DIRTY BOMB UPDATE: Version 14502


(Smooth) #1

We have just released a game update with the following changes.

Levels

[ul]
[li]Fixed lots of Whitechapel bugs
[/li][li]Continued art pass on Whitechapel
[/li][li]Initial lighting pass implemented on Whitechapel
[/li][li]Tweaked some areas of Waterloo Terminus
[/li][li]Added new TDM level based on London Bridge
[/li][li]Camden Lock server has been taken down for the time being…
[/li][/ul]

General

[ul]
[li]Fixed many animation issue to help improve responsiveness
[/li][li]Updated Artillery Strike VFX
[/li][li]Added PDA model and initial animation support
[/li][li]Added some missing elements to the XP system
[/li][li]Spectators are now handled correctly with regards to player counts
[/li][li]Fixed Quick Knife & Quick Grenade behaviours
[/li][li]Fixed issue with Sniper Rifles where switching to secondary didn’t always occur
[/li][li]Updated Objective UI & Player IFF behaviour
[/li][li]Quick Chat is now highlighted on the minimap for Ammo & Health requests
[/li][li]Incapped & low health players now displayed on minimap for Medics
[/li][li]Low ammo players displayed on minimap for Fire Support
[/li][li]Added minimap rotation option to controls menu
[/li][li]Disabled selection of Assault Character 03
[/li][li]Added initial Player Ranks framework
[/li][/ul]

Balance

[ul]
[li]Tweaked player movement slightly
[/li][li]Reduced delay on firing when coming out of sprint
[/li][li]Removed player slowdown when hit with a ranged weapon
[/li][li]Proximity Mine detonation time & damage tweaked
[/li][li]Tweaked Artillery Strike timings and damage
[/li][li]Turrets health and damage tweaked
[/li][li]Tweaked Shotgun damage falloff
[/li][/ul]

Please refer to this thread for known issues:

http://forums.warchestgames.com/showthread.php/33112-Known-Issues-Thread


(tokamak) #2

Removed player slowdown when hit with a ranged weapon

Is this for all weapons? It would make sense to have weapons with and without ‘stopping power’. Assault rifles shouldn’t have that effect but sniper rifles and high calibre weapons and I would say explosions, should still slow players down.


(Smooth) #3

All weapons still apply a small physical push when they hit the player (based on damage received) but the player is no longer slowed in addition.


(tokamak) #4

Great, I liked the push, wasn’t too charmed by the slow. At least not for all, I still think it’s a wonderful parameter to diversify the weapons simply because it something different than all the parameters that determine damage output.


(zenstar) #5

Tok says he wants a glue gun :wink:


(tokamak) #6

I LOVED No One Lives Forever 2 Multiplayer for that reason.

A SLEEP GAS grenade. A grenade that releases smoke that puts everyone out instantly for 5 seconds, totally balanced! Why not?

Or LSD darts that made the victim go on a complete trip, fish-eyed, rainbow spectrums and flying chickens across the entire map.


(Mustang) #7

[QUOTE=Smooth;413451][li]Fixed Quick Knife & Quick Grenade behaviours[/QUOTE][/li]Still not fully working as expected, using quick knife followed by mouse1 does either:

  • Quick knife works as expected but upon returning to previous weapon you have to release mouse1 and reapply before it will start to fire
  • Quick knife does as slash instead of a stab and upon returning to previous weapon… (as above)
  • Quick knife doesn’t do a stab or a slash just returns to previous weapon where… (as above)

It should always:

  • Quick knife does a stab and upon returning to previous weapon begins to fire if mouse1 is down

Also if you try to do a second quick knife whilst in the stab animation if works as expected, or if you do a second quick knife after the return to previous weapon animation has finished it works as expected, however if you try to do your second quick knife during the return to previous weapon animation if doesn’t trigger. It should either, complete the return animation then start the quick knife or preferably cancel the return animation and go straight into the quick knife.

I do like that holding the quick knife key performs successive stabs, so would be great not to lose this functionality.

[QUOTE=Smooth;413451][li]Players can no longer change name in-game.[/QUOTE][/li]If I set my desired clantag “c:” then my name changes to Player###
e.g. c:\Player286 instead of c:\Mustang

[QUOTE=Smooth;413451][li]Tweaked player movement slightly[/QUOTE][/li]Can you say what the change(s) was/were?


(tokamak) #8

I don’t think they will. They want players to feel the differences and when you know the exact adjustments percentage wise then your knowledge of it overrides that gutfeeling.


(Anti) #9

What tokamak said :slight_smile:

We like to see your reactions based on playing rather than your understanding of the data first, we can discuss specifics after you’ve played for a few days.


(BMXer) #10

When i first joined the server the movement felt better. After a few minutes of running around it I feel like I got past the slight improvement and it went right back to feeling super sluggish. :frowning:

I know this has been beat to death and everyone is fully aware… but a moment system anywhere close to its current state is a deal breaker IMHO. It totally breaks the feel and pace. The sluggishness makes firefights feel lotto and static. I just can’t see this game being more than an “objective based CS clone” without a drastic change in the movement characteristics.

I understand that the current maps would be “broken” if a more advanced movement system was implemented but like I said in the strafe jumping thread… Fixing the maps would be a MUCH MUCH MUCH better option than sticking with a movement system that makes the game not fun to play.


(Locki) #11

[QUOTE=tokamak;413471]I LOVED No One Lives Forever 2 Multiplayer for that reason.

A SLEEP GAS grenade. A grenade that releases smoke that puts everyone out instantly for 5 seconds, totally balanced! Why not?

Or LSD darts that made the victim go on a complete trip, fish-eyed, rainbow spectrums and flying chickens across the entire map.[/QUOTE]

Quake 1 Team Fortress 2.9 had this!


(Mustang) #12

You can sort of look around whilst doing objectives but it’s kind of buggy.

  • Sometimes it cancels the plant/construction
  • Sometimes it makes the sfx and animation, but no % appears and the action doesn’t actually complete
  • Doesn’t work on all objects, e.g. Repair gas pumps

(tokamak) #13

That feels weird, that’s about two years before I played my first online deathmatch.


(INF3RN0) #14

I was finally able to run across open areas and not die for once, as well as react faster without delay! That said I still think strafe speed could use a bit of a multiplier. The reason why increasing the base strafe speed won’t hurt the game at all is because of the fact that we currently have unlimited sprint. I say add a sprint bar and increase the strafe speed to at least 1.3-5x the current speed and it ought to be that much better. I can’t tell if turrets are weaker, but they still seem to bug out in certain placements (corners/against walls) where they refuse to knock over.


(Pytox) #15

Sprint bar could be cool :slight_smile:
some players from w:et want have it, it seems.
It seemed the turrets are still pretty powerful and hard to knock over when shooting at them.
Have to play some more though to notice the difference


(Humate) #16

*Jumping seemed to change the fov? It felt really strange.
*Straight up fights felt much better.
*Frame-rate not so good :frowning:
*Noticed players light up when they shoot, cool effect


(Breo) #17

[QUOTE=Smooth;413451]
[li]We now only allows admins to pause the game[/li][li]Players can no longer change name in-game. [/li][/QUOTE]

Not really -_- seems like those 2 still work but the other changes are nice


(Apples) #18

First time tonight and :

  • I like the weapon feeling so far, but I have yet to get acustomed with non toggle IS (again) as I’m accustomed to qw now, I’m pretty sure its togglable and I’ll find the info somewhere on the forums, couldnt read evrything yet
  • Sound is buggy there, I mean I dont have any ingame sounds, again I jumped in really quick so I might try a newer directX installation, and well, without sounds I get pretty much owned by anyone just backraping me or standing in a dark corner.
  • General pace is ok, but the momentum is weird, need a bit less gravity for me to enjoy, trickjumping and gaining momentum should be present and the “glue effect” when you jump never been in my taste, but it should have been stated already
  • I only played one map when you escort the EV and I dont really think it’s that much linear, you have definitly some strong chokepoint and one alternative road should be brought in, but most of the time I found some ways to go around the defence and find another passage, with urban maps anyway you wont have many open spaces, but still, getting a bit of parks and places can make the general environment less “claustrophobic” as some had mention.
  • I cant see a s**t on the minimap, too much buildings everywhere so I simply dont look at it, but the icons on screens are enough to focus on the bjective I think

Well this is a really quick review as I’ve only played two games and one map, will elaborate later with more gaming time under my belt.


(Mustang) #19

If you haven’t already found this yet it’s already an option in the GUI, scroll near to the bottom on controls settings.


(Violator) #20

For some reason after every update I have to rebind all my controls - is this normal?