Buy Now
Share

 

GRO > News

10-07-2013

12.0 Patch Notes

Read about the new features and updates 

Key Changes

1. Added new map: Xinyi District – Conquest (five-point capture)

2. Removed City Map and updated holdout mode settings for the Museum in Project Topos

3. Enhanced visuals of Augmented Reality visor worn by all three classes

4. Modified flinch intensity to now be affected by damage modifiers

5. Improved performance of semi-automatic sniper rifles

6. Improved Assault’s Combat Regen support ability

7. Improved Specialist’s Device Recharge support ability


XINYI DISTRICT

New five-point capture map is set in Taiwan and is the first to use our improved lighting technology for maps


AUGMENTED REALITY

Enhanced visuals of Augmented Reality visor worn by all three classes


UPDATED STORE ITEMS

  • Updated RP and GC prices for existing items in the store
  • Added new RP packages for players to purchase RP with GC

RP EARNINGS

  • Increased RP earnings per round
  • Changed Daily Win reward to 200 RP
  • Changed initial character creation to give 1000 RP
  • Changed existing level-up rewards to all reward 500 RP – This only affects levels that previously gave a level-up reward

PROJECT TOPOS

  • Removed City Map
  • Changed the holdout mode settings for Museum

            o Increased capture time extension from 45 to 60 secs

            o Increased overtime from 45 to 60 secs

            o Increased minimum capture time from 10 to 15 secs

            o Reduced the number of rounds from 3 to 2


GENERAL GAME MECHANICS

  • Increased the priority of prone rolling over taking cover – this allows players to prone roll behind a cover and continue to roll so long as the 'direction+spacebar' is held down
  • Fixed the suppression system to only affect enemy characters
  • Lowered the crouch walk speed to make the tradeoff between crouch and standing more clear; players must choose between the benefits of speed or exposure
  • Fixed glitch in animation when players swap between weapons
  • Updated the recoil stat formula to create a more accurate value of the weapon’s recoil: Previously the recoil stat did not account for the natural recoil return which gives the guns a smoother feel in recoil recovery – this led to an incorrect listing of recoil especially on weapons with low recoil per shot like SMGs
  • Automatic fire mode allows player to tap fire as fast as semi-automatic mode: Previously there was a delay to differentiate the fire modes, but it is no longer necessary, which makes the guns feel more responsive when firing in short bursts
  • Slightly increased handgun max spread, which prevents handguns from having a lower max spread than some SMGs

IMPROVED PERFORMANCE OF SEMI-AUTOMATIC SNIPER RIFLES


PROBLEM: 

Semi-automatic sniper rifles can follow up shots quickly and be challenging for the mid-range weaponry like LMGs and ARs. To balance this they're less effective at extreme distances than bolt action rifles, which makes them inferior to some guns like the 6P41


SOLUTION: 

Improved the performance of semi-automatic sniper rifles to help rival mid-range shooters


FIXES: 

Reduced recoil per shot for the SVD and SR-25, while significantly increasing their ammo pool as well as significantly increasing the SR-25 rate of fire to differentiate it from the SVD


FLINCH INTENSITY BASED ON DAMAGE DEALT


PROBLEM:

Flinch is the screen shaking when players are shot. Currently, flinch is done per hit; this makes the screen shake at full intensity regardless of the damage dealt, which is very disruptive to the player.


SOLUTION:

Implemented shake according to damage: When a weapon deals more damage, the shake is proportional to the weapon's relative damage: Increased damage from Magnum Ammo will increase shake; whereas, decreased damage from Toughness, Armor, and range-based drop off will decrease shake


REDUCE READY TIMES FOR SMGS AND .45 GUNS


PROBLEM:

Some SMGs have higher ready times than LMGs, due to the combination of attachments on the guns.


SOLUTION:

Reduced ready times for SMGs and .45 guns, while slightly increasing ready times for 5.56mm weapons


IMPROVED ASSAULT’S COMBAT REGENERATION SUPPORT ABILITY


PROBLEM:

The Assault's Combat Regen support is less desirable than Harden, since health regeneration was not working correctly and even lowered the regeneration rate in some circumstances.


SOLUTION:

  • Adjusted and fixed the regeneration rate calculation: Players can now expect to have significantly higher regeneration rates
  • Increased out-of-combat health regeneration applied to the Combat Regen support, which stacks with health regeneration inserts to give an improved health regeneration rate 


IMPROVED SPECIALIST’S DEVICE RECHARGE SUPPORT ABILITY


PROBLEM:

The Specialist's Device Recharge support is less desirable than Ammo Resupply, as the gain from staying with a Specialist using Recharge is too low to justify staying in close proximity.


SOLUTION:

Reduced the Assault and Specialist device cool down rates while significantly increasing recharge benefit to cool down, which means players staying close to a Specialist get about the same cool down rate as before, encouraging players to stick together


MISCELLANEOUS FIXES

  • Amor insert slightly reduce player movement speed to balance the protective benefits of the inserts: This stat can be seen in the item description
  • Disabled Redhawk revolver shell ejection
  • Updated device deactivation delay to make it harder to accidentally deactivate a device by double tapping the device key: This problem predominantly affected the Blitz, Heat and AEGIS devices
  • Increased weapon swap times to standardize them between weapons and improve the appearance of player animation: This should have a minimal impact as weapon swaps do not occur very often and the across-the-board increase effectively cancels itself out in one-on-one engagements
  • Fixed the exploit in Korolyov Towers where a defender can enter into the attacking team's spawn area

PUNKBUSTER

  • Punkbuster is updated each time the client patches (this requires administrator rights)

KNOWN ISSUES

  • Cannot unlock Qualification for Specialist - Device Training (1)
  • The "bullets deflected" value is not updated in the Device Stats section after using Aegis: A fix for this is already being prepared and will be implemented in the next update

JavaScript must be enabled to use this page.

Your web browser is currently configured to prevent JavaScript from running. This page uses JavaScripts to perform many of its functions. You must re-configure your browser to allow JavaScript to run before you can use the page.

Loading...