Closed Beta update v31970: Wall-Jumping, Lobby Tweaks, Mercs, Maps, and more


(badman) #1

The latest Closed Beta update adds our first-pass implementation of wall-jumping for you to test out. We’d love to have your feedback on this feature, so be sure to share your thoughts after you’ve had a try.

There’s a whole bunch of other improvements as well, with lobbies, audio, maps, and our Mercs all getting some love. Here’s the full list:

New Feature: Wall-Jumping

[ul]
[li]Press jump whilst in the air against a wall to jump off the wall [/li][/ul]

General

[ul]
[li]Fixed a crash on match start [/li][li]First pass Objective Proficiency implementation: Escort repair objectives and C4 defusal objectives can be interacted with by multiple players but only one player, the one with the highest contribution, will contribute to progress and display firing animation upon it. More on this soon! [/li][li]Fixed an issue where the revive gun would deal additional damage after missing a shot [/li][li]Fixed issues where smoke effect would persist if player crosses two smokes that overlap [/li][li]Fixed an issue where a player couldn’t reclaim their mine after a respawn [/li][li]Improved valid/invalid location feedback on artillery pointer [/li][li]Updated badge art for missing badges and reduced size to 128x128 [/li][li]Weapon skins improvements [/li][/ul]

Levels

OBJ_WHITECHAPEL

[ul]
[li]Fixed several collision issues [/li][/ul]

OBJ_BATTERSEAPLANT

[ul]
[li]Fixed ammo spawns [/li][li]Updated battersea with removable mg shield secondary [/li][li]Updated first objective to be more biased for attackers going through the box tunnel bridge [/li][li]Fixed the a-frame bars so the get in the way less when traversing over them [/li][/ul]

OBJ_GREENWICH

[ul]
[li]Added two more Primary Objectives[/li][LIST]
[li]Carryable objective to plant thermite at a wall to open up the C4 Objective room [/li][li]C4 objective [/li][/ul]

[li]Added blockout VO [/li][li]Added intros for attackers and defenders [/li][li]Fixed some collision issues [/li][/LIST]

OBJ_TRAINYARD

[ul]
[li]Texture tone pass [/li][/ul]

Mercs

GENERAL

[ul]
[li]Increased body hitbox sizes by ~10% [/li][li]Increased all 75hp characters to 80hp (Aura, Proxy, Aimee, Sparks) [/li][li]Reduced all 150hp characters to 140hp (Fragger, Thunder) [/li][li]Maximum incap health is now 100hp, 80hp for the Skinny characters [/li][li]Increased Air-Control to 8 (From 6) [/li][li]Increased Mounted Gun Damage to 20 (From 18) [/li][li]Damage falloff system now causes damage to correctly falloff [/li][li]More forgiving reload fractions [/li][/ul]

Arty

[ul]
[li]Artillery: Increased to 80 damage per shell (from 75) [/li][li]Assault Rifle spread growth rate lowered [/li][/ul]

Aura

[ul]
[li]Increased Shotgun effective range [/li][/ul]

Bushwhacker

[ul]
[li]Increased Turret damage to 5 (from 4) [/li][li]Increased lock-on time to 0.4s (from 0.35s) [/li][li]Submachine Gun spread growth rate lowered [/li][/ul]

Fragger

[ul]
[li]Reduced Frag Grenades inner damage radius [/li][/ul]

Fletcher

[ul]
[li]Reduced Shotgun effective range [/li][li]Sticky Bomb: Increased to 80 damage (from 75) [/li][li]Sticky Bomb: Reduced inner damage radius [/li][/ul]

Nader

[ul]
[li]Moved the Grenade Launcher to an Ability slot and give it a cooldown[/li][LIST]
[li]Set grenadenade launcher cooldown to 6.5 sec [/li][li]Grenade Launcher: Increased to 80 damage (from 75) [/li][li]Grenade Launcher: Reduced inner damage radius [/li][/ul]

[li]Martyrdom: Reduced inner damage radius [/li][li]Now has an SMG as primary and a pistol as secondary [/li][/LIST]

Phantom

[ul]
[li]Katana: Increased lunge to 80 damage (from 75) [/li][/ul]

Phoenix

[ul]
[li]Submachine Gun spread growth rate lowered [/li][/ul]

Proxy

[ul]
[li]Increased Shotgun effective range [/li][li]Proximity Mine: Reduced inner damage radius [/li][/ul]

Redeye

[ul]
[li]Tweaked Smoke Grenade durations (reduced by ~3s total) [/li][li]Reduced Smoke Grenade cooldown to 20s [/li][li]Tweaked IR Goggle cooldown [/li][/ul]

Rhino

[ul]
[li]Minigun spread growth rate lowered [/li][/ul]

Skyhammer

[ul]
[li]Assault Rifle spread growth rate lowered [/li][/ul]

Sparks

[ul]
[li]Reduced Sparks revive gun tap-fire damage while it doesn’t have an overheat [/li][/ul]

Stoker

[ul]
[li]Reduced Molotov inner damage radius [/li][/ul]

Thunder

[ul]
[li]Machine Gun spread growth rate lowered [/li][/ul]

Vassili

[ul]
[li]Reduced Sniper Rifle damage to 70 (from 75) [/li][li]Reduced Sniper Rifle fire interval to 1.4s (from 1.5s) [/li][li]Increased Sniper Rifle ammo count to 7 (from 6) [/li][/ul]

User Interface

Lobby

[ul]
[li]When waiting for players in the lobby, you can now see “WAITING FOR PLAYER (1/3)” to let you know how many people need to join to meet minimum player requirement for play [/li][li]Lobby deployment time changed from 5 to 10 seconds [/li][li]During the lobby 10 second deployment time, squad selection for all players is locked [/li][li]Lobby ready button is now hidden for hot joiners once clicked [/li][li]Names in the lobby team widget are now white [/li][li]Text next to timer now reads “Starting match in…” [/li][li]“Waiting for player…” changed to “Select squad…” [/li][li]Added audio to lobby [/li][li]General visual tweaks and improvements [/li][/ul]

Miscellaneous

[ul]
[li]Badges are now in colour [/li][li]Scoreboard no longer intercepts input[/li][LIST]
[li]Players can still be muted through limbo scoreboard [/li][/ul]

[/LIST]
Audio

[ul]
[li]Smoke Grenade[/li][LIST]
[li]Added new pin sound and related events [/li][li]Pin away and pressure loop are now hooked up to item, not anim [/li][/ul]

[li]Cricket Bat[/li][ul]
[li]Updated audio [/li][li]Added events for surfaces dependent hits and pawns for the three perspectives [/li][li]Fixed various issues with looping audio [/li][/ul]

[li]Ammo Station[/li][ul]
[li]Added new ammo pickup sound [/li][li]Updated explosion sound [/li][li]Equip sound is now playing only for the local player [/li][/ul]

[li]Lobby[/li][ul]
[li]Added 10 secs countdown timer audio [/li][/ul]

[li]Removed “Need Medic” Autosay when incapacitated [/li][li]Added sound support for grenade pin/start throw [/li][li]Fixed reclaim sounds not playing as the items are being destroyed, play on the local player instead [/li][li]Added new audio for Skyhammer’s Rifle [/li][li]Added new end game review sounds [/li][li]Added first pass sweeteners for Defibrillators[/li][ul]
[li]Revive [/li][li]Enemy hit [/li][li]Low and Full charge [/li][/ul]

[li]Tuned the Active Camo audio [/li][/LIST]

Animation

[ul]
[li]Updated concussion and smoke grenade physics [/li][li]Added anim for concussion grenade [/li][li]Minor updates of a few of the run and walks [/li][/ul]


(Smooth) #2

Please note, we have more to come from movement additions!

Wall Jumping isn’t the only thing you’ll see :cool:


(warbie) #3

Oooh, will be checking that out :slight_smile:


(spookify) #4

[QUOTE=Smooth;492294]Please note, we have more to come from movement additions!

Wall Jumping isn’t the only thing you’ll see :cool:[/QUOTE]

Thanks Smooth!

2 Questions:

#1) Does the “Damage falloff system now causes damage to correctly falloff” work like the ET fall off damage did? More bullets to people further away? Is that was this “” entails? The reason why it was fixed was because it wasnt working? Can wait to test!!!

#2) "spread growth rate lowered’ Does this mean standing still, walking, sprinting or jumping? OR are all of thee above grow rates slower?

Edit: Did an Email go out?

Edit Edit: If the fall off damage works then I feel this can be good especially with the 10% larger body hit boxes… Fast ROF slower max spread and fall off damage! Humm I like the changes! Adds a skill gap! Better players should be able to down the other players faster now but I guess it depends on what the spread growth all entails… Example: if you jump land and shoot are you at max spread? If you sprint and prefire around a corner how fast do you get to max spread? Stuff like this. I love to pre-fire and I think that is what hurts me in this game; i waste those first 2 bullets on a corner of a wall while the 3rd hits the head and 5 -10 go where ever they want!! HAHA!


(shaftz0r) #5

weeeeeeeeeeee


(spookify) #6

I am going to bunny hop and then wall jump and that sniper you in the face shaftz0r! and vsay v55! hahahhahaha

Wee doo Wee doo

//youtu.be/wkipJs3Wtuc


(Erkin31) #7

Press jump whilst in the air against a wall to jump off the wall

Please note, we have more to come from movement additions!

Wall Jumping isn’t the only thing you’ll see

Yeeaaaahhhhh, I waited for a long time this this kind of announcement.
This patch give a way for the future of the game really interesting.

Just a question:
These decisions are influenced by the release Titan Fall ? (which seems to be already a success https://www.chart-track.co.uk/index.jsp?c=p/software/uk/latest/index_test.jsp&ct=110032 )


(RasteRayzeR) #8

Wall jump is awesome
Skyhammer’s rework on main is great
Love Nader with 3 guns, but I’d like a maximum stock of 8 grenades


(Glottis-3D) #9

OMG! OMG!! OMGG!!!
i cant start testing, because i cant stop spraying all over the place!!!

srsly, can some1 fix that? :smiley:


(shaftz0r) #10

[QUOTE=spookify;492311]I am going to bunny hop and then wall jump and that sniper you in the face shaftz0r! and vsay v55! hahahhahaha

Wee doo Wee doo [/QUOTE]

oh god. just kill yourself now :stuck_out_tongue:


(Ashog) #11

Nice, nerf nades even more lol… Actually, please nerf them so much down that they all become Lazarusses. What, imho great idea!

Also, can we get the chat bugs finally fixed please? Asking since alpha…


(spookify) #12

Give me some feedback while I am sitting at work! Hows the shooting? Hows the fall off and reduced max spread time? Details??


(Glottis-3D) #13

the game start, but says
problem signing in
Unknown user or incorret credentials


(Finko) #14

This patch return me to game, shooting feels much better now, i try to give more feedback when i play more.


(Violator) #15

Like the new walljumping - is very springy though, reminds me of Painkiller which had some strange yet awesome jump mechanics.


(Kendle) #16

Shooting doesn’t feel much different to me, it was better 3 or 4 patches ago, but isn’t, and never has been, anything like as terrible as some people make out.

Wall-jumping … thank you, thank you, thank you!!! :smiley: Not entirely sure what you can and can’t do with it, but will have fun finding out. :wink:


(Pytox) #17

NIiiiice :smiley: :eek: will go download :tongue:


(chump) #18

why increase body hit box sizes??


(spookify) #19

Agree seems a little noobish.


(spookify) #20

Dont really see a use for wall jump… just a gimmick… First pass but everyone is glitchy and move so much faster almost a teleport after jumping.

titan fall this TF that wall jump dumb! Whats the reason there is nothing to wall jump in the game… You run into bushed and tree’s and random crap this is on the map!