Popular Post Pushwall Posted June 22, 2018 Author Popular Post Report Share Posted June 22, 2018 3.2.2.6 InfantryAnimations Idle animations are now working again! And unlike in the older releases where they did work, they can no longer occur while crouching, so now they won't screw you over if you're trying to hide from people or shoot base defenses from behind cover. Taunt/emote animations are now working again! These are bound to the numpad keys by default; if you don't get them automatically bound when entering your first game, you'll have to bind them yourself in Esc > Options > Extended Options. Row 7-9 contains kicks and punches (still completely harmless), row 4-6 contains salutes, and 0-3 contain 4 assorted other emotes. Unlike in older releases where they did work, they can no longer cancel fall damage. Be aware that 2 old limitations are still here - they can't be used in offline mode (it was MUCH easier to add the taunt scripts to the soldiers via server plugins) and Tanya is still incapable of taunting (the animations aren't compatible with the female skeleton). RPG Trooper Now has his facial hair back! (It got removed back when he and the Grenadier were merged into the same unit and thus the brown fatigues became an alt camo sharing the same face, but I forgot to revert it when the "old-style" Grenadier returned as a separate unit) Volkov AP ROF up (2 -> 3) AP damage up (22.5 -> 25) AP now fires incendiary slugs, which can deal a small additional amount of fire damage and inflict slow burns. Both weapon ranges increased drastically (100 -> 120m) Added scopes to both weapons (forgot to include these before - still waiting on a proper "box art eyepiece" scope texture though; he's currently using the Enfield scope as a placeholder) Price up (1500 -> 1800) Offline Spectator No longer just a faster groundbound infantry with superjumps - it can now fly, noclip, and cycle through the viewpoints of bots by pressing Q if you have bots enabled. Since it's actually worth messing with now, I might as well say how to use it. In offline/LAN mode/skirmish/whatever you want to call it, press F8 to open the console, then type chchar 1 spec Vehicles Light Tank Reload time up (1.2 -> 1.25 sec) Artillery Price up (750 -> 900) Fixed oversized projectile hitbox. Phase Tank Splash damage down (25 -> 22.5) Tesla Tank Damage multiplier to buildings up (0.18 -> 0.1875) Yak Holding spacebar while moving forward on the runway no longer slows you down (which led to instadeath on takeoff) Splash radius down (12 -> 10) Damage received from Redeyes increased by 25% Damage received from APCs increased by 16.67% Submarines Tweaked underwater fade to be less saturated (and therefore less blinding) but still thick enough to make it difficult to see through. 6 Quote Link to comment Share on other sites More sharing options...
Voe Posted June 22, 2018 Report Share Posted June 22, 2018 I'm eager to test this out ? 0 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted June 22, 2018 Report Share Posted June 22, 2018 8 hours ago, Pushwall said: 3.2.2.6 InfantryAnimations Taunt/emote animations are now working again! These are bound to the numpad keys by default; if you don't get them automatically bound when entering your first game, you'll have to bind them yourself in Esc > Options > Extended Options. Row 7-9 contains kicks and punches (still completely harmless), row 4-6 contains salutes, and 0-3 contain 4 assorted other emotes. Unlike in older releases where they did work, they can no longer cancel fall damage. Be aware that 2 old limitations are still here - they can't be used in offline mode (it was MUCH easier to add the taunt scripts to the soldiers via server plugins) and Tanya is still incapable of taunting (the animations aren't compatible with the female skeleton). 1 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 23, 2018 Author Report Share Posted June 23, 2018 3.2.2.7: Fixed collision issues on To The Core and Camos Canyon. Taunt keys should now be automatically set for people playing from a fresh install. Added hint on splash damage cover penetration to the auto-announce list (since I still see people trying to use MBTs to kill infantry inside buildings to no effect) 0 Quote Link to comment Share on other sites More sharing options...
VERTi60 Posted June 23, 2018 Report Share Posted June 23, 2018 15 hours ago, Pushwall said: Light Tank Reload time up (1.2 -> 1.25 sec) They still kind of wreck heavies easily w/o much effort, plus they have the mobility and small profile advantage. So if anything I would suggest nerfing the dmg a wee bit. A heavy shouldn't almost always lose or draw against one single light which I have impression is now happening. I don't want to suggest to buff heavy's armor instead since I don't know how that would impact battles vs meds but that's another alternative. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 24, 2018 Author Report Share Posted June 24, 2018 3.2.2.8: Hopefully fixed the keys.cfg issue for good (so you should be able to repair/sell now). Made sprinting animation noticeably faster than jogging. Attack Sub now fires its first shot from the left torpedo tube instead of the right, since every other multi-barreled unit fires their first shot from the left. 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 25, 2018 Author Report Share Posted June 25, 2018 And one more update - a server-side update that doesn't require a patch: Dynamic rotation is working again! The next map is now picked randomly (though recently-played maps will be excluded) and the pool of maps is restricted by the player count; small player counts mean that the game won't pick incredibly large maps or Missile Silo maps, and large player counts mean that the game won't pick incredibly small maps or infantry maps. So no more 2v2 KOTG or 12v12 Antlion! 1 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted June 25, 2018 Report Share Posted June 25, 2018 Does this mean !nextmap is working properly again too? 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 25, 2018 Author Report Share Posted June 25, 2018 26 minutes ago, ChopBam said: Does this mean !nextmap is working properly again too? 1 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted June 26, 2018 Report Share Posted June 26, 2018 I’m curious does this mean there is a large and small catagorie? Like 10 and up vs 10 and down. Or does this mean each map is given variable number which corresponds to a minimum player count required for rotation? does this mean that more of the infantry only maps are returning? Lastly does this also pave the way for bot maps? 0 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted June 27, 2018 Report Share Posted June 27, 2018 On 6/25/2018 at 8:45 PM, Raptor29aa said: I’m curious does this mean there is a large and small catagorie? Like 10 and up vs 10 and down. Or does this mean each map is given variable number which corresponds to a minimum player count required for rotation? Yes there is a low player count category and a high player count gategory. (We'll have more categories in the future) 0 Quote Link to comment Share on other sites More sharing options...
Raptor29aa Posted June 28, 2018 Report Share Posted June 28, 2018 Two questions. 1) does that mean bot maps for low player count? 2) does this mean all infantry only maps are out of rotation in high player counts? 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted June 29, 2018 Author Report Share Posted June 29, 2018 7 hours ago, Raptor29aa said: 1) does that mean bot maps for low player count? No, because bots still count for stats and should stop existing a lot earlier than the 15 player threshold for low/high count anyway. 7 hours ago, Raptor29aa said: 2) does this mean all infantry only maps are out of rotation in high player counts? Yes, at least once we find out what is causing the server/bot to randomly set the next map to something other than what it's supposed to be (which has been an issue long before this new system) 0 Quote Link to comment Share on other sites More sharing options...
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