[*]Zed ranged attacks will no longer open doors
Thank god, that was annoying as hell.
[*]Zed ranged attacks will no longer open doors
Wait, did I read this right? Once we start a weld, we can't undo it completely anymore?
This will remove the need for redirects as the Workshop will be a global redirect that is constantly updated by the author of the content!
Wait, no animation fixes? No disappearing projectiles fixes? Are you serious?
[url]http://forums.tripwireinteractive.com/showthread.php?t=115368[/URL]
[url]http://forums.tripwireinteractive.com/showthread.php?p=1469351[/URL]
It is like this for more than 5 months. You can't explain how terrible the communication is by saying just "lack of communication".I do agree lack of communication is giving off the impression that we are being ignored, but from what it sounds like in the case of the disappearing demo ammo, if they knew how to fix it, they would. They haven't found a reliable replication method to be able to even start to track down the cause, let alone a fix.
4) Why did you change FP's AI so much from the first game? You had an interesting mechanic that people liked. Now the only way to kill him without someone taking damage is team spam or exploiting pathing AI.
Can't you decrease Hans melee damage temporarily for this Quality of Life patch? It would take 5 seconds and is by far the biggest thing affecting re-playability for me now.
To-hit forumula adjusted again. This time we're trying a hyrbid formula which draws part of its value from a tweaked original formula that is more linear, with a bit of more comparative equation for a slight diminishing return. The starting crit threshold has been redued. This should boost crit chance for everyone relative to the previous formula but relative to the older formula, it should be easier for builds with lower OA (unless its really bad) to hit and crit, while stacking OA will not get you to quite as high of a hit chance as it would previously. At this, this is the idea. I'm unleashing it in this hotfix because the past attempt fell flat and this can only be an improvement... but I'll also need feedback from a bigger pool of players to see if we're on the right track.
It's not meant to be a WIP list, it's tentative patch notes for one that's coming out. Next perk (almost definitely SS) news will come later.Hopefully, this is not the "FULL" WIP list...
Not even a small, tiny, little mention of the sharpshooter ?
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[*]Concrete and green poles can not be exploited anymore to avoid Fleshpound and Scrake attacks.