Novo Patch que está por vim!!
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Alemaunzinhuu
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Novo Patch que está por vim!!
Post traduzido pelo burro do google:
Post original em Inglês!
[spoiler]GENERAL GAMEPLAY FIXES:
-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-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.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-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.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to side arms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a take down is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.
VEHICLE FIXES:
-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT's primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored vehicles.
-Increased the rate of fire and minimum damage of the Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at long range.
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
-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.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill the pilot instead of the vehicle.
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
-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.
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter's defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter's Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for the IFVs.
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly destroy parked cars.
-Increased the power of explosions from cars and other explosive static objects.
-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
-Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the other Jets.
-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.
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do to infantry.
-The carrier based CRAM stations are now properly tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
-The A10's extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
-The T90's crosshair now more accurately represents the trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV's turret controls to be more useful when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.
WEAPONS:
-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause an animation glitch.
-9x39mm rounds no longer benefit from the Sniper headshot bonus.
-Increased the damage of the 9x39mm rounds at long range.
-Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
-Increased the damage of the .357 and .44 magnum rounds at max range.
-All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
-Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.
-Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.
-The spread for Flechette rounds has been reduced slightly on all shotguns.
-The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
-Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26 MASS.
-The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.
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
effectiveness and also increase the feeling of individuality in each gun.
M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.
RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27's higher rate of fire.
M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.
Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.
PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.
M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.
M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.
QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.
MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.
870: No change. The 870 is a popular and highly effective weapon.
DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.
S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.
MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.
M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.
M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u's low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.
SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.
A91: No Change. The A91's high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.
G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.
SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.
G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.
QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon's stats.
AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.
M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.
M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon's weaknesses kicked in while the reduced accuracy highlights its close range role.
F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.
AN94: Reduced vertical recoil. The AN94's 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.
L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.
FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.
PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.
UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.
MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.
AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.
PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.
P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.
PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19's high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.
WEAPON ACCESSORIES:
SCOPES:
-Fixed the 7x scope not zooming to the full 7x on all weapons.
-Corrected the M39's laser sight so it points at the point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule
BIPOD:
-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
-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.
-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 animation.
HEAVY BARREL:
-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.
-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.
-Several weapons with low default bullet speed now have their bullet 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.
-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.
-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.
IRNV FIXES:
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.
FOREGRIP:
-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.
-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 this penalty.
LASER SIGHT:
-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.
-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.
SUPPRESSOR:
-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.
-The Suppressor's recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor's bonus for all weapons.
-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 value.
-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.
FLASH SUPPRESSOR:
-The Flash Suppressor no longer reduces accuracy for Automatic Fire.
-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.
-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.
GADGETS:
-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
-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.
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed "KILLED."
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
-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.
-Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
-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.
-Ammobags now stay until the user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
-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.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)
-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.
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.
GENERAL GAMEPLAY:
-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-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.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-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.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.
TEAM DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.
SQUAD DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.
-Noshahr Canals s
- Spoiler:
- GERAIS Correções de Jogo:
-Jogadores devem deixar de tomar dano de queda de pequenas quedas.
-Os jogadores agora se levantar da Prone ligeiramente mais rápido, permitindo melhores chances de ficar longe de uma granada ou ameaça quando de bruços.
-Corrigido algumas situações que sem querer fazer uma unrevivable jogador.
-Redução do desbotamento tela preta no tempo de spawn. O fade é ainda necessário para corretamente streaming em carregar o conteúdo no spawn, mas foi substancialmente reduzido.
-Aumento do tempo de proteção de spawn de 1seg a 2seg. A proteção ainda será imediatamente cancelada, logo que o jogador move ou brotos.
-Spawn de proteção deixará de ser cancelada pelo jogador olhando ao redor.
-Aumento da velocidade com que um jogador recupere a precisão quando o objetivo depois de se mudar para uma experiência mais ágil. Queima antes totalmente ampliada ainda resultará fogo impreciso.
-Aumento da inexactidão e recuo adicionado quando um jogador é totalmente suprimida.
-Shotgun Buck e rodadas Fléchette agora têm um efeito menos supressiva a médio e longo alcance.
-Tweaked o nível de dano de Buck e rodadas de flecha para equilibrá-las com outras armas.
-Melhorou a supressão da magnum .44, .357 Magnum, e os 5.8x42mm DAP88 rondas da franco-atirador Type88.
-A tentativa de Crouch (como Prone) agora vai interromper Sprint.
-Aumento da eficácia da Repressão Resista Especialização.
-Pára-quedas agora responder a virar e acelerador entradas mais rapidamente.
-Mudar de armas primárias para sidearms e volta agora leva menos tempo.
-O aumento da eficácia da resistência explosivo.
-Tweaked configurações bipod implantar para que os jogadores não podem mais implantar um bipé em locais acima do nível do queixo.
-O bipé agora deve ser mais confiável ao implantar em cima dos objetos inclinados, como carros e pedras.
-Corrigido vários problemas com objetos abóbadas, especialmente para grades finas.
-The Knife agora só tem dois furtos de matar ao atacar de uma posição onde uma queda não é possível.
CRAM-armas em Portadores agora contam para prêmios de armas estacionárias.
FIXES veículos:
-A A10 corretamente dá pontuação Jet novamente.
Rounds-desgovernados tanque e RPGs agora instantaneamente destruir jatos, helicópteros de ataque e helicópteros Scout.
-Aumento do dano da arma primária do MBT faz para a frente e armadura lado de outros carros de combate. Primeiramente, isto significa menos 1 tiro na frente, e bate muito boas para o lado pode resultar em um sucesso 1 para desativar.
-Um pouco reduziu a velocidade de reparo da ferramenta de reparo.
-Aumento do dano causado por armas de reboque para veículos blindados.
-Aumento da taxa de incêndio e dano mínimo da HMG coaxial.
-Aumento do dano montado artilheiro .50 cal HMGS fazer a longa distância.
-Aumento do poder da ferramenta de reparo ao matar soldados ou destruir veículos ligeiramente.
-Corrigido um problema quando o bloqueio para dois alvos próximos, o bloqueio deve deixar de saltar rapidamente entre múltiplos alvos. Isso se aplica a todas as armas de bloqueio e designadores laser.
-Aumento do dano do Javelin e Air para mísseis terra contra alvos designados por laser.
Javelin-mísseis disparados sem Laser segmentação agora fazer mais danos para o lado e traseira do MBT.
-Um pouco reduziu o tempo de bloqueio de todas as armas vs Laser alvos designados.
Mísseis guiados a laser já pode ser distraído por Flares.
-Aumento da distância de bloqueio para mísseis AGM para Jets ao bloqueio em alvos designados por laser.
-Reduziu o tempo de bloqueio para os mísseis AGM para Jets para torná-los mais viável contra alvos terrestres.
-Reduziu o tempo de bloqueio para mísseis AA para Jets para torná-los mais viável contra alvos aéreos.
De Flares não vão mais quebrar o bloqueio de um veículo que é travada, ele só irá distrair os mísseis.
De Flares agora mais confiável distrair mísseis, especialmente para helicópteros.
De Flares para jatos e helicópteros agora recarregar em 11 segundos, novamente, exceto para o artilheiro, que permanece inalterado em 20seg.
AA-mísseis são mais difíceis de esquivar no Jets, este era um comportamento intencional que criou um desequilíbrio contra pilotos qualificados.
AA-mísseis deve deixar de matar o piloto, em vez do veículo.
AA-mísseis não deve mais detonar antes de bater a sua meta ou um Flare / ECM joio nuvem.
-Redução dos mísseis AA danos que a jatos para 45%.
-Corrigido o ar queima SU-35 para mísseis ar a uma menor taxa de fogo do que os outros veículos.
-O Igla e Stinger agora bloquear muito mais rapidamente e desativar uma aeronave de ataque em 1 hit, mas reduziram significativamente intervalo. Isso deve permitir que Stingers para montar uma defesa eficaz ponto próximo intervalo, sem dominar um espaço aéreo todo.
-Aumento da velocidade do helicóptero mísseis AA bloquear a reduzir a natureza tediosa de combates aéreos de helicóptero e melhorar habilidades defensivas do helicóptero vs Jets.
-Um pouco reduziu o dano dos canhões Jet contra aeronaves. O dano é agora apenas um pouco maior do que era originalmente no lançamento.
-Aumento do dano RPG e SMAW contra aeronaves.
-Guiadas Rockets, agora apenas rastrear alvos terrestres, como inicialmente previsto.
-Redução do dano direto feito por helicóptero de ataque Armadura vs artilheiros.
-Helicóptero armas agora deve suprimir corretamente.
-Melhorou a precisão de Pods Rocket o helicóptero de ataque, tanto guiada e não guiada.
-Aumentou ligeiramente o dano de helicóptero de ataque de foguetes de infantaria vs Pods e outros helicópteros.
-Adicionais correções têm sido feitas para o míssil de TV para impedir que funde-se o veículo lançando.
-O IAM28 recebeu upgrades para a sua escalada e guinando habilidades.
-Corrigido um problema onde os foguetes guiados a partir do IAM28 não seguiu a mira corretamente.
-Melhorou a precisão da arma IAM28 para coincidir com a arma AH1.
-Aumento do dano impacto direto das rodadas APFSDS para as IFVs.
-Diminuição do tempo de bloqueio do míssil guiado IFV para torná-lo mais viável como um desbloqueio.
De Miniguns e artilheiros helicóptero agora mais rapidamente destruir carros estacionados.
-Aumento do poder de explosões de carros e outros explosivos objetos estáticos.
-Morrer com a explosão de um carro ou outro explosivo objeto estático deve agora corretamente crédito o jogador que causou a explosão.
Centro-Ajustado a F35 de Massa e Motor Hover para mais estável de vôo, o nível em todos os modos de vôo.
-Atualizado o F35 sistemas de armas para ser consistente com os outros jatos.
-O F35, agora apenas tentar entrar Passe em baixas altitudes, mas vai manter o foco até fuga para adiante é retomada, mesmo que ele atinja altitude elevada.
-O F35 e SU35 agora corretamente tem assentos ejetáveis ??para evitar que jogadores de ser morto ao sair do veículo.
-Mudou o Kornets para lançadores de TOW na Ilha Wake e mudou a posição desova do AAV para uma posição de maior nível.
-Fixados vários bugs com veículos aéreos colidir com objetos em alta velocidade e tendo nenhum dano.
-Jogadores não receberão mais suicídios ou equipe mata se falhar o seu veículo (morte é punição suficiente).
-O MAV não vai mais destruir veículos que rodam nele, em vez disso, deveria ser destruído.
-Jet e colisões helicóptero deve agora resultar na morte de ambos os veículos.
-Agora você pode manchar com o bot EOD.
-O aumento na precisão de base para as pistolas de AA e adicionou uma diminuição na precisão ao longo de uma explosão.
-Redução do dano AA armas (tanto móvel e fixa) que a infantaria.
-As estações de transporte CRAM base agora são controlados como armas estacionárias.
-CRAM e armas Pantsir estacionárias AA agora Radar Air equipado por padrão.
-Melhorado o retorno de som para os danos para ajudar os jogadores a entender melhor a quantidade de dano o seu veículo está tomando.
-O extintor A10 deve agora funcionar corretamente.
-Condicionada veículos têm agora uma ré maior para ajudar a fuga para cobrir depois de ser desativado.
A cruz-T90 de agora representa com mais precisão a trajetória da arma principal.
-Alterne e Hold configurações de zoom agora também se aplicam aos torreões soldado controlados em jipes, helicópteros de transporte, barcos e armas de porta IFVs.
-O AAV possui agora zoom e uma câmara 3P quando se utiliza a torreta.
-Tweaked controles de torre do AAV para ser mais útil quando o veículo estiver em movimento.
-O Z11w agora corretamente com funções Abaixo Radar.
Abaixo-radar agora também impedir o bloqueio de Stinger e mísseis Igla.
Adicionado Horns para todos os jipes.
-Tanks não pode mais dirigir na água e atravessar a lagoa Ilha Wake completamente submerso.
Armas:
Adicionado Mags estendidos ao ASVAL. Os Mags estendidas podem ser desbloqueado em 200 mortes com o AS VAL.
-Reduziu o recuo do rifle SKS e aumentou seu dano máximo a curta distância.
-Corrigido objetivo disparar precisão máxima na pechenegues para ser coerente com LMGs outros.
Espingardas, semi-automáticos e automáticos de disparo rodadas Frag agora fazer dano splash um pouco menos.
-O fragmento MASS M26 e rodadas slug são agora as versões acção mais eficaz da bomba.
-A. M26 e M320 MASS agora beneficiar da mira a laser quando montado com um Rail underslung
-Corrigido o temporizador de ferrolho na L96 que causaria uma falha de animação.
-9x39mm rodadas já não beneficiam do bônus headshot Sniper.
-Aumento do dano das rodadas 9x39mm a longa distância.
-Corrigido o dano AKS74u na escala máxima, foi incorretamente superior carabinas outros.
-Aumento do dano causado aos .357 e .44 magnum rounds na escala máxima.
-Todas as armas semi-automáticas e parafuso, incluindo todas as lesmas espingarda, agora tem seu dano máximo fora de 15m.
-Semiautomáticas armas não será mais "doce" se o jogador pressiona disparar mais rápido do que a arma é capaz de fotografar. Algumas armas semi-automáticas tiveram suas taxas de incêndio ajustados para se adaptarem a mudança.
-Bolt rodadas sniper ação agora tem a chance de matar de perto se o jogador é atingido no peito.
Rifles semi-automáticos-atirador, fuzis de assalto, LMGs e lesmas espingarda agora tem dano mais consistente de longo alcance. No tiros alcance máximo para as pernas não exigirá mais hits para matar.
-O spread para Fléchette rodadas foi reduzido ligeiramente em todas as espingardas.
-A propagação para Buckshot foi reduzido no M1014, DAO-12, e S12k. Estas armas têm uma vantagem sobre a precisão USAS12 mas não são tão precisos como o 870.
-Zoom espingardas com Buckshot e cargas Fléchette agora resultará em um cone ligeiramente mais apertado para as pelotas.
-Redução do tempo de atraso entre as tentativas rápidas de faca ligeiramente. Ataques com a faca desenhados são ainda significativamente mais rápido.
-Corrigido a taxa de incêndio quando o USAS e MK3A1 estão equipados com rodadas de fragmentação. Todas as outras espingardas corretamente teve uma taxa reduzida de fogo com frags, exceto o USAS e MK3A1.
-Corrigido um bug Precisão quando a espingarda MK3A1 está equipado com rodadas Frag ou Slug.
Espingardas equipadas com lesmas não vai mais iniciar automaticamente recarregar a arma, se é ampliada quando o grampo está vazio. Isso permite aos jogadores ver onde as terras slug antes de recarregar.
Fixos não rodadas Frag 12g quebra de vidros a longa distância.
Os jogadores podem agora ganhar a fita espingarda com a massa M26.
-Os lançadores de granadas underslung para fuzis russos agora devidamente relatar GP30 no log kill.
-Corrigido a rodada de espingarda 40 milímetros AEK971 listando-se como FRAG no log kill.
-Corrigido o 40 milímetros granada de fumaça para que ele não passa por soldados e objetos inteiras antes de explodir.
Várias armas tiveram recuo ou precisão ajustada em orer para equilibrar estas armas em eficácia e também aumentar o sentimento de individualidade em cada arma
eficácia e também aumentar o sentimento de individualidade em cada arma.
M27 IAR: Sem alteração. A M27 é uma versão mais pesada do M416, dando-lhe bom o desempenho geral que ele tem pior desempenho em movimento.
RPK-74M: Reduziu o recuo inicial e recolhimento vertical. O RPK-74M é uma plataforma de queima mais estável do que a M27 comparável, mas não possui maior a taxa de M27 de fogo.
M249: Adicionado um recuo inicial. O M249 é o mais rápido disparo alimentado cinto LMG, dando-lhe supressiva superior e habilidades de dano. O recuo inicial torna um pouco mais difícil de executar e de armas, ao fazer um pequeno impacto global sobre o desempenho.
Tipo-88: Aumentou ligeiramente o recuo inicial, deriva focinho reduzido. O Type88 dispara o mais lento dos LMGs calibre médio, embora o que falta na taxa de incêndio torna-se para a controlabilidade.
PKP: recuo reduzido, mas acrescentou um recuo ligeiro inicial, aumento do dano na escala máxima. O pechenegues tem um recuo pesado vertical com uma rodada batendo duro e pouco vento, isso torna excelente em fogo sustentado.
M60: Reduzido o recolhimento dano inicial, aumentou em todas as faixas. O M60 tem uma taxa muito baixa de fogo que o torna o mais controlável com a rodada poderoso 7.62x51mm.
M240B: Adicionado um recuo inicial danos, aumento em todas as faixas. A MG mais rápido meio de queima, a M240 tem um chute focinho substancial e desvio que faz com que todo esse poder difícil de controlar.
QBB-95: Reduzido o recolhimento total, mas deriva focinho maior e recolhimento inicial. O QBB-95 deve agora lançar mais difícil, mas resolver em fogo totalmente automático melhor, combinado com o bônus de fogo bullpup hip isso torna o QBB-95 um LMG altamente móvel.
MG36: Adicionado um recuo inicial. Os incêndios em um MG36 750rpm rápido e faz um meio termo legal entre a controlabilidade de um LMG clipe eo poder de fogo sustentado de uma correia alimentada LMG.
870: Sem alteração. O 870 é uma arma popular e altamente eficaz.
DAO-12: Redução dos peletes totais disparados 12-9. O DAO-12 tem uma capacidade revista alta com uma recarga lenta que o torna um todo sólida em torno de espingarda.
M1014: Aumento da taxa de incêndio de 200 a 210 max max. Os peletes reduzidos totais disparados 12-9. O M1014 foi fraco desempenho em comparação com o USAS12 e 870, deve agora ser mais viável graças CQB para uma maior taxa de fogo.
S12k: Aumento mag estendida a partir de 8 voltas para 10 rodadas. Os peletes reduzidos totais disparados 12-9. A maior revista S12k estendida, mas mais lenta taxa de incêndio deve fazê-lo sobressair contra o M1014, enquanto o DAO-12 tem uma maior capacidade acima de tudo, mas um reload slowe.
MK3A1: a capacidade do compartimento aumentou para 8 e 12 para mag normal e estendida, respectivamente. Os peletes reduzidos totais disparados 12-9. O MK3A1 tem uma menor do que o ROF USAS12, dando-lhe um pouco mais de munição torna isso uma vantagem vs os USAS.
USAS-12: Aumento do recolhimento inicial. Os peletes reduzidos totais disparados 12-9. A USAS 12 tem um maior ROF de espingardas outros, esta mudança de recuo melhor equilibra essa vantagem e os pellets equilibrar sua produção de danos.
M4A1: Sem alteração. Bem-arredondado carabina, com boa taxa de fogo e recuo controlável.
M4: recuo na vertical aumentada, reduzida recuo horizontal. A ruptura só M4 agora deve se sentir diferente de seu irmão automático, o recolhimento reduzido horizontal enfatiza o maior controle que você tem em incêndio explosão.
AKS-74U: recuo inicial reduzido e recuo vertical. A baixa taxa AKS-74U de fogo está emparelhado com grande controlabilidade. O aumento global no controle do fogo sustentado deve ajudar essa carabina se destacam, enquanto o pontapé inicial dá-lhe caráter.
SG553: Redução de recuo inicial e recolhimento vertical. O SG553 é uma menor taxa de carabina fogo com maior controlabilidade do que a G36C. A mudança para o recolhimento inicial deve ilustrar melhor essa diferença.
A91: Sem alteração. A alta taxa A91 de fogo e bullpup a partir da precisão do quadril é compensado por uma controlabilidade pobres em plena auto.
G36C: recuo inicial reduzido. O G36C é uma carabina bem arredondado, com uma taxa média de fogo e um recuo médio. O modo burst 2 rodada dá essa arma uma vantagem no mid-range.
SCAR-H: Dano aumentado o alcance máximo e alcance máximo de aumento. O SCAR-H dispara um pesado rodada do que todos os outros carabinas, dando-lhe melhor poder de parada na faixa ao custo de uma taxa que penaliza fogo baixo em CQB.
G53: recoil reduzida e tração, recuar agora resolver vezes semelhantes a outras carabinas. A HK53 é uma carabina curto com um monte de pontapé inicial, mas um padrão de recuo estável e uma taxa média de fogo. As mudanças dar-lhe caráter mais em relação ao G36.
QBZ-95B: balanço redução da mordaça, recuar agora resolver vezes semelhantes a outras carabinas. A bullpup como a A91, o QBZ-95B é constante em movimento com uma menor taxa de incêndio para tiros de longo alcance controláveis. O construído em foregrip está agora correctamente reflectidos nas estatísticas da arma.
AK-74M: recuo inicial reduzido e recuo vertical. O AK-74M taxa de sacrifícios de fogo para fogo automático controlável, o recuo inicial foi a afectar negativamente o sentimento de controlabilidade.
M16A3: Sem alteração. A M16 (ambos A3 e A4) fornecer uma plataforma de bem-arredondado disparo estável com uma elevada taxa de incêndio que é relativamente controlável.
M16A4: recuo na vertical aumentada, reduzida recuo horizontal. A ruptura só M16A4 agora deve se sentir diferente de seu irmão automático, o recolhimento reduzido horizontal enfatiza o maior controle que você tem em incêndio explosão.
M416: Sem alteração. O M416 é o meio termo AR, misturando-se um recuo médio e taxa de incêndio.
AEK-971: recuo inicial aumentada, reduzida precisão objetivo ligeiramente. O AEK tem uma taxa muito alta de incêndio, e também um desvio focinho grande que torna difícil controle. O recuo inicial baixo permitido um jogador a matar antes de fraquezas da arma chutado, enquanto a precisão reduzida destaca seu papel de perto.
F2000: recuo na vertical reduzida, o aumento da precisão ampliada ligeiramente. Como bullpup, o F2000 tem um bônus de precisão em movimento e do quadril, enquanto sua alta taxa de controlabilidade sacrifícios de fogo para a saturação. As mudanças anteriores foram um exagero, esta é uma atualização corretiva.
AN94: Redução de recuo vertical. 2 A AN94 do modo burst rodada é incrivelmente preciso, mas sofre de uma baixa taxa de incêndio em totalmente automático. O recuo em plena auto foi reduzida um pouco para compensar esse pênalti e fazer o AN94 mais atraente.
G3A3: Dano aumentado em todas as faixas, o recuo na vertical reduzida. O recuo pesado G3A3 e volta pesado são compensadas por uma baixa taxa de fogo e uma pequena revista. O G3A3 foi claramente ultrapassado em todas as faixas.
KH2002: Sem alteração. O KH2002 está bloqueado para estourar fogo, com uma alta taxa de fogo e uma deriva focinho grande a arma de fogo favorece a mid-range precisa.
L85A2: Aumento da precisão, a deriva redução da mordaça. O L85 é diferente de outras RAs estilo bullpup por ter uma baixa taxa de fogo, a precisão e controlabilidade eram demasiado baixos para compensar a taxa de incêndio.
FAMAS: O FAMAS combina uma taxa de extremo de incêndio com recuo extremo, tornando muito difícil de usar em outra coisa que não combate de perto. Devido a restrições de actualizar, os FAMAS tinha estatísticas diferentes em todos os 3 plataformas. O FAMAS é agora uniforme em todas as plataformas, e agora tem a revista 25 correto rodada.
PP2000: Reduzido o recolhimento inicial. O PP2000 tem uma menor ROF que PDWs outros e precisava de controlabilidade para ser equilibrado.
UMP45: Redução de perda de precisão durante a plena auto. Os acessos UMP45 duro e tem um recuo controlável à custa de um pontapé de recuo pesada inicial.
MP7: Sem alteração. O MP7 tem um recuo muito baixa e uma deriva focinho alto que favorece rajadas mais longas do que o P90.
AS VAL: Maior recuo vertical, reduziu primeiro tiro recuo precisão, reduzida em movimento. O VAL AS dispara um longo alcance, alta precisão, projétil alto dano que favorece rajadas curtas ou incêndio único quando está parado. Embora ainda muito bom a partir do quadril, o AS VAL vai sofrer se demitido enquanto se move e objetivo.
PDW-R: Redução do recolhimento inicial. A PDW-R tem recuo de alta e favorece o fogo estourou, o recuo foi adicionado inicial tornando-a menos eficaz em pequenas rajadas.
P90: Reduzido o recolhimento inicial. O P90 favorece uma corrida e estilo de jogo arma usando rajadas longas para controlar deriva focinho, o recuo inicial foi fazer rebentar ineficaz.
PP-19: reduziu ligeiramente o recuo inicial quando queima, dano base maior. A PP-19 de alta recuo inicial era sobre penalizar o fogo explosão necessário para ser eficaz no dano baixo, arma de alta capacidade.
ACESSÓRIOS ARMAS:
Escopos:
-Corrigido o escopo 7x não o zoom para o 7x completa em todas as armas.
-Corrigido vista o M39 a laser para que ele aponta para o ponto de impacto e se alinha com escopos quando ampliadas.
-Corrigido um crosshair âmbito desalinhada na G3A3 usando o Rifle Scope 6x.
-Corrigido o PKA e PKA-S âmbitos sobre os níveis de zoom M416 terem trocados.
-O L96 parafuso Puxe agora funciona corretamente.
-Os L96 ironsights foram ajustados para uma imagem mais clara com o objetivo e uso correto da vista frontal integral.
-O L96 agora devidamente mostra brilho alcance ao usar os escopos 8x e 12x.
-Tweaked IRNV a ser mais consistente em todos os níveis.
-Corrigido um problema de processamento com vista IRNV quando tomar dano.
-Tweaked as vezes de zoom IRNV e áreas escopo visível para ser o mesmo em todas as armas (algumas eram mais rápidos do que outros).
-Corrigido o QBU-88 sniper e do L96 IRNV escopos para usar a retícula atirador adequada
Bipod:
-O aumento da precisão e redução de recuo do Bipod foi significativamente melhorada para rifles de assalto e carabinas.
-O Bipod agora fornece precisão semelhante e benefícios Recoil não importa se a arma é disparada enquanto mira ou sem visar todas as armas. LMGs Anteriormente, apenas foram trabalhados dessa maneira. Isto é especialmente melhora a velocidade na qual atiradores de elite pode fazer o acompanhamento tiros, e também permite que o fogo unaimed eficaz supressiva com fuzis e carabinas.
-Aumento da velocidade com que um bipé é implantado, permitindo ao usuário obter o bônus bipé, mais cedo após a implantação já começou e permitindo que a arma a ser destinada, em um tempo muito mais curto. A velocidade foi aumentada de 40-50%, dependendo da arma e animação.
Cano pesado:
-A pena de Recoil Vertical do barril pesado foi reduzido. O valor foi alterado de um por cento de aumento global para um valor arma específica.
-A pena de Precisão pequena Hip foi adicionado ao cano pesado para representar o peso adicional do acessório, assim como concentrar o acessório em meados precisos e fogo de longo alcance. A quantidade exata penalidade é um valor arma específica.
-Várias armas com baixa velocidade padrão bala agora tem sua velocidade aumentada quando a bala barril pesado está equipado. Este está em vigor para a A91, G3A3, AKS-74U, G36C, M4A1, SCAR-H, SG553, G53, e QBZ-95B.
-O cano pesado também já está emparelhado com Rodadas de resultados que aumentam o alcance máximo da arma. O dano mínimo e máximo mantêm-se inalterados, armas com o cano pesado será mais eficaz na gama média.
-O bônus de Precisão Destinado fornecido pelo cano pesado foi aumentado. Isto irá aumentar a eficácia do barril pesado para rajadas de pequeno porte, como inicialmente previsto.
FIXES IRNV:
-Tweaked IRNV a ser mais consistente em todos os níveis.
-Corrigido um problema de processamento com vista IRNV quando tomar dano.
-Tweaked as vezes de zoom IRNV e áreas escopo visível para ser o mesmo em todas as armas (algumas eram mais rápidos do que outros).
-Corrigido o QBU-88 sniper e do L96 IRNV escopos para usar a retícula atirador adequada.
Foregrip:
-A redução balanço horizontal foi alterada de uma redução percentual global para uma redução de valor arma específica. Para a maioria das armas, isso significa uma mudança muito pequena, pois as armas que têm um grande recuo horizontal a mudança é mais subestação. Os FAMAS, F2000, e AEK971 são mais realizadas, o AK-74, M16, e M416 são quase inalterada.
-A pequena de longo alcance pena Precisão Destinado foi adicionado à foregrip. Os jogadores que geralmente se encontram lutando em meados de longo alcance pode querer mudar seu acessório, enquanto os jogadores lutam em CQB vão em grande parte inalterada. Combinando o Foregrip com um silenciador ou um barril pesado irá compensar esta penalidade.
Mira laser:
-O bônus de Hip Precisão fornecidos pela Visão Laser foi aumentada. Alguns PDWs tiveram sua agachado e estatísticas de base propensas ajustados para evitar disparo hip ser mais preciso do que o fogo destinado ao usar uma mira laser.
-O bônus é agora um valor de arma específica em vez de uma percentagem global, algumas armas receber bônus maiores ou menores, apesar de todos os bônus são melhores do que eram anteriormente.
SUPRESSOR:
-O supressor não reduz o dano máximo de uma arma quando equipado. Ao contrário, o supressor reduz o intervalo mínimo e máximo da arma, tornando-o ideal para CQB e Stealth. Esta mudança fará com que o supressor ligeiramente mais eficaz a longa distância, onde a gota bala e velocidade faz tiros difíceis já, e reduz o poder do supressor de gama média ligeiramente.
-O bônus recuo Supressor permanece inalterada, em um decréscimo global de 10%. Isso é menos do que o bônus Supressor Flash para todas as armas.
-A pena de Hip Precisão do supressor foi alterado a partir de um percentual global para um valor por arma. Geralmente, esta pena é maior agora, mas não para todas as armas. Especificamente, os LMGs cinto e atiradores de parafuso não tem qualquer penalização adicional fogo quadril, como sua pena já está no valor máximo possível.
-Redução do bônus de Precisão Destinado do supressor de 50% para 25%. Um combo Supressor e Foregrip terá precisão semelhante a uma arma sem quaisquer acessórios, na pena de pior Hip Precisão Fogo e Gama e com o benefício de Stealth melhorou muito e Recoil reduzida.
SUPRESSOR FLASH:
-O supressor de flash não reduz a precisão de fogo automático.
-O supressor de flash agora também funciona como um compensador de recuo, reduzindo o Recoil Vertical por um valor de arma específica. Este bónus é maior do que o prémio fornecido pelo supressor.
-A pena de Precisão pequena Hip foi adicionado ao supressor de flash para representar o peso adicional do acessório. A quantidade exata penalidade é um valor arma específica.
Gadgets:
-Reduzido os tempos de amostragem em C4 e Claymore projécteis de 30 a 15 seg.
-Tweaked os controles e física para o bot EOD para melhorar o seu manejo e as capacidades de pontaria.
-A Beacon Rádio, Argamassa, MAV, bot EOD, T-UGS, e SOFLAM agora deve ser muito mais fácil de implantar.
-O MAV irá agora ser destruída quando correndo em um soldado ou veículo a alta velocidade. É ainda possível estrategicamente sacrificar sua MAV em um soldado, ele será destruído no processo.
-O MAV agora corretamente aparece na alimentação Kill. Anteriormente, ele simplesmente exibida "morto".
-O MAV já não pode ser usado como um elevador.
-Combinado o movimento freqüência de varredura do sensor e faixa no MAV aos rebocadores.
-Jogadores não vai mais entrar auto SOFLAM, MAV, e EOD bots depois de serem implantados.
Os jogadores podem agora usar a faca para destruir equipamento inimigo.
-C4 não será mais detonable depois de um jogador respawns, se o jogador é revivido dentro de 5 segundos ele ainda pode detonar o seu C4.
-O jogador pode agora ter um número máximo de minas que persistem após a morte do jogador. Implantação de mais do que o máximo de 6 minas irá remover uma mina anterior a partir do mundo.
-Claymores agora vivem até 5 segundos depois que um jogador morre, o jogador pode ter um máximo de 2 claymores plantadas ao mesmo tempo.
De Claymores agora pode detonar de veículos e pode ser usado para desativar jipes ou matar os passageiros em jipes leves. Claymores não vai fazer qualquer dano aos veículos pesados.
-Ammobags agora ficar até que o usuário reimplanta-los como Medkits.
-Ammobags balas de ressuprimento mais rapidamente, mas explosivos reabastecimento mais lentamente, especialmente granadas de 40mm.
-Um pouco reduziu o raio de explosão eficaz do RPG, SMAW e projéteis de granadas de 40mm contra infantaria.
-Redução do número total de RPG e mísseis SMAW levado de 5 a 4. Os jogadores que desejam mais foguetes vão querer usar a especificação explosivo.
-Aumentou ligeiramente a taxa de cura da Crate Médica.
-O MAV agora também vai descer, pressionando a tecla Alternar Crouch. (PC)
-A argamassa M224 já não pode ser implantado em uma área que está fora de combate para outra equipe como uma base ou semente protegida outro.
Tweaked-M224 pontos de saída para que o jogador enfrenta na direção da argamassa quando ele sai.
De Minas, Claymores, C4 e outros itens destacáveis ??agora só aparecem no minimap quando viu por um companheiro.
Team Deathmatch
-Corrigido um bug onde os jogadores geraria perto do time adversário no início da rodada.
-Tehran Highway área jogável foi duplicada e agora é o mesmo que o Esquadrão Deathmatch configurar. Pontos de desova foram otimizadas, e uma zona de desova extra foi adicionado ao norte da ponte.
-Kharg Island tem um layout de nova zona de desova, juntamente com uma maior área jogável e objetos de nova capa. Pontos de desova também foram alterados.
-Strike em Karkand gera zonas foram otimizadas para melhorar o fluxo jogador. Pontos de desova foram otimizadas para melhorar a segurança após a desova.
-Sharqi zonas da Península desova foram ajustados para otimizar o movimento do jogador. Pontos de desova foram otimizadas para que os jogadores geram mais segurança.
Cruzando-Sena desova conjunto de zonas até foi melhorada. Há uma zona de desova novo pela viela ao noroeste com pontos de desova adicionais.
-Caspain zonas de desova de fronteira foram otimizadas ligeiramente.
ELENCO DeathMatch
-Corrigido um bug onde os jogadores geraria perto do time adversário no início da rodada.
Zonas-Damavand pico de layout e semente foram reforçadas para reduzir a propagação de jogadores em todo o mapa
Teerã-estrada apresenta agora uma desova extras zona norte da ponte pedonal, junto com tweaked pontos de desova.
-Noshahr Canals zonas de desova foram otimizadas. Removido pontos de desova inseguras no canto Nordeste, e no meio da área de recipiente para o Sudoeste.
Post original em Inglês!
[spoiler]GENERAL GAMEPLAY FIXES:
-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-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.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-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.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to side arms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a take down is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.
VEHICLE FIXES:
-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT's primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored vehicles.
-Increased the rate of fire and minimum damage of the Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at long range.
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
-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.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill the pilot instead of the vehicle.
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
-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.
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter's defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter's Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for the IFVs.
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly destroy parked cars.
-Increased the power of explosions from cars and other explosive static objects.
-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
-Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the other Jets.
-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.
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do to infantry.
-The carrier based CRAM stations are now properly tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
-The A10's extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
-The T90's crosshair now more accurately represents the trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV's turret controls to be more useful when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.
WEAPONS:
-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause an animation glitch.
-9x39mm rounds no longer benefit from the Sniper headshot bonus.
-Increased the damage of the 9x39mm rounds at long range.
-Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
-Increased the damage of the .357 and .44 magnum rounds at max range.
-All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
-Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.
-Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.
-The spread for Flechette rounds has been reduced slightly on all shotguns.
-The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
-Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26 MASS.
-The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.
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
effectiveness and also increase the feeling of individuality in each gun.
M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.
RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27's higher rate of fire.
M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.
Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.
PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.
M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.
M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.
QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.
MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.
870: No change. The 870 is a popular and highly effective weapon.
DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.
S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.
MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.
M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.
M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u's low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.
SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.
A91: No Change. The A91's high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.
G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.
SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.
G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.
QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon's stats.
AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.
M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.
M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon's weaknesses kicked in while the reduced accuracy highlights its close range role.
F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.
AN94: Reduced vertical recoil. The AN94's 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.
L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.
FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.
PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.
UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.
MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.
AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.
PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.
P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.
PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19's high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.
WEAPON ACCESSORIES:
SCOPES:
-Fixed the 7x scope not zooming to the full 7x on all weapons.
-Corrected the M39's laser sight so it points at the point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule
BIPOD:
-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
-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.
-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 animation.
HEAVY BARREL:
-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.
-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.
-Several weapons with low default bullet speed now have their bullet 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.
-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.
-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.
IRNV FIXES:
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.
FOREGRIP:
-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.
-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 this penalty.
LASER SIGHT:
-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.
-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.
SUPPRESSOR:
-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.
-The Suppressor's recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor's bonus for all weapons.
-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 value.
-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.
FLASH SUPPRESSOR:
-The Flash Suppressor no longer reduces accuracy for Automatic Fire.
-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.
-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.
GADGETS:
-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
-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.
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed "KILLED."
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
-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.
-Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
-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.
-Ammobags now stay until the user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
-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.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)
-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.
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.
GENERAL GAMEPLAY:
-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-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.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-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.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.
TEAM DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.
SQUAD DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.
-Noshahr Canals s
Re: Novo Patch que está por vim!!
PRA MIM A UNICA COISA QUE ME INTERESSA É ISSO!
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
rááá
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
rááá
Paviani- Coronel
- Mensagens : 129
Data de inscrição : 09/08/2011
Idade : 36
Re: Novo Patch que está por vim!!
Gostei disso:
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.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
Detestei isso:
-Laser Guided missiles can now be distracted by Flares.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-Reduced the damage AA missiles do to jets to 45%.
Isso é coisa dos pilotos chorões, já era dificil derrubar os helicópteros como estavam, agora vai ser impossível...
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.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
Detestei isso:
-Laser Guided missiles can now be distracted by Flares.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-Reduced the damage AA missiles do to jets to 45%.
Isso é coisa dos pilotos chorões, já era dificil derrubar os helicópteros como estavam, agora vai ser impossível...
Guabiroba- Coronel
- Mensagens : 157
Data de inscrição : 06/08/2011
Idade : 44
Re: Novo Patch que está por vim!!
kkkkkk aumentar dano da G3 e diminuir o recoill, eu kero uma tbbbbbbbb hehe
Sobre os helis e jatos o Podao falou q vaum ficar melhores para pilotar, se acontecer isso mesmo e o flare tirar a marcação do laser e diminuir o delay dele, ai já era, aereo só será abatido por outro aereo na metralhadora e pela aa se ela conseguir.
Outra coisa que naum gostei e que as minas e c4 irão sumir apos 5 segundos da morte, acabaram as estrategias de defesa, agora vou perder mais tempo colocando as claymores e se eu morrer naum vai dar pra segurar o inimigo no ponto q ele tava, complicado isso, eu axei q naum precisava sumir naum, mas tera uma coisa boa, vai ficar menos tempo espotada no minimapa e parece q soh sera vista pelo squad q spotou, parece q eh isso, ai fica legal.
Outra coisa legal eh o cara levantar mais rapido, isso vai ser muito bom, principalmente pra quando vc eh revivido.
Sobre os helis e jatos o Podao falou q vaum ficar melhores para pilotar, se acontecer isso mesmo e o flare tirar a marcação do laser e diminuir o delay dele, ai já era, aereo só será abatido por outro aereo na metralhadora e pela aa se ela conseguir.
Outra coisa que naum gostei e que as minas e c4 irão sumir apos 5 segundos da morte, acabaram as estrategias de defesa, agora vou perder mais tempo colocando as claymores e se eu morrer naum vai dar pra segurar o inimigo no ponto q ele tava, complicado isso, eu axei q naum precisava sumir naum, mas tera uma coisa boa, vai ficar menos tempo espotada no minimapa e parece q soh sera vista pelo squad q spotou, parece q eh isso, ai fica legal.
Outra coisa legal eh o cara levantar mais rapido, isso vai ser muito bom, principalmente pra quando vc eh revivido.
Khuner- Colonel Service Star 100
- Mensagens : 297
Data de inscrição : 25/01/2012
Idade : 35
Re: Novo Patch que está por vim!!
PQP, QUE PREGUIÇA DE LER TD ISSO... LI 2 PARÁGRAFOS E JÁ PAREI... CANSEI!! RSRS
ALGUMA COISA DEVE MELHORAR E OUTRAS DEVEM MELHORAR.... DEVE SER ISSO!!! KKKKK
ALGUMA COISA DEVE MELHORAR E OUTRAS DEVEM MELHORAR.... DEVE SER ISSO!!! KKKKK
Crebis- Coronel
- Mensagens : 503
Data de inscrição : 06/08/2011
Idade : 41
Re: Novo Patch que está por vim!!
Eu até pensei em traduzir.... ... ... z... Zz... ZzzZzzZ... ZzZzZzzzzZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ.....
...maldito bicho da preguiça... zzzzzZZZZZZZZZZZZZZZZZZZZZZ....
...o que eu ia fazer mesmo?
...maldito bicho da preguiça... zzzzzZZZZZZZZZZZZZZZZZZZZZZ....
...o que eu ia fazer mesmo?
dogjoe- Mensagens : 221
Data de inscrição : 14/01/2012
Idade : 53
Localização : Belo Horizonte - MG
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