Gameplay System Refinements - Redesigned Lockdown
- Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes. There are new sound and visual indications when Lockdown has been initiated. In this way Lockdown is much less intrusive, and only kicks in when there are very long times when the attacking team hasn’t made any progress.
- Improved Overtime system
- Overtime has been revised with greatly improved functionality
- Overtime has been added to territory and countdown
- Improved spawn protection
- When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
- More time given to players who were in an spawn protection area before the volume was activated.When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
- Players are now invincible for 3 seconds after spawning in a spawn protected area. Other conditions such as leaving the area or firing a weapon immediately make them vulnerable again.
- Greatly improved spawn on squad leader
- Spawn on squad leader now uses an entirely new system which is much better at finding a place to spawn players between the spawn leaders location, and their base spawn point.
- Players will now use the last location of the squad leader they chose to spawn on if the squad leader dies after they have begun spawning on them. This will greatly reduce the times when the player doesn’t spawn on the squad leader they selected.
- The UI has been improved to make it more obvious where you’ll be spawning. Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.
- Redesigned Enemy Spotted
- Players will now get a notification when a teammate spots an enemy or a location where they think an enemy is if there is line of sight between the player and the spot where the location was spotted, or if they are within 100 meters of the player that called out “enemy spotted” (4000 meters for tanks).
- When a teammate spots an enemy the icon will appear that the top of the screen indicating the general direction of the enemy. Additionally, if the location is above or below the players view, an arrow will indicate this to the player.
- Enemy spotted locations no longer snap near to the location of the enemy that was spotted. Rather the locations indicated to teammates are the location that the player that spotted the enemy was looking when they released the “Spot Enemy” key. This will prevent players from using enemy spotted to exploit and find the locations of unseen enemies.
- Players calling out the locations of enemies using the enemy spotted key will now see an icon on the screen to indicate the location they are attempting to designate the enemy at. Additionally, this button can be held down and the player can put the icon over an enemy, then release the key to designate that location. The default key for this is “Z”.
- Spotting enemy tanks actually works now in the enemy spotted system (it was only ever working before with aerial recon)
- Refined the angles that enemy spotted detects what type of soldier the player is spotted to prevent exploiting this at long range. Players must now get their view much closer to the location of an enemy they are spotting to identify the type of enemy they are looking at.
- Added setting to configure enemy spotted for three settings: (0=full, 1=tactical view and map only, 2=map only). All game modes default to full currently.
- Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In action mode bandaging hit zones restores the health of the hitzone, but not the player’s overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).
- Improved Suppression
- The effects of bullet whizzes have been significantly magnified
- The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased.
- Reduced the angle at which players receive suppression from someone firing at them. This should greatly reduce or eliminate the "false positives" that were giving player suppression from an enemy that was not even remotely shooting in their direction. Likewise players should now pay more attention to suppression, since now it really means someone is shooting in your direction.
- Suppression now affects 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 effect as well.
- Blur from suppression now fades out more smoothly
- Stamina has an increased effect on sway in all modes
- Modified the encumbrance system so that players that spawn with MGs and Anti-tank rifles will get a bonus on carrying their 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 their dropped primary weapon, they will still have the heavy encumbrance from the weapon.
- Engineer classes get a slight encumbrance bonus so they don't spawn with heavy encumbrance effects (faster stamina use, slower sprinting, etc)
- The distance the player can fall before being damaged/killed has been increased 25 percent. So now a player can walk off the second floor of a building and will be significantly injured, but not killed.
- Falling damage now hurts the players legs and displays on the player damage indicator on the hud.
- When taking significant falling damage in Realism and Classic mode the player will now walk slowly for a short time
- The map boundary effect has been brightened
- Improvements to prone physics in tight spaces (e.g. trenches)
- Split assault role in ‘Assault’ and ‘Elite Assault’ Only the elite assault role gets the MkB/AVT. The first time you play any existing assault xp will be copied/duplicated to elite assault.
Weapons - Added client-side hit detection. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned off/off by server admins through the webadmin tool.
- Improved MG weapon collision detection when deployed on cover. This is most noticeable when deployed in windows.
- The MG34 now has wider limits when deployed similar to the DP28
- Satchels are now easier to throw into small spaces
- Bipod MGs have greatly increased accuracy and much less recoil when deployed. Tripod MGs have greatly increased accuracy
- Damage of bullets now scales as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player.
- Added suppression for melee
- The F1 grenade damage has been increased to match its Axis counterpart
- Smoke from smoke grenades now disappears between rounds
Vehicles - AI Improvements and Refinements
- Vehicle functionality and vehicle crew AI, particularly hull mg and main cannon AI, have gone through a major overhaul with a goal of greatly improving playability and creating a system that players will find useful and enjoyable.
- Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system.
- Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug.
- Added some tank AI configuration elements based off of Ducky's Tank AI mutator
- You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34)
- Implemented new vehicle accessibility functionality. This functionality allows servers to specify if different parts/crew in the tank can receive full damage, reduced functionality, or no part damage (vehicle itself still takes damage)
- Mobility - Treads, breaks, engine
- Destroyed - The parts can be damaged and fully destroyed and disabled
- Damaged - The parts can be damaged and have reduced functionality, but not destroyed
- No Damage - The parts can not take damage
- Main Turret and Cannon - Main Gun, Turret Traverse, Loader
- Destroyed - The parts can be damaged and fully destroyed and disabled
- Damaged - The parts can be damaged and have reduced functionality, but not destroyed
- No Damage - The parts can not take damage
- Crew - Driver, Main Gunner, Hull Machine Gunner, Commander
- Full Interior and Exterior Damage - The crew can be killed while exposed, and from penetrating rounds as well as the internal damage they cause (shrapnel)
- Exterior Damage - The crew can only be killed while exposed
- No Damage - The crew will not take any damage
- General Tank Changes
- Made damage and armor tweaks with the T34 to get it more in balance with the Panzer IV. A battle between the two tanks should now be a much more even fight, while still retaining their realistic strengths and weaknesses.
- T34 - gun mantlet changed to account for the heavily curved shape, also improving its resistance
- Fixed a bug with the Panzer for main cannon mantlet that essentially prevented rounds from penetrating it at any range
- Changed the T34 ammo count to give it more AP rounds and less HE rounds for armor-heavy engagements
- Added proper localized text messages for many events occurring inside the tank
- Tweaked up tank movement voice commands to reduce voice command spam
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Pretty, what do we blow up first? - Myn Donos
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