Post-processing effect has been added to all UI screens to give them added vibrancy and visual quality.įix for explosion FX playing on the wrong axis - causing majority of the explosion to occur in the wrong direction. Tweaked vehicle main cannon fire shake so that it doesn’t roll so excessivelyĪdded Depth of Field effects added to weapons for hipfire and ADS Lowered total sun brightness to reduce clipping on highlights.įixed tank collision issues on small propsĪdded select cover and trenches in locations that caused meat-grinder pushes through open ground. ![]() ![]() Overhaul of central SP’s to introduce stronger fortifications and more solid cover.įixed locations players could become stuck on level geometry.Īdded fog to better help with longer range depth perception.Īltered layout of hedges to better allow tank access. Hearing an impact sound when giving up has been fixed. Tanks have a new reticle for the Hull MG.Īrtillery sounds re-worked in order to create a less muddy dynamic range with increased modular debris fall-off.Ĭlose bullet fly-by sounds have been reworked. Tank UIs have been updated and will continue updates. If leaning when deploying a LMG the player no longer remains in a lean.ĭismembering critically wounded friendlies no longer counts as a TK.Īdded option to allow you to hard toggle chat box visibility. Made VoIP chat name colours better visible on deployment screen.Īllowed players to disable all icons in HUD.Īll in-game URLs now launched through Steambrowser.Īdjustment for Depth of Field when bandaging. Scoreboard and end of round screens have been upgraded to better show all information. Server browser now displays better in lower resolutions.įixed sector capture cool-down UI issue where map icon could appear in the wrong state.Ĭhanged nameplate settings options so that these should be clearer to users. Currently boosting the FOV to 120 offsets the muzzle flash FX in FPP. Improved visibility of bullet hit effects at 50m, 75m, 100m, and 125m distances.Ĭontinued radical optimisations for both texture streaming and poly count across every map and prop.Īdded FOV slider (with first-person FOV compensation). They are now 3D.įix for known config file exploits (fog removal etc.) Reworked tracers for better performance, visual quality, depth and light. Submerging yourself will also cause you to drown. Water now functions in game to slow players down as it gets deeper. ![]() ![]() Starting resources for teams have been reduced to 500 from 1000 in order to better balance out resource quantity and encourage resource node placement. You’ll be able to see their modifier for resource generation on the HUD and on the map screen. Using speed to strike will be crucial to survivability.įuel, Munitions and Manpower Resource Nodes added to the Engineer role list of deployables. Similar to a more lightly armored Sherman, the Stuart relies on its speed to quickly flank and strike. Firing an explosive auto-cannon - it’ll rip apart infantry and lighter armored vehicles with ease. The name of the game of the Luchs is hit and run. We’re also excited to see how it plays out in the soon to be implemented second gamemode, Invasion. It mixes the Atlantic Wall defensive network with beach terrain, with sunken countryside, urban fights, and lots of new challenges - including navigating drainage ditches and bodies of water.
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