Post by n1gh7 on May 15, 2014 23:58:00 GMT -5
This patch came with quite a bit of changes. Most of the changes were indicated in the patch notes however, most of the guns were changed and not indicated in the patch notes. Most of the changes were to "viewkick_roll_hardScale" which scales the roll component of the viewkick. Changes to that value are listed below in no particular order.
40mm 1 -> 2
Arc Cannon 0.75 -> 1.5
Cluster Missile 1 -> 3
Quad Rocket 1 -> 2
-Rapid fire mod 1.2
Rocket Salvo 1 -> 3
Slaved Warheads 1 -> 2
Plasma Railgun 1 -> 2
Triple Threat 1 -> 2
Chaingun 1 -> 1.75
CAR 1 -> 1.65
DMR 1 -> 1.75
G2A4 1 -> 1.75
Hemlock 1 -> 1.95
Mag Launcher 1 -> 1.7
R97 1 -> 1.65
Archer 1 -> 6
R-101C Carbine 1 -> 1.85
Hammond P2011 1 -> 1.4
Shotgun 0.85 -> 2.75
Smart Pistol 1 -> 1.4
Sidewinder 1 -> 1.75
Kraber 1 -> 3
LMG 1 -> 2.1
Charge Rifle 0.75 -> 1.6
As indicated in the patch notes, the Wingman was given this roll recoil, as it did not previously have it. Here are the values if you care about them.
"viewkick_roll_base" "0"
"viewkick_roll_randomMin" "0.2"
"viewkick_roll_randomMax" "0.4"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "2.25"
The LMG's decreased ADS time with the HCOG attachment was removed. (The decreased ADS time was probably an error from copying the Hemlock's code) It now has the same zoom time across all attachments.
"zoom_time_in" "0.7"
"zoom_time_out" "0.8"
The Charge Rifle's red crosshair range was increased from 2200 to 10000.
The Autopistol's Roll Viewkick was increased. Here are the new values if you care about them.
"viewkick_roll_base" "0.0"
"viewkick_roll_randomMin" "0.2"
"viewkick_roll_randomMax" "0.3"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "1.3"
The MTMS's Roll Viewkick was also increased. Here are the new values if you care about them.
"viewkick_roll_base" "0.0"
"viewkick_roll_randomMin" "0.25"
"viewkick_roll_randomMax" "0.5"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "3.0"
The explosion from a titanfall has been changed as indicated in the patch notes. Here are the values if you care about them.
Before:
env_explosion.kv.iMagnitudeHeavyArmor = 2000
env_explosion.kv.iRadiusOverride = 750
env_explosion.kv.iInnerRadius = 250
After:
env_explosion.kv.iMagnitudeHeavyArmor = 1800
env_explosion.kv.iRadiusOverride = 300
env_explosion.kv.iInnerRadius = 100
All the other changes indicated in the patch notes were in the code as well.
40mm 1 -> 2
Arc Cannon 0.75 -> 1.5
Cluster Missile 1 -> 3
Quad Rocket 1 -> 2
-Rapid fire mod 1.2
Rocket Salvo 1 -> 3
Slaved Warheads 1 -> 2
Plasma Railgun 1 -> 2
Triple Threat 1 -> 2
Chaingun 1 -> 1.75
CAR 1 -> 1.65
DMR 1 -> 1.75
G2A4 1 -> 1.75
Hemlock 1 -> 1.95
Mag Launcher 1 -> 1.7
R97 1 -> 1.65
Archer 1 -> 6
R-101C Carbine 1 -> 1.85
Hammond P2011 1 -> 1.4
Shotgun 0.85 -> 2.75
Smart Pistol 1 -> 1.4
Sidewinder 1 -> 1.75
Kraber 1 -> 3
LMG 1 -> 2.1
Charge Rifle 0.75 -> 1.6
As indicated in the patch notes, the Wingman was given this roll recoil, as it did not previously have it. Here are the values if you care about them.
"viewkick_roll_base" "0"
"viewkick_roll_randomMin" "0.2"
"viewkick_roll_randomMax" "0.4"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "2.25"
The LMG's decreased ADS time with the HCOG attachment was removed. (The decreased ADS time was probably an error from copying the Hemlock's code) It now has the same zoom time across all attachments.
"zoom_time_in" "0.7"
"zoom_time_out" "0.8"
The Charge Rifle's red crosshair range was increased from 2200 to 10000.
The Autopistol's Roll Viewkick was increased. Here are the new values if you care about them.
"viewkick_roll_base" "0.0"
"viewkick_roll_randomMin" "0.2"
"viewkick_roll_randomMax" "0.3"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "1.3"
The MTMS's Roll Viewkick was also increased. Here are the new values if you care about them.
"viewkick_roll_base" "0.0"
"viewkick_roll_randomMin" "0.25"
"viewkick_roll_randomMax" "0.5"
"viewkick_roll_softScale" "0.2"
"viewkick_roll_hardScale" "3.0"
The explosion from a titanfall has been changed as indicated in the patch notes. Here are the values if you care about them.
Before:
env_explosion.kv.iMagnitudeHeavyArmor = 2000
env_explosion.kv.iRadiusOverride = 750
env_explosion.kv.iInnerRadius = 250
After:
env_explosion.kv.iMagnitudeHeavyArmor = 1800
env_explosion.kv.iRadiusOverride = 300
env_explosion.kv.iInnerRadius = 100
All the other changes indicated in the patch notes were in the code as well.