the trailer is cool, but i dont see new features...
i want the vaulting system so bad T_T
well.... guess i was wrong:
the start it's like the trailer, then he starts to talk about the changes and they are quite good for a simple patch:
- 1 sandbag already in the inventory of every rifleman
- deployables are destructible with heavy weapons like RPG and HE rounds.. i guess we will see more mortars raining down FOB's HAB destroying everything.
- vehicle claim with only 1 guy in proximity instead of 2
- ammo crates will start to consume resources with every resupply or kit changes
- FOB radio will not generate any resources like in the past, you will have to resupply it with a logi.
- quality of life over the UI like a crouch/standing indicator (oh god yes)
- squad lock, so now we can see 25205025 locked squads ingame.
Last edited by Guyver on Mon, 10th Jul 2017 10:06; edited 1 time in total
I just want the ability to separate ingame audio from voice comms to another audio device.
Boggles the mind that such a thing is unavailable in a game so big on communication.
I've been doing that shit in teamspeak and mumble for 15 years and I can't stand how everyone in my house hears people screaming over voice comms because it has to go through the speakers.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
Hi Squaddies,
The time has come to hit the streets of Narva! Alpha 9.6 is upon us, and a new map isn't the only thing in store for you! Are you locked and loaded?
Aww, yeah, that's right: squad locking makes its debut in this patch. Not only can you fortify your squad, Riflemen are now capable of deploying sandbags. Everyone else is capable of destroying them... and maybe a few other deployables too. Dig in!
Version 9.6 is now available via Steam. Please always reset your appdata in the game settings on every new build!
Full Changelog
Gameplay
Vehicle claiming can now be done with only 1 person around the vehicle, as long as there are enough people in the squad. This is especially relevant for remote claiming, as players no longer need to send back two people to grab that empty logistics truck that saves your team.
Squad now get a vehicle claim unlock at 2/4/6/8 squad members. This combined with the above allows players to make more dedicated vehicle squads. Please make sure you remember to transport the rest of the team with all those APCs!
Changed round start-up timers to 3 minutes of preparation time (previously 2 minutes) to help squads get formed and Squad Leaders coordinate before round start.
Resupplying or requesting kits from an ammo crate now expends ammo resources from the FOB depending on the kit requested/resupplied. All kits cost 25 ammo points to request or resupply (regardless of missing equipment -- do not spam it unless you need it). Exceptions are as follows: UGL, Raider, and Scout cost 50 to resupply. Light Anti-Tank costs 75 to resupply, and Heavy Anti-Tank costs 100 to resupply.
Deployables are now able to be damaged by weapons and thus destroyable. Boom!
Sandbags are able to be damaged by all explosives as well as 14.5mm and above.
HESCO based deployables are only currently destroyable by the IED. This includes US and RUS MG bunkers made out of HESCO.
Ammo boxes are quite fragile and vulnerable to most things besides small arms.
HABs from all factions are only currently damageable by IEDs as well as mortars, but only through heavy bombardment of mortars. Useful for disabling spawns from afar.
Radios are now damageable by a few select ranged weapons. No ranged weapon is able to quickly destroy the radio avatar of the FOB, but they can hurt it through prolonged fire, thus making it vulnerable if exposed. It is currently vulnerable to the weapons you would use against armored vehicles, HEAT rounds, HMGs, cannons, big explosions, and mortars. Taking down a FOB is still a team effort! Furthermore, Radios now have damage stages so you can keep track of destruction from ranged weapons. You can use your shovels to heal it back up again.
Emplaced weapons can also be damaged now. Similar to radios, this will require the type of weapons you normally employ against vehicles.
Vehicle repair stations are similarly vulnerable to anti-vehicle weaponry.
Razorwire is only destroyable by explosive weapons.
Riflemen finally get something the other classes do not! The ability to deploy a single line of sandbags to lightly fortify temporary positions. Each Rifleman can only ever deploy one set of sandbags. (The old one will disappear, similar to IEDs.) Sandbags are still buildable in unlimited numbers by your SL at a FOB. This applies for all Riflemen classes with iron sights and red dot sights.
FOBs no longer passively generate ammo or construction points. Please keep your logistics trucks safe and be sure to give lots of love to the brave drivers! A freshly deployed FOB still starts with 100 ammo points and 200 construction points.
All armored vehicles no longer take splash damage from Heat-Lance type weapons (RPG-7 HEAT, RPG-7 Tandem HEAT, SPG-9 HEAT, RKG-3, M72 LAW, 40mm HEDP). This means that you need to hit a direct hit on the vehicle to damage it. Up until now, hitting the ground next to a vehicle did a significant amount of damage to it - time to make those rockets count! Unarmored vehicles such as trucks and technicals still take splash shrapnel damage from these weapons, but significantly less than from a direct hit.
Ammo crates now cost 200 construction points (was 300). TIP: This allows quick rearms in the field for a few soldiers in critical need of bandages or ammo. Left unsupplied, this FOB will not generate any new points, so think about taking the FOB again afterwards to blocking the team or giving away the FOB and associated tickets.
The bare M2A1 Browning and NSV Tripods are now 250 construction points (was 350). Their bunker counterparts are now 450 points (was 500).
The Dshk emplacement is now 200 points (was 350). TIP: This will enable you to deploy it off of a fresh FOB, but please be cognizant that left unsupplied ,it will only have a limited amount of ammo as well as attract enemies to its location. Remember to take down the FOB when you do these hit and run tactics.
Unarmed HESCO bunker has been reduced by 50 construction points.
Militia sandbag bunker reduced to 150 construction points (was 350).
Ladders reduced to 100 construction points (was 200).
Vehicle Repair Stations have been reduced to 1 per FOB.
SPG-9 is now limited to 3 per FOB (was previously limited to 2).
Added a HESCO equivalent fortification for Insurgents and Militia in the form of a line of empty oil barrels filled with dirt and gravel. Costs 200 construction points and limited to 6 per FOB.
Added another magazine to the M110, also brought up the SVD to have the same number of total rounds as the M110.
Slightly lowered the G3A3/G3A4's felt recoil.
Lowered sway motion on all binocs.
Added "mercy bleed" to last flags on AAS.
Capturing the enemy team's last flag will incur an accelerated bleed to the enemy team: 50 tickets per minute.
Note: Due to time restrictions this will be updated with a different timer in a future update to better suit the intent.
Added additional logistic trucks on medium to large maps that only had one logistics truck.
Additional motorbikes have been added to the expanded Al Basrah map. Additionally, some motorbikes are now permanent recurring spawns.
Effects
When throwing a smoke grenade there is a tiny delay before it starts emitting smoke. This means that it no longer marks your exact location as a target when it should be obscuring it.
UI
The wait is over! It is now possible to lock squads. We urge veteran players to not lock themselves away from the community at large, especially during times of influx.
You can no longer join a locked squad, and trying to join a full or locked squad will now return you to the role select screen.
New Spawn selection list next to the map, which lists all the possible spawns and allows players to easily identify where to spawn.
New Player Stance and Vehicle Engine indicator icons, that show what stance your character is adopting (standing, crouching or prone, as well as which way you are leaning), and if you are in a vehicle the indicator would also show whether or not your engine is on.
Even though I get a bit pissy from time to time in this thread...(it's because I care about it, alot!) it's one of the very few EarlyAccess titles where I feel good about my purchase and I'm sure it's gonna be a really solid one when it's finished.
Finally seeing those new animations gives me even more certainty
I might look at this again when they start implementing stuff that were showcased like 1.5 years ago (sound overhaul+vegetation update - grass and trees look sub-BF2 quality atm)
what was showcased
what we have
Spoiler:
Last edited by Meridius55 on Sun, 3rd Sep 2017 22:11; edited 2 times in total
I might look at this again when they start implementing stuff that were showcased like 1.5 years ago (sound overhaul+vegetation update - grass and trees look sub-BF2 quality atm)
what was showcased
what we have
Spoiler:
Oh that actually looks pretty amazing ... was it just forgotten or what? Very sad I saw this now lol
I guess it's not in yet due to performance issues.
yeah performance it's still a big issue on the game, but expected because still in alpha stage... i wish to just jump forward and play the release. T_T
I guess it's not in yet due to performance issues.
yeah performance it's still a big issue on the game, but expected because still in alpha stage... i wish to just jump forward and play the release. T_T
Like every other game: "Oh but it's alpha/beta/something so ofcourse it has performance issues" and then it gets released and nothing changes :l
i wanna hear u say u love the foilage when snipers n campers hiding in them are having a field day on ur exposed ass,
but i have a feeling the grass will dissapear at long distance, looks very gpu intensive meaning a sniper a mile away wont get the gras rendered and on ur screen ur full in bush but on the snipers screen ur lying in the open like a retard lol
i always hated these games where grass renders and dissapears in a circkle around u, heck it still happens in games to this day
Last edited by PickupArtist on Tue, 5th Dec 2017 23:59; edited 1 time in total
i wanna hear u say u love the foilage when snipers n campers hiding in them are having a field day on ur exposed ass,
but i have a feeling the grass will dissapear at long distance, looks very gpu intensive meaning a sniper a mile away wont get the gras rendered and on ur screen ur full in bush but on the snipers screen ur lying in the open like a retard lol
i always hated these games where grass renders and dissapears in a circkle around u, heck it still happens in games to this day
Decorative grass does disappear yea, it is impossible to render that detail over huge distances without severe performance issues. But in squad there are special "high grass" fields, like poppy/wheat fields, which render on infinite distance. Also bushes do not disappear either. All in all you can't have it all, best solution for now.
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