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Old 04-17-2012, 03:34 PM
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Default April 18th Beta Patch

Maps
  • Spartanovka
    • Inceased spawn time for Allies by 5 seconds
    • Improved Axis spawn protection for their last spawn attacking the Town Hall
    • Gave Axis more reinforcements
    • Reduced Allies' artillery amounts slightly
  • Station
    • Decreased Axis reinforcement times by 5 seconds
    • Increased Axis reinforcements
  • Mamayev
    • Removed 'activated' chat box spam in Mamayev

Gameplay
  • Modified sprinting in RO Classic so that instead of stopping sprinting when you run out of stamina it blends down to the slow sprint speed when the player is close to exhausted (similar to regular RO2). The ability to force the player to stop sprinting can still be enabled by a server side setting if server admins wishes to have the game function exactly like RO1 sprinting
  • Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying thier primary weapon which prevents them from spawning with heavy encumbrance effects (faster stamina use, slower sprinting, etc). If someone from a different class picks up thier dropped primary weapon, they will still have the heavy encumbrance from the weapon.
  • Modified the encumbrance system so that engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc)
  • Characters should no longer pop up/down when running along trenches
  • Fixed some instances of being able to 'see through' objects when viewing up close.
  • Fixed a bug where server damage scaling settings were not working
  • Fixed a bug where players could not take bleed damage under certain circumstances
  • Fixed achievements: Marksman (Bronze/Silver/Gold), Unhatched (Bronze/SilverGold), Tracked (Bronze/Silver/Gold), Sharpshooter (Bronze/Silver/Gold), Firing Blind
  • Improved server performance
UI
  • After being shot the damage indicator is now displayed on the HUD regardless of whether tactical view is on
  • Fixed HUD sorting issues with binocs
  • Removed the ability to disable gameplay effecting rendering settings
  • The realism setting on the server is now shown in the loading screen and scoreboard
  • Joining a custom or classic server for the first time triggers a confirmation message window
  • Marksman now appear properly as squad leaders on the tactical view squad list
  • Fixed overlapping spawn queue text in the territory spawn menu
  • Fixed inactive objectives showing as active on the minimap
  • Fixed enemy spotted icon stuck on screen
  • Fixed enemy spotted icon flickering on top of weapon
  • Artillery selection is now more reliable. Added flashing icon to overhead map when artillery is falling
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Old 04-17-2012, 04:39 PM
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Quote:
Originally Posted by Yoshiro View Post
"Modified sprinting in RO Classic so that instead of stopping sprinting when you run out of stamina it blends down to the slow sprint speed when the player is close to exhausted (similar to regular RO2). The ability to force the player to stop sprinting can still be enabled by a server side setting if server admins wishes to have the game function exactly like RO1 sprinting
Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying thier primary weapon which prevents them from spawning with heavy encumbrance effects (faster stamina use, slower sprinting, etc). If someone from a different class picks up thier dropped primary weapon, they will still have the heavy encumbrance from the weapon.
Modified the encumbrance system so that engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc)"
Niice... my favorite class (Engineer) is now more viable!

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"Removed the ability to disable gameplay effecting rendering settings"
Excellent! Hope this means graphics twiddling will see a decrease soon.

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"Fixed HUD sorting issues with binocs"
Good--this was making tanking difficult.

Progress marches on!
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Old 04-17-2012, 05:03 PM
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Weheey updates.

By the way, is the spawn-without-smoke bug fixed in the beta?
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Old 04-17-2012, 05:04 PM
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Originally Posted by Yoshiro View Post
If someone from a different class picks up thier dropped primary weapon, they will still have the heavy encumbrance from the weapon.
Is it planed to bring back, that normal soldiers, who picked up an MG are not able to change the barrel in lack of a changing glove?

It was cool in RO1.

Now everyone can change the barrell. With naked hands. I dont want to try it in real. You not too, i guess
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Old 04-17-2012, 05:19 PM
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Quote:
Originally Posted by Dionysos View Post
Weheey updates.

By the way, is the spawn-without-smoke bug fixed in the beta?
Hi,

I think this was fixed already as I haven't had that bug since the april 5th (?) update.
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Old 04-17-2012, 05:47 PM
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I like most of the changes. Even so, I'm a bit concerned that taking away the movement speed penalty of MGs will make them even easier to hip-shoot rambo with... especially since that's already a huge problem with the MG34.
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Old 04-17-2012, 05:49 PM
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We are looking into other ways to address MG's on the move if it becomes an issue.
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Old 04-17-2012, 05:53 PM
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We are looking into other ways to address MG's on the move if it becomes an issue.
OK. I always found reduced the movement speed irritating myself, but was afraid that if it were changed that the MG problem would grow.
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Old 04-17-2012, 05:55 PM
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As a heads up it looks like this patch will drop tomorrow morning.
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Old 04-17-2012, 05:57 PM
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Looking forward to it, thanks!
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Old 04-17-2012, 06:37 PM
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Sounds great! Keep up the good work!
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Old 04-17-2012, 07:01 PM
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I've got nothing constructive to say, so...

YAAAAAY
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Old 04-17-2012, 07:11 PM
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Sweet!
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Old 04-17-2012, 07:18 PM
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new patch notes!
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Old 04-17-2012, 10:01 PM
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Quote:
Fixed some instances of being able to 'see through' objects when viewing up close.
Are these code based fixes or map changes? If they are code based is there a possibility to see the old fov sliders from the prerelease return, with the problem of looking through the map with high fov allevated?

Quote:
Improved server performance
Any percentage estimates on the improvements. Basically if a server could previously run say a 32 player server how many players could it now run on average?
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Last edited by Zetsumei; 04-17-2012 at 10:10 PM.
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Old 04-18-2012, 05:02 AM
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Quote:
Originally Posted by Eisprinzessin View Post
Is it planed to bring back, that normal soldiers, who picked up an MG are not able to change the barrel in lack of a changing glove?

It was cool in RO1.

Now everyone can change the barrell. With naked hands. I dont want to try it in real. You not too, i guess
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Old 04-18-2012, 05:50 AM
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So why are we speeding up MG's and anti tank? Especially MG, I love playing MG, and RO2 vanilla Mg's run plenty fast as it is. Making MG move even faster is a bad idea. TW needs to put MG weight penalties back.
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Old 04-18-2012, 09:28 AM
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Quote:
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So why are we speeding up MG's and anti tank? Especially MG, I love playing MG, and RO2 vanilla Mg's run plenty fast as it is. Making MG move even faster is a bad idea. TW needs to put MG weight penalties back.
Well, in Classic Mode, the MG, AT soldier, and Engineer run so slowly that it literally takes them at least twice as long to reach the battlefield.

If you're worried about MG hipfire, though, that mechanic can always be changed instead of changing weight penalties.
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Old 04-18-2012, 10:46 AM
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This patch should be going live shortly.
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Old 04-18-2012, 11:09 AM
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Excellent! Hope this means graphics twiddling will see a decrease soon.
How comes? Most changes had to be done manually in the ini anyway.

Annoying people with that depth of field etc. isn't really an improvement. Same goes for the low FOV settings.
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