed
Field upgrades now properly persist between rounds, and does not get interrupted by spawning into a vehicle.
- Smoke Grenade tweaks
Thicker smoke, larger & wider area covered
- Added China Rising maps
For future testing, will make the build a bit bigger – sorry!
- Significant jet main guns visual recoil reduction
- Ballistic Shield fixes
Spelling error fixed, Zoom/ADS transition tweaked.
Visual Recoil Fixes
As the initial test panned out well in terms of gameplay, we are now cleaning up the little mess we created visually.
Starting with the red-dot sights first, going through all the weapons.
Feedback on these updated red-dot sights in this forum:
Open Visual Recoil Forum.
- Fix for different resolutions rendering
Now renders the same regardless of resolution, still means many guns look wonky allthough!
- All Red dot sights fixed for three weapons:
Ace 23, SCAR-H & AK12 – more to come.
UI Triage
The UI polish and de-clutter effort continues:
- Polished Revive Triage progress
- Added ADS UI state
Makes less important icons transparent when aiming down the sight. Also added options to tweak transparency on these individually (under GAMEPLAY options)
- 3p reticule polished
Now works even better against white/light backgrounds.
Netcode: Automatic Hi-Frequency Network Updates
The first pass at making the client setting automatic is in this release. We are in need of testing to make sure it works for all players (bad connections and good).
Videos with the network graph turned on and the option set to AUTO would be very helpful. More information in the newly created forum:
Open Automatic option forum
- Added AUTO option to Hi-Frequency Network Updates Option
Utilizes connection status to set the server to client “tickrate”. Goal is for this to stay as high as possible at all possible times regardless of your connection speed.
- Additional network improvements
We’ve shaved off even more time where possible, which should result in an even snappier feeling gameplay.
DICE <3 RUSH
Due to your great continued feedback, we have a lot of tweaks & fixes added today. We are also adding Rogue Transmission to the mix.
General Fixes
- Rush default time limit per base lowered from 60 to 15 minutes
- Longer default pre-match timer
- Made 100 tickets the default Rush ticket value for PS4, Xbone & PC
ROGUE TRANSMISSION CHANGES
- Improved initial terrain loadingFixed some crater depth problems in terrain
- Removed a few static weapons for the defenders
- Renamed A<->B MCOMs based on left / right
- Moved emplaced MG on base 1
- Combat areas edited around base 1
- Edited defender spawns at base 1
- Moved defender base 1 HQ flag to better represent where they’re coming from
- Moved MCOM B at base 1 up to containers to give more to fight about in that area. Leaves the flanking route down left from there open for flanking
- Added automatic destruction of the wire bases after base 1 is taken to disallow people running up the wires
- Added some containers to allow more of a fight around MCOM A at base 2
- Moved MCOMs on base 2
- Edited terrain slightly and fixed some art bugs at base 2
- Added some more cover to base 2 for new defender spawns
- Combat areas edited at base 2
- Moved defender spawns at base 2
- Defender HQ flag moved at base 2
- Moved MCOMs on base 3
- Moved some spawn points for attackers base 3
- Edited some defender spawns at base 3
- Attacker HQ flags moved at base 3 and 4 for proper radar sweeping
- Moved MCOM A on base 4 up to the top floor of that building to make it a bit harder and a bit more interesting to fight in the last base
- Moved MCOM B on base 4 to the big pillar platform
- Moved base 4 attacker IFV slightly
- Added cover around MCOM B at base 4
- Added two ladders up to MCOM B at base 4 (two of the 3 that you can find in the infantry game modes there. The ladder is the same as the one loaded in at base 2)
Vehicle Changes
- Removed attacker jet, tank and helicopter
- Removed all defender vehicles except they now have an MBT on 3 & 4
- Removed one attacker ATV from all bases
- Added one attacker light jeep on base 1 & 2
- Removed two buggy MRAPS on a slope at attacker base 3
OPERATION LOCKER CHANGES
- Shuffled some cover around
- Moved MCOMs 2B, 3B, 4B outside
- Edited attacker combat area on base 2 to allow for better flanking
- Fixed collision bug with floor at base 2
- Moved MCOM 3A slightly
- Moved attacker HQ on base 2 and 5