Den
He's That Guy
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Post by Den on Apr 19, 2010 10:09:54 GMT -5
MP – New Server browser MP – Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in. MP – Crash fixes relating to ALT+TAB at different times throughout the game MP – Hang fix when trying to connect to a full server multiple times MP – Deletion of soldiers now possible through the account pages in game MP – Removed screen flash during loading MP – Added support for colour blind players MP – Fixed crashes relating to faulty server banners MP – Servers closing during connection no longer cause the client to hang MP – Auto team swap reflects correctly in the scoreboard MP – Fixed scoreboards when switching teams before spawning MP – Rush scoreboards fixed MP – Veteran ranks no longer display as “12” MP – Isla Innocentes MCOM building fixed where knifing the fence would destroy the building MP – Logout/Login button correctly reflects the player status MP – Added minimum number of players needed to start a round MP – Isla Inocentes welcome message on the loading screen now fits the text box area MP – Reduced the brightness in Russian vehicles MP – Medic gadgets now display correctly if the defib is not unlocked MP – Server filter options are remembered MP – Punkbuster filter now works as intended MP – Scroll bar no longer overlays the Join Server button in the friends list panel MP – CANCEL server refresh is implemented MP – Zooming in on a friendly using the SAIGA no longer causes the crosshair to disappear MP – The chat no longer displays the incorrect player name when appearing MP – FoV switches to the default value of 55 when entering vehicles to prevent graphical glitches caused by wider FoV settings. The custom FoV returns when exiting vehicles. MP – FoV no longer causes the UAV station to rotate MP – Fix to correctly display the unlock progression at the end of round MP – Chat functionality will no longer freeze after writing a partial message at the end of round MP – One account can no longer connect to the same server multiple times MP – Squad Death Match is correctly named during loading MP – Server browser no longer gets a bad FPS when filtering Conquest MP – Server info banners correctly clear between displays MP – Setting display settings which the system hardware can not handle no longer makes the game unusable MP – Correct camera collision for vehicles' heavy machine gun MP – Game no longer crashes if the player sends a message in the loading screen MP – Trying to join a full server no longer causes the game to hang on Please Wait message MP – Most server filter options are remembered it doesn't remember the setting in dropdowns MP – Kit/gadget loadout saved between sessions
R10 Server changelist Punkbuster is required ON for ranked servers Ranked servers cannot be started with a password Autobalance message goes to text-chat instead of in the middle of the screen Added weapon balance tweaks to a number of weapons – we are eagerly awaiting feedback!
Most important line there is the last one - "weapon balance tweaks" are listed to be server side.
If that's the case, then either the PC will miss out on them again and/or testing will need to be done in place of getting the data straight out of the game.
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Post by leki on Apr 19, 2010 11:08:05 GMT -5
nice wont they have to change the files where you get the weapon damage values from to make changes? anyway hope you can give us a detailed weapon change list soon den as DICE dont want to
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Post by calstap on Apr 19, 2010 11:54:07 GMT -5
wont they have to change the files where you get the weapon damage values from to make changes? Nope. Server tells client whats the damage after someone gets hit.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 19, 2010 11:54:50 GMT -5
If the damage increase through the "Materials" file truly was server-side only for the consoles, then it is possible that they could change specific weapon parameters and not have to alter the client's files.
We won't be able to tell until the patch arrives.
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Post by cheshire on Apr 19, 2010 15:13:27 GMT -5
Awwww. Does this mean I can't sprint up the hill on Valpairaso before anyone else loads and toss C4 in each of the three natural paths down? No more hovering my Mortar sights over helicopters before the pilot has the engine warmed up?
All joking aside, this was overdue.
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Post by ZeroKelvin^ on Apr 19, 2010 17:06:02 GMT -5
Do I really read they actually do something to the server browsers, like options stay, PB option works, PB required for ranked servers?
Is it 2011 yet? What drugs have you given to them? Are they scared they no longer are EAs pet now that IW joined EA?
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Post by SheWolf on Apr 19, 2010 19:27:19 GMT -5
they should make a hardcore filter for server browser damn it^^
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Post by knoxthis on Apr 20, 2010 2:09:56 GMT -5
wheres the console patches aghh
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Post by dweeeeb on Apr 20, 2010 21:33:45 GMT -5
Probably showing my ignorance here, but if these changes happen "server side" then does it mean all these weapon stats are potentially misleading? And only accurate for single player?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 21, 2010 6:44:31 GMT -5
Even if we don't have the hard numbers, that's not the end of it. I'd already prepared for potential changes with specific controlled tests.
Oh, but... Those "server side" changes?
Client side.
The M60 is clearly showing 20 and 16.7 damage now.
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Post by wnmnkh on Apr 21, 2010 6:50:16 GMT -5
Den, can you please recheck on bullet drop? You said.
But dev (Demize99) says "None of that is even close to accurate. All bullets have the same drop."
This is getting really confusing IMO.
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Post by dragoneye on Apr 21, 2010 8:46:46 GMT -5
Sounds a bit more like the Dev is misunderstanding Den's statistics.
It's interesting that the Devs seem to disagree with his stats- but the fact remains that his stats are based off of repeatable, observable in-game situations. So regardless of the reasoning behind it in the end- it appears to be the case that sniper_bullets hit farther below the center of the reticule at range than normal bullets. That's the important part.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 21, 2010 9:33:29 GMT -5
It doesn't matter now: all bullets drop at the same rate over the same distance.
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Post by kegsta on Apr 21, 2010 9:48:18 GMT -5
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Post by grimnebulin on Apr 21, 2010 10:19:59 GMT -5
Regarding, the "Ch ch ch Changes" blog posting...
Of most interest / concern to me (as a loving, shotgun user) are these two: (1) Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance. (2) Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Touch Football.
So, shotguns (sans slugs) had limited range already and this just got worse? The compromise being that the buckshot spread is now more powerful? No mention of hit detection fixes so I'm a bit concerned about shotgun/buckshot use in anything but tight, CQC maps.
Figured Pump + Slug + Magnum would get a tweak; interpret the above as same OHK damage but with less range (larger drop?).
I see a lot of my other favorite weapons got adjusted (e.g., - PP-2000, - M16A2-, + AN-94, - M2CG, and + MP-443); curious about any thoughts about the shotgun tweaks or on this "balance" in general?
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Post by ZeroKelvin^ on Apr 21, 2010 11:04:54 GMT -5
must... have... exact... weapon stats now
I loled at the extra damage to the front of the BMD 3 being a bug
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 21, 2010 11:15:16 GMT -5
must... have... exact... weapon stats now Kay.
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Post by jakkzter on Apr 21, 2010 11:20:15 GMT -5
Holy shit Den, you're the man!
I too laughed when I read the extra damage was a bug. lol
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Post by dragoneye on Apr 21, 2010 11:36:46 GMT -5
Huzzah!
Man. From the looks of these numbers the bolt action sniper rifles are going to be all but obsolete. I don't see any reason in here to use anything other than the GOL. The m95 is completely borked over...
And I predict immediately that the VSS is going to be the new FoTM.
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Post by rotbot on Apr 21, 2010 11:43:05 GMT -5
It doesn't matter now: all bullets drop at the same rate over the same distance. Wow. This wasn't mentioned in the blog post.
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Post by zuluzuluzulu on Apr 21, 2010 11:54:05 GMT -5
And the M14... Was that counted as a "semi-automatic rifle" which would receive the range buff?
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Post by jprussell on Apr 21, 2010 12:06:29 GMT -5
Hmm. My client files have remained unchanged, it appears. F2000 still shows as 12.5 at close range and 11.2 at long range, M16 still 16.7 close and 14.3 long. Steam did update my game, so I'm not sure why this is. What files are you using, Den? The files I'm looking at are in ...mp_common\level-00.fbrb\objects\weapons\handheld.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 21, 2010 12:10:00 GMT -5
Package. Not Dist.
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Post by jprussell on Apr 21, 2010 12:13:56 GMT -5
Ah, thanks. Totally forgot about that.
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Post by zuluzuluzulu on Apr 21, 2010 12:55:06 GMT -5
Shouldn't soldier health on HC mode be changed. It was 50 and was added too: "Slightly increased the Health of soldiers in WookieMode for better Kit Balance."
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Post by jprussell on Apr 21, 2010 13:14:18 GMT -5
What in the world are they thinking with making all the bolt-action sniper rifles almost completely identical now? They were already very similar. Now the one and only reason to use the M95 is to damage choppers. The only reason to use the GOL is for no scope sway (though that's not terribly different from before). I see no reason to use the M24 anymore, unless you can't live without mildots for some strange reason and don't want the slowness of the M95. The SV98 is now arguably the most proficient rifle in the game. It no longer has weaker damage to balance it against the other three, which makes its only disadvantage the fact that it has the most scope sway when crouched (assuming that hasn't been changed; there's no base weapon .dbx file in the "package" version of the files).
The rest of the weapon changes seem pretty sensible, but these changes to the bolt-actions just seem very ill-conceived, unless there's something more to this.
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Post by ZeroKelvin^ on Apr 21, 2010 13:33:48 GMT -5
first of all, good job
Why did they make the best asault rifle AN94 even better?
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Post by syne on Apr 21, 2010 13:47:48 GMT -5
Shouldn't soldier health on HC mode be changed. It was 50 and was added too: "Slightly increased the Health of soldiers in WookieMode for better Kit Balance." What are the exact health numbers in HC now? Curious/concerned as to DICE's definition of "slight" as HC is always my preference. Apologies if this question has been previously addressed here. Haven't been able to find a definitive answer anywhere.
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Post by dragoneye on Apr 21, 2010 13:52:42 GMT -5
What in the world are they thinking with making all the bolt-action sniper rifles almost completely identical now? They were already very similar. Now the one and only reason to use the M95 is to damage choppers. The only reason to use the GOL is for no scope sway (though that's not terribly different from before). I see no reason to use the M24 anymore, unless you can't live without mildots for some strange reason and don't want the slowness of the M95. The SV98 is now arguably the most proficient rifle in the game. It no longer has weaker damage to balance it against the other three, which makes its only disadvantage the fact that it has the most scope sway when crouched (assuming that hasn't been changed; there's no base weapon .dbx file in the "package" version of the files). The rest of the weapon changes seem pretty sensible, but these changes to the bolt-actions just seem very ill-conceived, unless there's something more to this. As far as bolt snipers go, the way I see it going down is the SV98 for an assault-sniper approach, (ACOG, Reddot), with the GOL being the all-ranges headfarming. It seems like the SVU and VSS are going to be the new top-tier weapons all around though. As soon as I get the chance to play today, I know I'll be jumping on the increased efficiency of the SVU.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 21, 2010 13:56:29 GMT -5
When it came to the sniper rifles, they were already redundant. Making their damage and range identical really doesn't... do anything.
Except there will be less punks going "Hardcore" and killing in a single body shot with bolt actions.
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