RFI-4 Release Notes – 25 Sept 2014

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Remkot
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RFI-4 Release Notes – 25 Sept 2014

Berichtdoor Remkot » 24 sep 2014, 12:08


[html]
<img class="alignright wp-image-2374" src="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/WeaponDrop.jpg?resize=500%2C313" alt="WeaponDrop" data-recalc-dims="1" />Weapon Drop &amp; Pickup</h2>
<ul>
<li>Players drop their weapon upon being secured or once they can no longer be revived. Only primary weapons (M4, M249, etc) will drop; the M9 will never be dropped.</li>
<li>Once on the ground anyone may pick up a dropped weapon via the interaction command. A dropped weapon has all of the rounds it had in it when dropped plus all the extra magazines. The optic also goes with the weapon.</li>
<li>Any role may pick up any weapon, thus a rifleman may utilize a dropped M24.</li>
<li>A player may carry two primary weapons (i.e. an M4 and a M249) plus the secondary (M9). Attempting to pick up a third primary will result in one of the carried primary weapons being dropped.</li>
<li>Only U.S. weapons are present in this release; enemy weapons are in the works.</li>
</ul>
<p>&nbsp;</p>
<h2 id="ReleaseNotes-Buildxxxxxx-RoleSelection">Role Selection</h2>
<ul>
<li>Players no longer select roles prior to the start of the match; once the first round countdown begins players may then choose a role.</li>
<li>Changing roles and weapons, grenades or optics now immediately updates character inventory.</li>
</ul>
<h2 id="ReleaseNotes-Buildxxxxxx-HUD">HUD</h2>
<ul>
<li>Grenade cook timer removed. Fuse times all remain the same.</li>
</ul>
<h2 id="ReleaseNotes-Buildxxxxxx-Characters">Characters</h2>
<ul>
<li>Spectators viewing a Czervanian character in first person will now see the appropriate camouflage on the character&#8217;s arms.</li>
<li>The U.S. automatic rifleman character model is updated though is not final; new models for the other roles are in the works.</li>
</ul>
<h2 id="ReleaseNotes-Buildxxxxxx-NewMap">New Map &#8211; BDX_Intercept_EX</h2>
<p>Intercept &#8211; A BDX (6v6) map with an extract mission.</p>
<p><a href="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/INTERCEPT1.jpg"><img class="alignnone wp-image-2372" src="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/INTERCEPT1.jpg?resize=700%2C438" alt="INTERCEPT1" data-recalc-dims="1" /></a></p>
<h2 id="ReleaseNotes-Buildxxxxxx-Weapons">Weapons</h2>
<h3 id="ReleaseNotes-Buildxxxxxx-ADSMovementSpeed">ADS Movement Speed</h3>
<p>Some weapons and optics modify ADS movement speed (how quickly the character moves while sighted):</p>
<div class="table-wrap">
<table class="confluenceTable tablesorter">
<thead>
<tr class="sortableHeader">
<th class="confluenceTh sortableHeader" data-column="0">
<div class="tablesorter-header-inner">Weapon + Optic</div>
</th>
<th class="confluenceTh sortableHeader" data-column="1">
<div class="tablesorter-header-inner">ADS Movement</div>
</th>
</tr>
</thead>
<tbody>
<tr>
<td class="confluenceTd">M4/M16 + iron sights</td>
<td class="confluenceTd">1.2</td>
</tr>
<tr>
<td class="confluenceTd">M4/M16 + red dot/holoscope</td>
<td class="confluenceTd">1</td>
</tr>
<tr>
<td class="confluenceTd">M16 + ACOG</td>
<td class="confluenceTd">0.8</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M9</td>
<td class="confluenceTd" colspan="1">1.2</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">Shotgun</td>
<td class="confluenceTd" colspan="1">1.2</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M249 + red dot/holoscope/iron sights</td>
<td class="confluenceTd" colspan="1">1</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M249 + ELCAN</td>
<td class="confluenceTd" colspan="1">0.8</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M14 + ACOG</td>
<td class="confluenceTd" colspan="1">0.64</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M14 + Mk4</td>
<td class="confluenceTd" colspan="1">0.6</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M24</td>
<td class="confluenceTd" colspan="1">0.5</td>
</tr>
</tbody>
</table>
</div>
<p>M249 iron sights are getting a rework; once the new model is in expect a modest ADS movement speed increase when using them.</p>
<h3 id="ReleaseNotes-Buildxxxxxx-WeaponDamageFalloff">Weapon Damage Falloff</h3>
<p>Damage now falls off with range. Each weapon has a maximum effective range where full damage is dealt. Beyond this point damage drops off linearly until the mininuim damage range is reached.</p>
<div class="table-wrap">
<table class="confluenceTable tablesorter">
<thead>
<tr class="sortableHeader">
<th class="confluenceTh sortableHeader" data-column="0">
<div class="tablesorter-header-inner">Weapon</div>
</th>
<th class="confluenceTh sortableHeader" data-column="1">
<div class="tablesorter-header-inner">Maximum Effective Range</div>
</th>
<th class="confluenceTh sortableHeader" colspan="1" data-column="2">
<div class="tablesorter-header-inner">Mininum Damage Range</div>
</th>
<th class="confluenceTh sortableHeader" colspan="1" data-column="3">
<div class="tablesorter-header-inner">Mininum Damage (upper torso)</div>
</th>
</tr>
</thead>
<tbody>
<tr>
<td class="confluenceTd">M4</td>
<td class="confluenceTd">20 meters</td>
<td class="confluenceTd" colspan="1"> 60 meters</td>
<td class="confluenceTd" colspan="1"> 17</td>
</tr>
<tr>
<td class="confluenceTd">M16</td>
<td class="confluenceTd">30 meters</td>
<td class="confluenceTd" colspan="1"> 70 meters</td>
<td class="confluenceTd" colspan="1"> 17</td>
</tr>
<tr>
<td class="confluenceTd">M249</td>
<td class="confluenceTd">20 meters</td>
<td class="confluenceTd" colspan="1"> 60 meters</td>
<td class="confluenceTd" colspan="1">17</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M14</td>
<td class="confluenceTd" colspan="1">45 meters</td>
<td class="confluenceTd" colspan="1"> 85 meters</td>
<td class="confluenceTd" colspan="1">34</td>
</tr>
<tr>
<td class="confluenceTd">M24</td>
<td class="confluenceTd">(always does full damage)</td>
<td class="confluenceTd" colspan="1"> n/a</td>
<td class="confluenceTd" colspan="1"> n/a</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">M9</td>
<td class="confluenceTd" colspan="1">10 meters</td>
<td class="confluenceTd" colspan="1"> 30 meters</td>
<td class="confluenceTd" colspan="1">15</td>
</tr>
<tr>
<td class="confluenceTd" colspan="1">Shotgun</td>
<td class="confluenceTd" colspan="1">6 meters</td>
<td class="confluenceTd" colspan="1"> 16 meters</td>
<td class="confluenceTd" colspan="1">10 (per pellet)</td>
</tr>
</tbody>
</table>
</div>
<h3 id="ReleaseNotes-Buildxxxxxx-M14">M14</h3>
<ul>
<li>Sighted and unsighted recoil increased significantly</li>
<li>Sway pattern changed; is now a sideways figure eight</li>
<li>Sway speed reduced</li>
<li>Unsighted accuracy cone is significantly larger</li>
<li>ADS time coming out of a sprint increased to 0.45 seconds (was 0.4)</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-M4">M4</h3>
<ul>
<li>Overall sighted and unsighted recoil increased slightly</li>
<li>Per shot recoil increased slightly</li>
<li>Unsighted accuracy cone when prone and crouched increased significantly</li>
<li>ADS time reducded to 0.28 seconds (was 0.33)</li>
<li>ADS time coming out of a sprint increased to 0.38 seconds (was 0.35)</li>
<li>Sprinting with the weapon uses slightly less stamina (8 per second; was 9)</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-M16">M16</h3>
<ul>
<li>Sighted and unsighted recoil increased slightly</li>
<li>Unsighted accuracy cone when prone and crouched increased significantly</li>
<li>ADS time reduced to 0.3 seconds (was 0.33)</li>
<li>ADS time coming out of a sprint increased to 0.4 seconds (was 0.38)</li>
<li>Sprinting with the weapon uses slightly less stamina (9 per second; was 10)</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-M249">M249</h3>
<ul>
<li>Equip time increased to 0.75 seconds (was 0.65)</li>
<li>Sighted and unsighted recoil increased slightly</li>
<li>Unsighted accuracy cone when prone and crouched increased significantly</li>
<li>ADS time coming out of a sprint increased to 0.45 seconds (was 0.38)</li>
<li>Sprinting with the weapon uses slightly more stamina (12 per second; was 11)</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-M24">M24</h3>
<ul>
<li>Sighted and unsighted recoil increased significantly</li>
<li>Sway increased slightly</li>
<li>Firing impacts sway significantly more</li>
<li>Unsighted accuracy cone increased significantly</li>
<li>ADS time increased to 0.4 seconds (was 0.35)</li>
<li>ADS time coming out of a sprint increased to 0.5 seconds (was 0.4)</li>
<li>Equip time increased to 0.7 seconds (was 0.65)</li>
<li>Bolt cycle time increased to 1.7 seconds (was 1.3; incorrectly displayed as 1.6 on the HUD)</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-M9">M9</h3>
<ul>
<li>Unsighted accuracy cone when prone and crouched increased significantly</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-Shotgun">Shotgun</h3>
<ul>
<li>Sprinting with the weapon uses more stamina (9 per second; was 6)</li>
<li>ADS sight time reduced to 0.25 seconds (was 0.3)</li>
<li>Spread reduced</li>
<li>Pellet patterns tweaked</li>
</ul>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-InjuryPenalties">Injury Penalties</h3>
<ul>
<li>Penalties to accuracy, recoil and sway begin taking effect at 80 health now as opposed to 60; penalties scale up as health goes down</li>
<li>Sway is now impacted by low health<br />
Maximum Recoil health penalty reduced</li>
</ul>
<h3 id="ReleaseNotes-Buildxxxxxx-ACOG">ACOG</h3>
<p>Optic mesh and textures updated when both sighted and unsighted.</p>
<p><a href="http://i0.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ACOG2.jpg"><img class="alignnone wp-image-2369" src="http://i0.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ACOG2.jpg?resize=400%2C250" alt="ACOG2" data-recalc-dims="1" /></a> <a href="http://i2.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ACOG1.jpg"><img class="alignnone wp-image-2368" src="http://i2.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ACOG1.jpg?resize=400%2C250" alt="ACOG1" data-recalc-dims="1" /></a></p>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-Elcan">Elcan</h3>
<p>Optic mesh and textures updated when both sighted and unsighted</p>
<p><a href="http://i0.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ELCAN2.jpg"><img class="alignnone wp-image-2371" src="http://i0.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ELCAN2.jpg?resize=400%2C250" alt="ELCAN2" data-recalc-dims="1" /></a> <a href="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ELCAN1.jpg"><img class="alignnone wp-image-2370" src="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/ELCAN1.jpg?resize=400%2C250" alt="ELCAN1" data-recalc-dims="1" /></a></p>
<p>&nbsp;</p>
<h3 id="ReleaseNotes-Buildxxxxxx-NewM14Model">New M14 Model</h3>
<p><a href="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/M14.jpg"><img class="alignnone wp-image-2373" src="http://i1.wp.com/news.americasarmy.com/wp-content/uploads/2014/09/M14.jpg?resize=400%2C250" alt="M14" data-recalc-dims="1" /></a></p>
<h2 id="ReleaseNotes-Buildxxxxxx-MissionEditor">Mission Editor</h2>
<ul>
<li>Fixed a crash in the 64 bit editors</li>
<li>Fixed a crash when attempting to open a UMM with grouping from a shipping build</li>
<li>Added an option to test gameplay from the editor</li>
<li>Added a keybinding to allow switching teams when testing gameplay from the editor</li>
<li>Various door archetypes have been added for map creators; tap interact to open and hold interact to crack open</li>
</ul>
<p>&nbsp;</p>
<h2 id="ReleaseNotes-Buildxxxxxx-Misc">Misc</h2>
<ul>
<li>Overhead and minimap images improved; less aliasing should be evident</li>
<li>Timer to free a secured player has been removed</li>
<li>Spectators watching another player now see much more accurate sway and recoil effects</li>
<li>All players now see the pre-round one countdown</li>
<li>Look for several new loading screen movies; some old ones removed</li>
<li>Players should no longer be able to dive into a wall and occasionally see through it</li>
<li>Players are no longer able to view the opposite team&#8217;s spawn camera following a side-swap</li>
<li>Spectators should now remain in the chosen camera mode between rounds</li>
<li>Players should no longer float when revived on uneven terrain</li>
<li>Footsteps are not audible when under the effect of a flash grenade</li>
<li>Tapping the key once no longer plays the entire revive animation when under high latency</li>
<li>Fix for VOIP icons showing as skulls (dead) during round countdown</li>
<li>Fix for weapon fire audio continuing after the shooter has been killed</li>
<li>Removed a spot where players could reach an unintended areas on Siege, Slums and Coldfront</li>
<li>Various props on Coldfront no longer vanish at long distance</li>
<li>Players can no longer throw grenades through desks on Siege</li>
<li>Fixed a similar spot on Harbor Assault (both versions)</li>
<li>Three Kings has the correct loading screen image</li>
<li>Removed client log spam relating to objectives</li>
</ul>
</div>



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Lavalys
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Re: RFI-4 Release Notes – 25 Sept 2014

Berichtdoor Lavalys » 25 sep 2014, 11:41


Nice Getting ready for battle
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