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Update 1.1 Coming Next Week!

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,495
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    East Coast
    header1.jpg



    Hello everyone!

    After a some exciting rounds on the Community Test Branch we are almost ready to push Update 1.1, featuring Multiplayer Campaign, to the live build! Our current projection has this update deploying next week.

    Thanks to player feedback it features several improvements to help players understand what is happening as the campaign unfolds which you can check out in the Work In Progress changelog below:


    New Additions

    Gameplay

    Campaign
    Brand new to Rising Storm 2: Vietnam is the Multiplayer Campaign mode! A deep, tactical mode which takes place over several battles, where the fate of the Vietnam War will be decided. Players must choose a side, and vote on tactical decisions, such as where to attack, where to defend, and which of their faction's armies they will proceed in to battle with.
    campaign1.gif




    In order to win the Campaign, you must either end the 11-year period of the war with more Victory Points than the opposing team, or capture every territory on the map. Each year comprises of a single battle where winning those battles will earn you new territory along with victory points.

    As the timeline of the war moves forwards through the Campaign, each of the armies' equipment and available commander abilities change. For example, after the Paris peace accords in ‘73, the US and ANZAC forces withdraw, which leaves the Southern team with the ARVN for the last two years of the war. As you fight your way through the duration of the war, real-life technological advancements and political events have a meaningful impact on the flow of battle.
    campaign4.gif





    Each faction also has a special ability - the Ho Chi Minh trail for the North, and Search and Destroy for the South. These both grant unique, asymmetric advantages for a single battle, and run on a three-turn cooldown which players must vote to either use or not once they become available.

    In order to more clearly explain the flow of the Multiplayer Campaign, a hypothetical Campaign flow has been posted at the below link:

    https://steamcommunity.com/app/418460/discussions/3/1742216733516925633/

    Changes to Campaign since the CTB
    Thank you to everyone who came along to the CTB testing of the Campaign! Your feedback has been instrumental to some tweaks to the mode, which will are listed below:
    • One of the major pieces of feedback we received from the CTB was that there was community desire for end-of-Campaign cinematics or flare for the winning team - we hear you and are working towards getting these together for a future patch. This means that in its first iteration with 1.1 there will not be any cinematic for the end of Campaign, however expect to see something at the end of a Campaign in the near future.
    lostthewar.png

    • Improved messaging as to why a Campaign was won or lost - the victory condition fulfilled now appears on the Campaign end screen
    indicator.jpg

    • Improved indication of what resources or technology are available for each period of the war - an indicator now displays on the right of the Region infobox showing what is available.
    • Added the year completed to the After Action Report that displays at the end of a round of Campaign
    • The HUD now hides when the Campaign map is visible, reducing visual clutter behind the translucent background
    • Added an XP bonus for completing a Campaign! Players who have played in more than 6 rounds (regardless of whether it's long or regular Campaign) will get a bonus of 250xp, and players on the winning team who meet the same above criteria will receive an additional 500xp
    We want to express our gratitude to everyone who took part in the CTB and gave us their feedback! We couldn't have made those changes without you.

    Weapon Changes
    Per community feedback, we have made some changes to certain weapons in Rising Storm 2: Vietnam. Those changes are as follows:

    Universal Weapon Changes
    Recoil reduction while in a supported stance such as Crouch or Prone have been increased to make their effects more noticable and useful.
    • Increased recoil reduction when Crouched from 5% to 10%
    • Increased recoil reduction when Prone from 10% to 15%


    Rested Weapon Mechanic
    Resting your weapon is a great way to reduce its sway and recoil. The effect from resting your weapon has been increased to also have a noticeable benefit.
    • Increased recoil reduction when your weapon is Rested from 10% to 15%


    M1 and M2 Carbine
    • Reduced M1 and M2 Carbines horizontal recoil by 22%
    • Reduced sight misalignment when rotating with the M1 and M2 Carbines


    AK-47 and Variants
    • AKM variant is no longer available to the NLF
    • Reduced horizontal recoil of the Type 56 / 56-1 by 10%


    MAT-49 SMG
    • Decreased the reload time of the MAT-49 SMGs by 0.66 seconds


    Sniper Rifles
    • Fixed a bug that caused sniper rifles to have more sway from suppression and stamina loss than any other weapon.
    • Reduced sway on all Sniper Rifles - especially for the SVD and XM21


    Machine Guns
    • Greatly reduced recoil when using Machine Gun bipods so that they are much more controllable under full auto
    • Increased the Suppression Power of all machine guns from 20 to 25


    Traps
    • Decreased the thickness of the wire portion of the Tripwire Trap
    • Decreased the time it takes to place Punji Traps from 3 strikes to 2
    • Added the ability to place Tripwire Traps on a larger variety of surfaces, with a time penalty for harder surfaces such as rock and concrete.
    • Made it easier to dig tunnels and plant traps and explosives, which no longer require players to look directly at the ground


    Squad Tunnels
    • Added the ability to place squad tunnels on more surfaces types, including hard surfaces such as concrete and rock. It takes longer to dig a Squad Tunnel on these surfaces. The tunnel preview will change color to indicate a longer digging time


    Shotguns
    • 40% ADS movement speed increase for M37 Riot Shotgun and the Sawn-off IZH shotgun


    NLF Role Changes
    To create more distinction between the NLF and PAVN factions who fight for Communist North Vietnam, NLF roles have been changed to reflect the guerilla nature of their forces, versus the standing army of the PAVN.

    The role changes are as follows:
    • NLF Guerilla
      • Added M1 Carbine
      • Removed AKM variant
    • NLF Sapper
      • Added MAT-49
      • Removed SKS
    • NLF Machine Gunner
      • Added Punji Trap
    • NLF Radioman
      • Added Mosin Nagant 91/30
      • Added IZH-58
      • Added Punji Trap
        • Removed AK-47
    • NLF RPG
      • Added Punji Trap
    • NLF Commander
      • Added Punji Trap


    Multiplayer Campaign Roles
    Throughout the Multiplayer Campaign players will experience loadout changes throughout the war. There are three periods in which resources and technology changes in the Campaign. These periods are Early, Mid and Late War.



    Maps

    Territories: Highway 14
    highway.jpg




    1.1 marks the official and long awaited release of Highway 14 into the Official map rotation. Please note, this map is still considered as Beta. Thank you to community mapper Dziga Vertov for letting us use this gargantuan map!

    Highway 14 sees the United States Army square off against the NLF in a gruelling conflict up a beautiful highway, and through several small towns. It also features the largest number of objectives to fight over in any of our stock maps, going all the way up to Objective M.There's been a massive amount of bug fixes and optimization work done on the road to making Highway an official map, and we can't wait for everyone to check it out!

    Reinforcement Balancing
    Reinforcement numbers have been tweaked for the following maps. We aim for reinforcements being the reason for a win/loss at rate of 10-15% overall. Some of the following map's had reinforcements deciding the winner 20-40% of the time.
      • VNTE - Firebase Georgina, removed 50 tickets from the north
      • VNTE - Hill937, added 70 tickets to the south
      • VNTE - HueCity, added 30 tickets to both teams
      • VNTE - QuangTri, added 100 tickets to the north
      • VNTE - Resort, added 100 tickets to both teams
      • VNTE - OperationForrest, added 100 tickets to the north
      • VNTE - NinhPhu, added 50 tickets to the south
      • VNTE - CuChi, added 75 tickets to the north
      • VNTE - RungSac, added 100 tickets to the south
    • Performed an optimization pass on Firebase Georgina, Territories and Supremacy versions of Operation Forrest after community feedback that these maps struggled on some machines



    Audio
    We have remixed the audio in Rising Storm 2: Vietnam to ensure proper directionality of combat sound. We have also increased the volume of environmental audio, foley and footstep sounds, and rebalanced various audio elements.

    We have also improved third person weapon sounds, and ensured that third person weapon firing and third person weapon decay are split out and handled independently.

    Additional Audio Notes:
    • Added a volume slider to the main menu that allows players to adjust the level of the first person audio for being shot in the head
    • Added foley for movement from prone to stand and prone to crouch
    • Added sounds to the trap disarmament animations

    Art and Animation
    • Added the ability to wear two facial accessories at the same time
    • Updated the C4 explosion PFX to better match its blast radius
    • Added physics-based animations to all first person animations so that weapons' dust flaps, swivels and sling hooks now move realistically during gameplay
    • Created a spotting animation for the third person viewers, including crouched and prone variants
    • Improved the appearance of shadows at a distance, which would appear overly dark on assets at low LODs


    UI
    • Changed the color of Commander and Spectator chat to prevent confusion/mistaking these messages for server messages. The new colors are: Orange for Commander, and Seafoam for Spectators.
    • Added an indicator on the main menu to show when "double xp" is enabled
    commanderindicator.jpg

    • Added a progress bar for Commanders that shows when they initiate their Commander Ability, confirming that the order has been received and how long before the ability has completed the call-in process.
    • Added a cooldown indicator to ammo resupply messages
    • Added a checkbox to the Video Settings menu to enable or disable Texture Streaming. Additionally, an option was added for "Only Stream in Textures".
    • Random pop-up Tips will now only show when the player is dead and spectating. Triggered Tips are still triggered during gameplay.

    Bugfixes

    Gameplay
    • Fixed an issue where sometimes Commanders could not use Commander Abilities as they appeared grayed out on the radio UI
    • Fixed an issue where reloading a weapon whilst prone and on a slope would result in the first person camera clipping through the ground
    • Fixed an issue where, sometimes, Combat Pilots in the Cobra who were shot at with the DSHK but not killed would be considered under suppression even when if firing stopped
    • Fixed an issue where if a player crouched in deep water they would occasionally and incorrectly be moved without player input
    • Fixed an issue where if the match ended whilst a player was spectating, the spectator would become bound to a panning camera after the team swap and would be unable to move freely
    • Fixed an issue where the cool down for ammo resupply would not take effect and players were able to continuously receive ammo whilst standing on the resupply point
    • Fixed an issue where the wind source from helicopters didn't correctly react with the environment
    • Fixed an issue where the collision for both the Tripwire Traps and MD82 mine was too big
    • Fixed an issue where players who disarmed their own traps as North Vietnamese did not return the trap to their inventory
    • Fixed an issue where players who mounted the DSHK and fired into the air recieved log spam when their bullets went out of bounds
    • Fixed an issue where the DSHk no longer spawned first person projectile impact particle effects and bullet-hole decals
    • Fixed an issue where sometimes, after dying, the player camera would lag behind the player character's head
    • Fixed an issue where log spam would occur if another player mounted or dismounted a DSHK anywhere on the map
    • Fixed an issue where log span would occur when players called in the Canberra Bomber
    • Fixed an issue where log spam would occur if players spawned with a XM177, M16 or Mosin Sniper
    • Fixed an issue where log spam would occur when players fired the helicopter weapons or were nearby when another player fired a helicopter weapon
    • Fixed an issue where log spam would occur if players attempted to place a punji trap on uneven terrain or on an object
    • Fixed an issue where Pilots could appear as "Best Squad Leaders" in the After Action Report without being Squad Leaders
    • Fixed an issue where the SVD Scope illumination setting was not saved on player death
    • Fixed an issue where players were able to plant Punji Traps and Claymores whilst looking at the sky
    • Fixed a hitching issue when trying to zero the scopes of the M1 Garand-D and XM21 Sniper Rifles


    Campaign Bugs fixed since CTB
    • Fixed an issue where players' name and faction icon would be set to an incorrect name and icon during Campaign matches - thank you to everyone who provided screenshots of this issue and repro steps
    • Fixed a number of Localization issues with Campaign when playing in Non-English languages
    • Removed the "no attached Pilot" message from Northern Players' UI when fighting on vehicle maps in Campaign mode
    • Fixed several map issues present in the CTB - including broken lighting in small areas of Hue and Hill 937
    • Fixed an issue where in the last round of Campaign, the match would be forced to a second round with a mandatory team swap between the two


    Maps

    An Lao Valley
    • Fixed an issue on VNTE and VNSU An Lao Valley, between Objectives C and D, where players could become caught on a rock
    • Fixed an issue on VNSU An Lao Valley where, in a DSHK pit to the south of Objective A, the first person and third person character model would incorrectly darken
    • Fixed an issue on VNTE and VNSU An Lao Valley where, after Napalm is dropped, the correct decals materials did not appear on huts throughout the level

    Asau
    • Fixed an issue on Asau where the player failed to perform a mantle over a jeep bonnet on Objective F and instead returned their original position
    • Fixed an issue on Asau, on Objective C, where two beds were blocking sightlines and were able to be bounced on
    • Fixed an issue on Asau where the South Vietnamese spawn protection didn't cover the entire spawn zone for Objective F
    • Fixed an issue on Asau where, in a destroyed house on Objective A, players could get snagged between the wall and floor
    • Fixed an issue on Asau where grass was floating in a variety of locations
    • Fixed an issue on Asau where a number of trees on the outskirts of the map were incorrectly lit
    • Fixed an issue on Asau where the prompt to mantle was incorrectly shown in a number of locations


    Cu Chi
    • Fixed an issue on Cu Chi where, on Objective F, hanging lights did not have the correct emissive textures
    • Fixed an issue on Cu Chi where two buildings on Objective B became invisible at long range, leaving players inside them exposed
    • Fixed an issue on Cu Chi where, on Objective F, there was a hole in the level that allowed players to see the skybox through the ground


    Firebase
    • Fixed an issue on VNSK Firebase where players could get snagged whilst turning in a trench in the out of bounds area


    Firebase Georgina
    • Fixed an issue on Firebase Georgina where the marksman and sniper roles were not available to the northern forces or southern forces respectively
    • Removed an invisible vine ladder from Firebase Georgina


    Hill937
    • Fixed an issue on Hill 937 where a section of terrain was missing collision near the helicopter landing pad
    • Fixed an issue on Hill 937 where if the United States captured Objective A then the United States spawn protection south of Objective B would disappear
    • Fixed an issue on Hill 937 where when players tried to customize their Northern Forces character whilst on the map the customization screen was underground
    • Fixed an issue on Hill 937 where players were unable to plant traps on some dirt patches on and around Objective A
    • Fixed an issue on Hill 937 where, when turning corners in a tunnel, players could sometimes see a white flash as the rendering tried to compensate for the speed and position of the camera


    Hue City
    • Fixed an issue on Hue City where terrain blocking an inaccessible part of the map had no collision, meaning a player could walk through the terrain
    • Fixed an issue on Hue City where, west of Objective C, players could access an out of bounds rooftop
    • Fixed an issue on Hue City where, on Objective C, players could walk up a bush
    • Fixed an issue on a tower in Hue City where the reverb volume for the DSHK was set to play the outside shooting audio
    • Fixed an issue on Hue City where, outside of Objective A, players could get caught on a pile of bricks
    • Fixed an issue on Hue City where a number of trees had no collision
    • Fixed an issue on Hue City where a section of wall in grid reference G4 lacked collision


    Long Tan
    • Fixed an issue on Long Tan where areas to the north of the map were accessible when they should have been out of bounds


    Ninh Phu
    • Fixed an issue on VNTE Ninh Phu where, south of Objective B, players could be snagged on a piece of raised terrain


    Operation Forrest
    • Fixed an issue on Operation Forrest where, south of Objective A, a selection of plants in a field had incorrect collision resulting in players being unable to walk through them
    • Fixed an issue on Operation Forrest where, southeast of Objective B, a section of a sandbag wall with barbed wire was incorrectly able to be mantled
    • Fixed an issue on VNSU Operation Forrest where, east of Objective A, there was a bolder that players could shoot through
    • Fixed an issue on Operation Forrest where, south of Objective B, players could get caught on the incline to a wooden bridge
    • Fixed an issue on VNTE Operation Forrest where the fire on Objective C did not cause damage to the player
    • Fixed an issue on VNTE Operation Forrest where, near Objective A, players could get snagged on a set of rocks
    • Fixed an issue on VNSU Operation Forrest where, north east of Objective E, there was a seam in the road where two textures met


    Riverbed
    • Fixed an issue with VNSK Riverbed where, on Objective B, certain spears would not cause the player to take damage when walked into or jumped upon
    • Fixed an issue on VNSK Riverbed where on Objective B and Objective C a large hole was visible in the out of bounds area of the map
    • Fixed an issue with VNSK Riverbed where, on Objective A, there was an incorrect shadow on a table


    RungSac
    • Fixed an issue on VNTE Rung Sac where Commander and Squad Leader rally marks would appear in the sky rather than on the ground
    • Fixed an issue on VNTE Rung Sac where, in the sewer beneath Objective F, the smoke particle effects were incorrectly rendering behind the water and making the water appear washed out
    • Fixed an issue on VNTE - Rung Sac where, when Objective E was active, the final two US radios could also be used by the Vietnamese Commander


    SongBe
    • Fixed an issue on VNTE SongBe where the ammo resupply in the tunnels of Objective C was incorrectly aligned with its static mesh volume, resulting in an inability to resupply ammo at most angles
    • Fixed an issue on VNTE Song Be where, on Objective A, the red Vietnamese flag would turn black when approached
    • Fixed an issue on VNSU Song Be where, on Objective A, the Vietnamese flag was spinning
    • Fixed an issue on VNSU Song Be where Pilots flying over a small village on the south of the map incorrectly received the "Return to the Combat Area" message
    • Fixed an issue on VNSU Song Be where, at a tunnel entrance between A and B, the "Can"t Shoot in Tunnel' marker appeared in the incorrect place


    QuangTri
    • Fixed an issue on VNTE Quang Tri where, southwest of Objective A, players could become snagged on a pile of broken wood
    • Fixed an issue on VNTE Quang Tri where, on Objective E, players were able to mantle over a series of sandbags to access an out of bounds roof
    • Fixed an issue on VNTE Quang Tri where, in a building to the south of Objective A, there was a hole in the ground that showed the skybox underneath the map
    • Fixed an issue on VNTE Quang Tri where, in a ruined building near Objective B, there were a number of small holes in the map
    • Fixed an issue on VNTE Quang Tri where, in a tunnel south of Objective C, a wall was incorrectly lit
    • Fixed an issue on VNTE and VNSU Quang Tri where the grass across the maps appeared to be moving at a slow frame rate
    • Fixed an issue on VNSU Quang Tri where, north of objective D, players were unable to perform a full mantle over a car
    • Fixed an issue on VNTE Quang Tri where, in a cellar to the south of objective C, first person weapons were erroneously illuminated

    Audio
    • Fixed an issue where player "battle chatter" incorrectly said "Smoke out" when throwing a M34 WP grenade - it was technically true, but it wasn't the kind of smoke you would want to advance through
    • Fixed an issue where the battlechatter for the United States would play the voiceline for killing a North Vietnamese soldier even when team killing
    • Fixed an issue where the first person foley for an action would play even if the action could not be completed, for example, if a player was in a tunnel and attempted to stand from crouching, the foley for standing would play even though the action could not be completed
    • Fixed an issue where the sound effects for climbing a bamboo ladder would incorrectly play the sound effects for climbing a metal ladder
    • Fixed an issue with the panning third person weapon audio where, at a certain radius, the audio incorrectly became stereo
    • Fixed an issue with the AC-47 Spooky audio where if the plane was shot down the engine sound would remain the same


    Art and Animation
    • Fixed an issue where certain bushes became see through when Instanced Rendering was turned off
    • Fixed an issue with the third person L2A1 animation where the weapon would appear in the braced bi-podded position even when the bipod was up
    • Fixed an issue where if a player was defusing a trap on the objective whilst said objective was captured the trap defusing animation would loop and become stuck
    • Fixed an issue where spotting an enemy whilst leaning would remove the player from the lean for the duration of the enemy spotted animation
    • Fixed an issue with the third person binocular animation where, if a player went into an enemy controlled area with their binoculars equipped and then left the enemy controlled area, their hand would hold the binoculars at an incorrect angle
    • Fixed an issue with the first person SKS animation where the bolt would remain open after players had finished a single feed reload
    • Fixed an issue with all LMG animations where they would not automatically enter a bipodded, iron sight state if a player went prone and then crawled immediately after going prone
    • Fixed an issue with all first person trap disarm animations where the hands would flicker before playing the correct animation
    • Fixed an issue with the third person Mosin Nagant animation where, if fired quickly, the character would not bolt for every shot
    • Fixed an issue with the third person ARVN character models where pistols would float at the players hips when holstered with certain roles
    • Fixed an issue where White Phosphorous and C4 explosions did not play the correct PFX when exploded in water and instead played the grenade water explosion PFX
    • Fixed an issue where the third person prone mattock attack animation played the animation for a rifle attack
    • Fixed an issue with the M1918A2 BAR third person animation where the weapon would clip with the character body whilst leaning and reloading
    • Fixed an issue with the M1918A2 BAR third person animation where the character's head would clip with the weapon whilst prone and leaning
    • Fixed an issue with the M1 Garand third person animation where the character's hands would clip with the body whilst leaning and reloading
    • Fixed an issue with the first person RPG animation where, when climbing a ladder, the weapon erroneously remained on screen
    • Fixed an issue with the first person Sawed Off Shotgun animation where, if a player was sprinting and then suddenly stopped to iron-sight, the hands would move erroneously up the stock before the animation completed
    • Fixed an issue with some of the trees, across all maps, where the trunk and roots of the tree were clipping with one another


    UI
    • Fixed an issue where Commanders who had the overhead map open and then hit tab to view the leaderboard would have the commander abilities left of screen after releasing the tab button
    • Fixed an issue where players' locations would not match their apparent position on the overhead map when playing the game at 4K
    • Fixed an issue where Commanders saw all players as Squad Leaders on the overhead map regardless of their Squad Leader Status
    • Fixed an issue where the new head customizations had no thumbnails in the customization menu
    • Fixed an issue where the facial hair selections in the Australian Army customization screen were not labelled and had no title
    • Fixed an issue for players with Ultra Wide Screens where, on very wide aspect ratios, players couldn't click on spawn locations located on the deployment screen
    • Fixed an issue with the text version of the killfeed where, when hitting a vital zone, the killfeed would incorrectly relay the vital zone twice and would not relay the weapon used at all
    • Fixed an issue where the Spooky's in game text was difficult to read
    • Fixed an issue where players who were Commanders or Squad Leaders could sometimes cause massive log spam when looking at the overhead maps
    • Fixed an issue where the first time user's weapon configuration screen would show an option to switch all fire modes to semi-automatic. This feature has been replaced by the Persistent Weapons system
    • Fixed an issue with the role vote screen where the player's display names would only take up half of the designated box and would require players to scroll downwards to see the complete list
    • Fixed an issue where the resupply ammo icons did not always reflect the ammo type being resupplied
    • Fixed an issue where all Commander arty markers would be shown to Squad Leaders as "your target"


    Web Admin
    • Fixed an issue in Web Admin where if a player was kicked and banned due to friendly fire, the majority of information included in the Banned IDs section of Web Admin would appear blank
    • Fixed an issue in Web Admin where all unique ID bans were set to never end and could only be manually revoked
    • Fixed an issue in Web Admin where players who attempted to join a server before their ban was revoked would get kicked to the main menu with no warning message
    • Fixed an issue in Web Admin where when selecting the game type on a community modded map each of the game types would appear twice
    • Removed an unused third team from the Webadmin's team selection widget


    Misc
    • Fixed an issue where the SteamAppID was incorrect in the SDKFrontEnd resulting in duplicate items being uploaded to the same Steam profile under different SteamAppIDs
    • Fixed an issue where Squad Leaders who opened the command widget using "V" or "H" would get a few lines of spam in their log which would stack on repeated key strikes
    • Fixed an issue where resupplied ammo was always, sometimes incorrectly, referred to as a magazine
    • Fixed encoding issues with the Turkish Localization - players should be able to play in Turkish now without corrupt-looking text
    • Fixed an issue where players playing in Japanese would be unable to configure the frequency of their character's battle-chatter


    And what is that? A hint at what is coming next (not included in Update 1.1)?
    mp40.png



    Thank you for your continued support,

    Antimatter Games & Tripwire Interactive
     
    I don't know, isn't the sight supposed to be aligned, to.. aim? I'm aiming at the wall and you see the sight is completely misaligned, and you can even increased this misalignment if you move left/right while aiming. I noticed it after playing for one or two maps the other day (did not really play the past years actually).. So I'm completely dumb or nobody noticed and reported that problem since months..
     
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    omano;n2324488 said:
    I don't know, isn't the sight supposed to be aligned, to.. aim? I'm aiming at the wall and you see the sight is completely misaligned, and you can even increased this misalignment if you move left/right while aiming. I noticed it after playing for one or two maps the other day (did not really play the past years actually).. So I'm completely dumb or nobody noticed and reported that problem since months..

    There are features in the game to make the sights misaligned, such as moving the weapon or firing. However they should settle back to aligned. If it got stuck mis-aligned, this is a bug but I would need more of a reproduction case to pass along as I don't believe we have ever seen it locally.
     
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    I have no repro, I jumped in a game, played scout both round, mat 49 was all the time like that. As said I was completely steady, aiming at a wall without moving at all. What is weird is that it looks like it is aligned from the weapon, but obviously you see the tip of gun has the sight misaligned.. weird. I'll jump in game right now to see if it is ingame like that.
     
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    omano;n2324495 said:
    Definitely like that officially in game.

    not aiming: https://steamcommunity.com/sharedfil...?id=1515622798
    aiming: https://steamcommunity.com/sharedfil...?id=1515622929

    Obviously I'm not moving at all and look at the sky to make it clearer in the picture. This is just how it is in game. This game community is blind lol

    You are using the MAT with the folded stock. After the last update the game saves your weapon "stance" so if you folded the stock it would stay this way the entire time until you unfold it again. Then you can 'properly' aim again. It's no bug.
     
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