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Old 04-26-2012, 11:44 AM
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Default April 27th Changelog

Gameplay
  • Classic
    • Added the ability for MGs to use controlled breathing zoom when deployed to balance them out against rifles in Classic mode
    • Bullet hitting player sounds are no longer exaggerated
    • Fixed a bug where sometimes weapons could zoom in in classic mode when they shouldn't be able to
  • Realism
    • Can no longer use controlled breathing, or use focus zoom if under heavy suppression.
  • Realism/Classic
    • When suppressed the player will now experience increased weapon breathing/sway and screen/weapon buffeting effects that scale up with the current suppression level of the player.
    • Stamina now has an increased effect on weapon breathing/sway when stamina is below 80% and above 25%
    • Can no longer fire your weapon after going to iron sights while sprinting until the weapon gets back into the firing position
  • Suppression now effects the screen/weapon "buffeting" effect when bullets whiz by the player. When more suppressed the screen will buffet more when a bullet whizzes by. Additionally, suppression bonuses from player progression, proximity to a hero, or being in cover will now reduce this buffeting affect as well.
  • Bipod MGs have greatly increased accuracy and much less recoil when deployed. Tripod MGs have greatly increased accuracy
  • Getting a battlefield commission should no longer cause the player to miss the initial spawn. Also, players who get a battlefield commission in the second round should now have enough time to use it.
  • Can no longer use the quick grenade key during the round start countdown
Gameplay Bug Fixes
  • Fixed bipod and tripod MG bullets from hitting the edges of an emplacement (window, sandbag, etc...) - This fixes an issue introduced in beta
  • Fixed dropped weapon pickups getting automatically picked up sometimes
  • Fixed bots sliding around the floor in the ref pose in Firefight
  • Fixed commander sometimes not respawning properly in Countdown
  • Fixed overtime not always ending after capping an objective in Territory
  • Fixed commander automatically selecting their own artillery location. It was showing in the menu as selected, but it would not work properly when trying to launch artillery.
  • Fixed squad leaders overriding each other's marked artillery targets
  • Fixed a way to avoid spawn protection
  • Fixed the allied smoke grenade not properly blocking vision (effects AI vision, enemy spotted, and peripheral indicators)
  • Fixed the Stonewall achievement
  • Fixed stamina not recovering when using a fixed MG
  • Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you
UI
  • Refinements to peripheral indicators making it more difficult to pin-point enemy locations
  • Fixed remaining salvo text misplaced in the commander menu
  • (Work in Progress) Added menu options to disable HUD Tips and/or Menu tooltips
  • Fixed player names appearing outside the tooltip box in the team select menu
  • Fixed some server filters being turned on (and saved) after using instant match
Audio
  • Created a new system for being able to adjust the sounds of bullets hitting players. By default, for relaxed realism mode it is just like it is now, for realism mode the sounds of bullets hitting players are toned down, and for classic mode the sounds of bullets hitting players are at realistic volume levels. This setting is also adjustable for custom mode in webadmin.
  • Adjusted the sound of the player breathing when in iron sights so that breathing out will more closely match the volume of breathing in (before breathing out was very quiet compared to breathing in). Also increased the volume of the iron sights breathing a little so that it is more obvious that the player is breathing. It should also now be more clear that the player is NOT holding their breath when controlled breathing is used, rather the player is breathing slowly and pausing between each breath.
  • Some voice chatter was repeating itself that shouldn't be while other chatter was not repeating itself when it should be. Both issues have been fixed.
  • Fixed a bug where when using a fixed MG sometimes it would sound like your own voice was coming from behind you
Performance
  • More client and server performance improvements
Maps
  • Mamayev Kurgan
    • Updated Lighting
  • Apartments
    • Increased Allies reinforcements
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Old 04-26-2012, 11:52 AM
RAF_Pstyle RAF_Pstyle is offline
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ooohh, goody. Thanks for the news Yosh.

Looks to me like some good evidence there that you guys have been listening to the player base, contrary to the claims of some on these forums.

I'm looking froward to this one dropping from steam almighty.

Last edited by RAF_Pstyle; 04-26-2012 at 11:55 AM.
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Old 04-26-2012, 11:58 AM
Icey_Pain Icey_Pain is offline
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I'm amazed by the many improvements in this patch that seem to be directly related to community requests. Well done TWI, well done.
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Old 04-26-2012, 11:59 AM
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Just as a note, things may be added/removed from this list before the update goes live as things go through final check and people remember things they added/changed and forgot to mention.
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Old 04-26-2012, 12:01 PM
Golf33 Golf33 is offline
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Looks awesome. I know you decided not to release a server build for this, but please reconsider...
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Old 04-26-2012, 12:04 PM
RAF_Pstyle RAF_Pstyle is offline
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Quote:
Originally Posted by Icey_Pain View Post
I'm amazed by the many improvements in this patch that seem to be directly related to community requests. Well done TWI, well done.
^^ this ^^

Even today some folks were complaining about how the community ideas would not even be considered.. well, this sure looks to me like consideration. And a step further even, implementation.
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Old 04-26-2012, 12:05 PM
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Quote:
Originally Posted by Golf33 View Post
Looks awesome. I know you decided not to release a server build for this, but please reconsider...
We really need as many bodies on a single server as possible. If we put more servers out there, this would be harder to do.
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Old 04-26-2012, 12:08 PM
RAF_Pstyle RAF_Pstyle is offline
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Quote:
Originally Posted by Yoshiro View Post
[*]Suppression now effects the screen/weapon "buffeting" effect when bullets whiz by the player. When more suppressed the screen will buffet more when a bullet whizzes by. Additionally, suppression bonuses from player progression, proximity to a hero, or being in cover will now reduce this buffeting affect as well.
Ok, this is very nice, and quite thoughtful I think.

Not only is this a big recognition of the many voices who have been asking for suppression to increase, but it also recognises the criticism (from some people) that veterans and certain soldiers/types might not be so badly affected by suppression once they were "used to it". I think, as far as implementation of these two ideas go for RO2, this is an elegant solution.
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Old 04-26-2012, 12:14 PM
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All very gewd stuff.

But ah, in an update a while back, wasn't the stamina made to have a greater effect on sway anyways? I specifically remember making a post or two about it...
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Old 04-26-2012, 12:22 PM
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YEEEAH, this is going to be awesome...

Didn't know the Allied smoke grenade wasn't working properly--that explains a lot!
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Old 04-26-2012, 12:41 PM
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Quote:
Can no longer use controlled breathing, or use focus zoom if under heavy suppression.
Is there going to be any love for the people that like to have no zoom in IS by default, and instead only want ironsight zoom by pressing a button? As currently they can only use shift zoom to obtain any form of zoom.

With this announced change and the previous change in classic users that prefer no default IS zoom are often forced to have no Zoom at all. Please allow for a way to give people some control over the zoom.

Note:
I do like additional changes to actually remove some zoom under those circumstances. And I am a big supporter of reducing the zoom in classic. The main point is that by default when going in ironsight I and a lot with me prefer to optionally have no zoom and simply manually zoom.
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Last edited by Zetsumei; 04-26-2012 at 01:03 PM.
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Old 04-26-2012, 12:50 PM
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Oooh I really like some of these changes -- especially that people can't zoom or hold their breath to focus while being suppressed ... it makes both realistic/practical and gameplay sense. Nice list of changes overall! I'll definitely hop on the server to test it out, assuming others will join me. That's been the main reason I haven't been playing RO Classic is lack of beta players.

Can we expect the update today?
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Last edited by hockeywarrior; 04-26-2012 at 12:55 PM.
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Old 04-26-2012, 01:01 PM
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I really like the changes as well Thanks for fixing that smoke bug.

Btw, will the arty target selection be changed in the future? Right now I feel it's always a gamble what will happen/whether I will remove a spotted location by accident.
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Old 04-26-2012, 01:07 PM
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Quote:
Originally Posted by hockeywarrior View Post
Can we expect the update today?
If all goes well.
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Old 04-26-2012, 01:21 PM
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Lots of good changes there. More sway, tweaks to iron sights from sprint, autopickup bug fix.

Now give the bolt a little more damage pls . Always getting +1 in the top right shortly after getting a chest shot
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Old 04-26-2012, 01:23 PM
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WOW nice list. Things are looking good!

THANKS.
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Old 04-26-2012, 01:34 PM
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some nice changes you got there!

realy liking it!
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Old 04-26-2012, 01:44 PM
MarioBava MarioBava is offline
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Very nice changelog.
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Old 04-26-2012, 01:47 PM
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Sounds good!, some comments:

Quote:
Originally Posted by Yoshiro View Post
[*](Realism Only) Can no longer fire your weapon after going to iron sights while sprinting until the weapon gets back into the firing position
I'm sad to see that go. Imo, the issue was the speed of perfect IS allingement, not the speed of being able to pull the trigger.

Quote:
Originally Posted by Yoshiro View Post
[*]Refinements to peripheral indicators making it more difficult to pin-point enemy locations
Can we get more detail on this? I feel delaying the markers from appearing is not the right way to go. What is needed is limitations based on distance and movement, imo.

Quote:
Originally Posted by Yoshiro View Post
[*] Hit sound audio attenuation[list][*]Classic - Sound reduces to nothing over a fairly short distance[*]Realism - Sound reduces to a faint minimum over distance, but can still always be heard if the player is listening for it
What you are doing for classic, I want for Realism as well. Why make it less realistic in Realism mode?

Also, total agreeance with Zetsumei's post regarding freedom of zoom.
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Old 04-26-2012, 02:01 PM
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Question regarding hitting the edges of an emplacement (window, sandbag, etc...) - does it mean that hitting the edges after mantling for all the other weapons is also fixed? It was very visible on Mamayev when trying to shoot out from the bunker.

I hope these changes will improve our playing experience even more.
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