Buy Now
Share

 

GRO > News

17-04-2013

Preview of Patch 0.11.0

Preview of a few upcoming patch fixes and updates
Improving Cover Gameplay

Problem:
At the highest skill levels, players find that cover does not provide sufficient benefits, which reduces the overall viability of cover for veteran players.

Solution:
Improve the general performance of weapons in cover and further differentiate between being in and out of cover.

Changes:
Improving cover accuracy
  • Reversed changes made in the 5th Closed Beta build
  • Tightened max spread of weapons aimed down sights while in cover/prone for all weapon classes except SG
  • Increased max spread of weapons aimed down sights while out in the open for all weapon classes except SG
Improving LMG cover performance while fixing snap shooting
  • Improved short burst accuracy for the mid and long barreled LMGs
  • Increased LMG min bloom when in hip fire, while preserving accuracy of the weapon when aimed. This change is the same as the one done previously for the ARs which primarily affects snap-shooting players and players who do not aim down sights.
Standardization of Weapon Ready Times

Problem:
Our design intention was to ensure that no weapon should have a ready time under 0.2 seconds, which in game-play terms is instantaneous and matches the ready time of handguns. Some weapons have ready times of under 0.2 seconds (as low as 0.08 secs for the PM5 350), which is problematic and encourages shooting on the go.

Solution:
Fixed all weapons that have ready times under 0.2 seconds. The net effect of these changes narrows the gap between ready times of CQC and SV guns, while the ready time ceiling of most guns has not been raised.

Changes:
  • Increased ready times for the following weapon classes:
    • Submachine Guns: +0.2 sec
    • Assault Rifles: +0.1 sec
    • Shotguns: +0.3 sec
    • Light Machineguns: +0.1 sec
    • Sniper rifles: +0.1 sec
  • Vertical grip ready time increased from -0.2 sec to -0.1 sec
  • Stocks ready time reduced from +0.2 sec to +0.1 sec

Improvements to Sniper Rifle Gameplay

Problem:
The uncertainty of aimed-shot placement in sniper rifles and slow recovery times, has proven to be frustrating for snipers. Shot camping, where a sniper camps the reticle over where the target will pop up, has made counter-sniping a frustrating experience as it does not require much skill. Moreover, there was insufficient differentiation between bolt-action and semi-automatic sniper rifles.

Solution:
Changes to general performance:
  • Increased base-scope sway on sniper rifles while reducing max sway
  • Improved bolt-action sniper accuracy to allow for precise sniping (sway counterbalances this, making it more challenging to camp a reticle where an enemy will peek out, making skilled counter-sniping easier)
  • Increased spread recovery rates for sniper rifles by 20% for quicker target acquisition. This helps to bring the sniper rifles in line with the other weapon classes which have spread recovery
Differentiating semi-auto snipers from bolt-actions:
  • Semi-automatic sniper rifles have a much lower shot-to-shot time than bolt-actions, by reducing spread increase per shot, we allow for accurate follow up shots on nearer targets
  • Semi-automatic snipers have increased min sway and reduced max sway to make them better guns to use on the go
  • Damage falloff, damage and accuracy are downgraded so bolt-actions still rule the long-range arena; however, semi-automatic sniper rifles are still more accurate than assault rifles or LMGs

Sway fixes
This change primarily affects sniper rifles. We set up sway values for all attachments. Most large components now affect sway and the longer the attachment, the more sway it generates.
  • Long barrels: Moderately increased sway
  • Medium barrels: Slightly increased sway
  • Silencers: Slightly increased sway
  • Fixed/extended stocks: Reduced sway
  • Bipods: Increased sway out of cover/prone, reduced sway when in cover/prone
  • Vertical grips: Reduced sway out of cover, increased sway when in cover/prone
  • Sniper rifles: Greatly increased sway out of cover, applied significant cover reduction to sway
Excessive Flinch Problem Fix

Problem:
Flinch has proven to be problematic, especially under heavy network lag conditions. As a result, there is a possibility that multiple camera shakes could stack together, causing the target to suddenly look at the ceiling.

Solution:
Flinch is now capped at a maximum value which prevents the building up of excessive flinch and should make for more predictable gameplay.

Effective Distance of Weapons Fixes

Problem:
Short-barreled weapons were excessively effective at a long range and thus were too similar to the SV variants. Meaningful performance differences were intended to exist by design between variants such that each variant has its own niche, which presented an overlap issue.

Solution:
Instead of an outright change to damage and/or accuracy, which would generally reduce the effectiveness for the gun in all situations, the damage falloff was subtly exaggerated for the CQC guns so that they have reduced effectiveness over longer distances.

The effective range of barrels decreases with barrel length: Short barrels have higher damage falloff than longer barrels, so that the long variants have their long-range edge.
  • Short barrels: Moderate damage falloff
  • Medium barrels: Slight damage falloff
  • Long barrels: Minimal damage falloff
Reticle Return Changes

Problem:
Reticle return rates on short and medium barrels posed problems where the shorter weapons were more effective burst shooters than longer guns.

Solution:
Standardized reticle-return rates across barrels, while keeping the short-barrel return rate constant.  Medium barreled weapons have slightly improved spread-recovery rates, while long barrels have moderate improvements to spread recovery.

Critical Hit Rebalance

Problem:
Critical hits were reported to occur excessively at the higher proficiencies, which makes players especially effective in run and gun situations. The most affected weapons are the handguns and submachineguns. The design intention of the critical-hit system is to reward careful shooting, whereby a higher critical rate is associated with a settled spread. Changes needed to be made in order to nudge critical rates in that direction.

Solution:
Reduced critical hits on the go to a minimum, while keeping max critical hits the same as they’re currently set. This significantly reduces the effectiveness of running and gunning, while continuing to reward carefully aimed shots. Max critical hits for shotguns were reduced from 18 to 15.
  • Set all min critical hits to 0 or 1
    • SMG, AR, HG: Min crit. 1
    • LMG, SR: Min crit. 0
    • SG: Min crit. untouched
  • Reduced handgun reticle-return rates (correcting the return-rate problem where cover is so high that handguns cannot ever reach min crit. This contributed to the perception of excessive handgun crits)
To compensate for the significant power decrease and encourage finesse use of SMG, the following changes were made:
  • Reduced SMG sway to be more in line with the AR (SMG previously had a higher-than optimal, reducing SMG accuracy)
  • SMG max bloom reduced, increasing accuracy when aiming down sights
  • SMG headshot damage multiplier increased from 1.5x to 1.7x
Impact-fuse Grenade Fix

Problem:
The key complaints against impact-fuse grenades were that players would "run and bomb" by running around with a grenade, throwing it at the feet of an enemy in the open to shake them (or possibly get an instant kill) and then drawing the primary weapon to fire while the enemy is recovering.

Moreover, players have complained that they did not have an opportunity to react to an impact grenade while in cover, which made it feel unfair.

Solution:
Impact grenades are designed to detonate on a short timer after hitting the ground. This fuse time has been extended by 0.7 seconds to a new fuse time of 1.2 seconds, in order to eliminate the problem of "run and bomb," while keeping the other key attributes constant. The net result is that impact-fuse grenades will sit around just long enough for a player to react and eliminate the problem of "run and bomb".

Reduced Grenade Throwing Distance

Problem:
The grenade throwing distance is considerable, allowing accurate placement of grenades up to 40m with a straight throw. A high throw (where a player has to aim upwards so they cannot see the enemy) can reach over 60m, which leads to long range which annoys players and is considered grenade spam.

Solution:
Throwing distance has been reduced by approximately 30%, so that a straight throw can reach just over 30m, while a high-throw reaches over 40m – this limits the range of aimed grenade throws and limits the effective range of grenades.


Reduced Effectiveness of Armor Inserts

Problem:
At the high levels of gameplay, there are concerns regarding the effectiveness of stacked armor inserts. Armor inserts are more widely used now due to the price restructuring and were previously improved because of low adoption, but this problem presents a strong case for reversion of that change.

Solution:
The following changes were implemented:
  • Reduced max health from +10 to +5
  • Reduced max toughness from 1.5 to 1
  • Reduced max crit reduction from 5 to 4
Miscellaneous Fixes
  • Disabled critical hits on forearms and calves
  • Set upper arms and thighs damage multiplier to 0.8 for all weapons except shotguns
  • Shotguns were not included in this change because shotgun spreads are fixed. Shotgun-wielding players can only aim for a center-mass shot by getting closer to their target, which further reduces the effective range of shotguns
  • Slightly reduced MP9 recoil
  • Slightly increased MP9 ready time

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...