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  1. 145 points
    Greetings Soldiers! Big patch incoming! It will be released next week but we'd like to reveal the patch notes today to show what you can expect: We're sorry for recent drop in communication quality, we are determined to improve." Shortly we are starting our test branch where you'll be able to test new patches before release. More info soon. GENERAL: Bug-fixes: A lot of improvements with servers and connecting to the game. Spawning on leader now shouldn't end in falling from the map Tweaks: Changed total match score from 5000 to 4000. Changed match time from 45 to 40 minutes. HUD: New: Added stats in menu for majority of items. Feature: Now after choosing strike, player can see full description and the cost of the strike. Added Performance boost option to Video Settings. New semtex grenade icon. Weapon icon added to kill screen. Players in vehicle are displayed with their relation colour. Names of your squad mates are always visible on their marker. Bug-fixes: Damage indicator stop rotating after death Direction of grenade damage indicator fixed. Equip grenade type icon displayed on Hud properly. Amount of Ammo/Health/Equipment packs are now displayed on hud in Leviathan / Battle Robot. BATTLE POINTS: New: Strike drop flare now change colour depending on relation to the strike owner. New strike particles, now it's easier to detect what kind of artillery is dropping Bug-fixes: Fixed bug with shooting from Vehicles after Reload Default Heavy Machine Gun for every vehicle's driver. Fixed destruction of supply packs by UGV. Fixed Nerva Operational range. Fixed UGVs' handling. Fixed strike masks on Berlin. UGV wreckage no longer disappears after destruction Airstrike’s (Hellfire, Stormbreaker, Mephisto) deal a proper damage upon penetration, vehicles can be destroyed by a direct hit Tweaks: All turrets were rebalanced: adjusted their clip size, reloads, damage per minute and burst damage. The aiming difficulty was also adjusted. Slightly decreased Quadrocopter's speed and acceleration. Slightly increased Mini Drone’s speed and acceleration. Reduced tablet preview time after using UAV Radar Lowered the spawn height for UGV EQUIPMENT: New: Auto changing ammo type when out of ammo. Auto reload weapon after ammo regeneration if weapon was empty. New camera shake in Grenades and C4 Sound indicator after regeneration of gadget [e.g. Ammo Pack] Bug-fixes: Side sight now automatically rotate weapon when targeting. C4 - now you have 3 charges, it deals damage to infantry and vehicle. You can throw it farther and detonate all of them with single use. Also there are new visual effect for them. Invisible ammo in RPG after death fixed. Left hand pose in pistols in wrong position after using gadget Better material on See Through SAO sight Tweaks: Tweaks on grenade amount. Player now have 3 smoke grenades and 2 frag grenades. Tweaks on ammo pack regeneration MAPS: Visual: New post process: eye adaptation to reduce dark places one the maps; black and white balance New summary screens. Additional visual destruction's on Moscow and material fixes Streaming fixes Fixed spawn positions on Berlin Large. Level Design: Vaulting fix (added additional and missing vaults in some areas) Few additional covers on Warsaw and Moscow Unlocked tunnel passage on warzone small (Warsaw) Bug fixes allowing players to get into higher floors (Warsaw shopping centre) Regards, World War 3 Team
  2. 49 points
    It's here! We've been hard at work for the last two weeks since 0.1, and we've got some big changes for you this time. This is the first of big content patches we've got planned for the upcoming year. It's been a month already, so it's time for new game mode, new map for it, new weapon, vehicle and uniform among other things. We've fixed a lot of bugs and improved the game a lot during this time, and we hope you have fun. Due to progression being back, all progress has been wiped. We will try to do it as little as possible, but it's inevitable during development. Patch Notes [KNOWN ISSUES] We're aware of the vehicle flying issue, we know what causes it and we're working on a patch to be pushed ASAP, [NEW CONTENT] New gamemode: Team Deathmatch, New map: Warsaw Shopping Mall (TDM only), New weapon: MSBS Bullpup, New vehicle: IFV Boxer, New uniform: Russian Partisan, New vehicle armor: RPG nets for IFV Boxer and IFV Bumerang, New spawn system (TDM only for now!), [FEATURES] In-game grenade selector (just like gadget), Backend: Progression system (first pass), Thermal scopes (first pass), Backend: Item unlocking, Backend: Server authentication, First tests of the changing day/night system (TDM map only), [GAMEPLAY] Added Thermal scopes: Medium-magnification scopes (Thor SM, MM) and high-magnification (Odin LM), Added a new assault rifle: MSBS-B. It’s chambered in .300 Blackout giving it better damage than other Western rifles but at the cost of much bigger bullet drop, high damage dropoff and strong kick, Vepr nerfed again with increased recoil, Tor damage reduced, making it only slightly more powerful than the G29. However, due to .50 cal’s AP performance it should deal more damage when hitting the enemy directly into the chest plate, Sniper rifles had their bullet velocities lowered (turns out they were bugged and behaved like hitscan weapons), they should be comparable to ARs now, RPGs nerfed: Reduced blast radious on basic warheads, reduced damage and damage falloff on Frag warheads (this should make them used primarily for weakening and injuring enemies over a larger area and not for killing them with a cheap shot), Adjusted the Frag RPG warhead to make it more easily recognizable (it’s brighter, more gray/brown-ish in colour), New prototype weapon muzzle flashes. They should have slightly better performance and look better, please give us feedback wether or not do they hinder your visibility while shooting. If anything will be off we will be tweaking them, New particle effects for Support Strikes: Artillery, Airstrikes, Carpet Bombings, now it's easier to differentiate which one is being used, Fixed splash damage for >25mm caliber rounds, now splash damage decreases properly with the radius of the explosion ( the further from the center of explosion the lesser the damage), You can no longer vault while reloading, Tweaked spawn locations on all maps, Added optimized light to all TPP muzzle flashes, And more, [BUGFIXES] Fixed item names and descriptions on popups, Marking should be fixed now, Radar Equipment for UGV works as intended, Mini UGV does not receive decals from the environment, Lance RC turret smoke grenades' shoot properly, T90 turret hatch attaches properly, Proper destruction meshes for Falcon turret optics, Lower attachments count on certain vehicle armors (Anders, Marder, and T72). It should result in a slight performance boost, Fixeds in left hand position on certain handguards, Fixed broken materials on some emblems, Fixed ammo display in customization, Weapon calibers should now display properly, Fixed animations for Glauberyt SMG, Fixed score for punishing players, Destroyed vehicles no longer appear repairable for repair kits users, Fixed antimeterial rifles dealing massive damage to vehicle turrets, Fixed a bug where after first login items were unlocked, Fixed a bug with resetting customization, Fixed a bug where sometimes unlocked items couldn't be equipped, Various chat fixes, Fixed an issue that prevented CPU Performance Boost from being disabled, Fixed assist for marking not working, And more, [OPTIMIZATION] Reworked muzzle particles to reduce FPS drops when firing, New impact particles, Lowered attachment count on certain vehicle armors, Level streaming improvements, Collision optimizations, Continuous optimization effort on all fronts, [TWEAKS] Changed "Performance Boost" to "CPU Performance Boost" to better reflect what it's for, Tweaked RPG explosion, Flash hiders are now functional, Added chat window to summary screens, Adjusted blast radii for >25mm rounds to the fixed splash damage values, Anti-Tank mines damage reduced to 600, now 2 mines are required to destroy a vehicle, Improved UGV durability against RPG projectiles: 1 Tandem or 2 Single Stage are enough to destroy a UGV, Reduced smoke grenades uses from 5 to 2, Reduced ricochet chance on >25mm projectiles, TDM summary screen map display name, Reworked armor pricing and masses, Changed P: to L: since we're showing latency to the server, not straight ping, Tweaks to thermal vision postprocess, Menu thumbnails updated, Various animation tweaks (idles, reloads), Matchmaking improvements, Many more minor tweaks and improvements.
  3. 47 points
    Hi there! It's been a while, but we can finally start testing 0.3 fixes. This is still an early version of the patch, but some major issues were resolved and now we need more testing and crash reports to make sure this update is solid once it hits Live servers. The log is not that long, but that's because we focused our time and efforts on fixing crashing and other main issues introduced by 0.3 patch. Please report any bugs you find to the PTE subforum: https://forum.worldwar3.com/index.php?/forum/55-public-test-environment-forum/ [KNOWN ISSUES] Some players sometimes invisible on Warzone (we know why this happens, we don't want people to abuse it too much, it'll get fixed soon), Some customization issues (locked/unlocked everything), Vehicles are still flying away (this is next on the list), Some players can't be driven over, We're still narrowing down the infinite loading bug, workaround for this can be found on the forums here [EN] and here [PL], [FEATURES] Added a server browser, [OPTIMIZATION] Berlin optimization pass 2.0, Continued work on other maps, Further loading optimizations, [BUGFIXES] Multitude of crashes are now fixed, Fixed weapons spawning with wrong amount of ammo, Fixed shoot direction desync (resulted in bad hitreg), Hitscan projectiles rework (affects shotguns and distances closer than ~7m), Huge amount of collision fixes, levitating meshes, trampoline bug spot, added vaults, etc., Fixed an issue with not being able to see quad leader icon on the map while they're in a remote controlled vehicle, Fixed an issue with quad leader icon changing to vehicle while piloting remote controlled vehicle, [IMPROVEMENTS] Character sounds are now attached to head, not feet, New gameplay area on Warsaw TDM map (pharmacy shop with back entrance), Added stage attachment toggle back: all off, only laser, only flashlight, both, Restored player profiles downloaded by dedicated server from MS (this was switched to clienside to lower MS load, not necessary now), Matches will now end when everybody leaves, so people don't get connected to half-done matches, Added profile validation before saving profiles, [OTHER] Removed holiday flair from main menu,
  4. 46 points
    A small patch just before the weekend, focused on quality of life improvements mainly, so it's more fun for more people. [FEATURES] Added an option to choose game mode in quick join, [BUGFIXES] Fixed bugs with connecting to different map than chosen, Fixed a bug with broken minimap, Collsion fixes on Warsaw Shopping Mall, Fixed looped helicopter sound.
  5. 43 points
    Hello everyone! This one is a biggie! There's a lot of good stuff in 0.3 and we've successfully completed everything we've commited to on the Development Roadmap! More than that, we've actually added some things that were not planned for 0.3, like Berlin TDM map (which was scheduled for 0.4) and item preview in the menu (which was planned for Customization 2.0). There's a new main battle tank, new weapon, two new maps (one of which is a prototype), new uniform, new cosmetics and attachments many more. We've also optimized RAM usage and loading times greatly, reducing RAM usage by over 50% and loading times by more than 60%. This also fixed map joining problems related to network timeout on computers with slow HDDs. Apart from RAM and loading improvements, the game also freezes less and has better texture quality (thanks to more space in RAM for them). We'd like to thank everyone that took part in Public Test Environment testing with us, reported bugs and gave us feedback. We're listening to all of it and make changes accordingly. To prove that, we moved the server browser work much earlier than planned (was scheduled for 1.0). There's a long list of new features - big and small - so take a look for yourself! 0.3 Patch Notes [CONTENT] New TDM map: Berlin Backyards, New prototype map: Smoleńsk Greybox (still WIP), Metagame reimplementation, New main battle tank: Abrams, New battle rifle: Scar H, New uniform: USMC, 5 new USMC Camouflages, 5 new weapon skins, 6 new vehicle skins, Localization: German, Polish and Russian, Help section added to main menu, [FEATURES] Vastly improved load times, Big improvements to RAM usage (8GB is the new minimum requirement, down from 16), New respawn system on Warzone, Quick radio chat [default: Y], Cart Mode in the customization for previewing items, Map autorotation (you can stay on the server and keep playing), Map balancing (you can choose to switch teams and get a reward for doing so!), Warmup / Waiting for minimal and expected players amount in Warzone same as in TDM, Weight limit for loadouts, Added gamemode explanation to loading screens, Sharpen video setting added to game (30 percent is now default value), Implemented buying multiple items for cart mode in menu, Added subtitle in to on-screen messages, Added weight breakdown by item (weapons, armor), Added frame limiter to menu - now you can tell your GPU to stop working 100% while in the menu [default: 60fps], [GAMEPLAY] Tweaked game length to 45 minutes and 5000 points. You wanted longer games so there you have it! After a lot of testing we think this setup, combined with the current victory point income, should be optimal for the current pace of Warzone, Armor HP globally reduced to 50 points (was 100). Equipment packs should be more useful now since the armors should break after a fight or two and require repairs, Global reduction of default ammo AP penetration values to slightly buff the role of armors, nerf overperforming guns (ARs most notably) and increase the importance of AP rounds, MCS damage nerf to 14 max, 10 medium and 7 long range. This shotgun was outsniping ARs and BRs, it should be more in-control now, Added damage falloff to 0 for shotguns at 100 meters; MCS starts it at 85m and Vepr at 60. Shotguns badly needed a max range since, due to their shooting mechanics, you could snipe people up to 200 meters away with them, Vehicle mass and speed 2nd pass, Hipfire tweaks for all weapons (better spread reduction between bursts), [IMPROVEMENTS] Added a number of match progression messages that should help with player awareness and overall flow, Friendly fire is now disabled on vehicle optics, so bad players can no longer steal vehicles this way, Warsaw TDM map blockout changes (semi-hidden part is now open to gameplay), Marking is vastly improved, Improved UAV and Jammer map representation, Tweaked the existing low magnification scopes and red dots; More outlandish crosshairs replaced with realistic ones, tweaked for better visibility, Additional weapon and attachment statistics added to the menu, Attachment balance pass, Weapon screen positions slightly tweaked for better laser sight utility and overall usability, Artillery: Increased effective range of shells; improved the splash damage falloff for shrapnel rounds, Increased MBT, IFV and AFV armor durability, Increased all turrets' durability against projectiles, turrets are significantly thicker than body armor, Increased UGV and Quad durability against bullets, Improved UGV movement, Improved turning for MBT and AFV, Improved particle effects for wheels and tracks, Adjusted MBTs engines' force while climbing, Shorter times for returning to Battle Zone for vehicles - 2 seconds for air vehicles and 5 for land, Better visual of on-screen messages - new font and shadow added for better visibility, Audio: Footsteps and gunshot positioning tweaks, Audio: Occlusion tweaks, Audio: Reload animation timing, Audio: New reverbs, Audio: MSBS-B, Vepr, Scar sounds, Audio: Better sound positioning Added reload animations to leaning, Reload animations improvements, New system for offsetting weapons on the screen - we can change stuff faster, Adjusted default config weights, Adjusted some item weights, Tweaked barrel range modifier, Added updated customization menu translation files, Added a trail to sniper projectiles, Modified ballistics for sniper rifles, Changed smoke material for shell particles, Added language selection at first startup, Tweaked how brightness influences menu and game, Changed connecting screen to reflect 0.3 update, Fixed configs not saving, Fixed visual bug with resetting money to 0 when purchase failed, Boxer- wheel texture fix, Vehicle front collision mesh improvement, Alphabetic order of flags, Temporarily disabled locking matches that are 75% complete from new players (this might stay like this due to map rotation now being active), RegenPlatform on Warsaw position tweaks, Added holiday flair to the menu, Tweaks in locations of sockets in some magazines, Limitation of player throwed gadgets on level (6 for mines and 10 for packs), Throwable gadgets now dissapear when player logs out or switches team, Many, many more small improvements and fixes, [BUGFIXES] Spawning on leader fixed (again), Users now send minidump files to our internal server instead of analyzing it on their computer, Fixed crashes with vehicle postprocesses, Fixed settings of audio parameters, Fixed out of sync squad leader icon, Matchmaking fixes, Steam profile icons are no longer mirrored, Fixed the "Distance to operator" text which obscured Battlepoints, Destroyed vehicle is no longer seen for Repair Kit as repairable, Fixed hack with exiting drones before end of return to battle zone and possessing again, resetting time before destruction, Fixed camera block on Quad in TPP, Scope performance and bugfix pass, Enemies and world-space markers can be marked while seating in hatch and as passenger in vehicles, Fixed med/ammo/equipment pack textures on low settings, Fixed superbullets - getting notified about multiple hits in one frame, you should no longer have the feeling you got one-hit when it was multiple hits, Fixed a crash with pool manager, MSBS-B bullet particle fix, Fixed 870 shells particles, Blocked the SMG upper minors while using IR sights (they were clipping), Fixed players becoming invisible when spawning on leader in a vehicle, Fixed minimap is not disappearing after using UAV, Laser sights fixed, they should no longer obscure player view, Fixed UGV shooting, Fixed many collision and mesh fixes on various maps, Also fixed many crashes and other bugs.
  6. 41 points
    This update is for PTE only, once we add missing features and make sure it works well, we'll push it to live servers! Hello there! Kept you waiting, huh? It's been a bit over two weeks since our last update and there's a good reason for it: we've been working hard on 0.3, which includes a lot of improvements, one of which is a big decrease in load times and RAM usage. During our testing we've seen RAM usage in the whereabouts of 3-6GB, which means the game should work fine on 6 and 8 GB systems now, and load a lot faster. This improvement required us to change how we load assets in all of the engine and that meant a lot of new bugs and crashes. This is what consumed our time in the last few weeks - fixing the game so you can play it in its new, better form. Of course, that's not the only thing that's changed. We've added new tank and a battle rifle, new uniform, a new map (which is in a prototype state, so we can all change how the gameplay flows on in!). Personally I think it's a lot of fun to play and I hope you'll like it too. There's a few things that are missing here, we'll be adding them this week and at the beginning of next week as well. There's also a lot of new features and improvements, so time to dig into those patch notes! 0.3 PTE Patch Notes [CONTENT] New prototype map: Smoleńsk (still WIP), New main battle tank: Abrams, New battle rifle: Scar H, New uniform: USMC, 5 new USMC Camouflages, 5 new weapon skins, 6 new vehicle skins, [FEATURES] New respawn system on Warzone, Quick radio chat [default: Y], Weight limit for loadouts (no more OP builds), Map autorotation (you can stay on the server and keep playing), Warmup / Waiting for minimal and expected players amount in Warzone same as in TDM, Added gamemode explanation to loading screens, TDM - after winning/losing final round summary screen of round appears, then YOU WIN / YOU LOSE, then summary screen, Sharpen video setting added to game (30 percent is now default value), Added subtitle in to on-screen messages, Implemented buying multiple items for cart mode in menu, [IMPROVEMENTS] Added a number of match progression messages that should help with player awareness and overall flow, Friendly fire is now disabled on vehicle optics, so bad players can no longer steal vehicles this way, Warsaw TDM map sneaky part is fixed, Tweaked the existing low magnification scopes and red dots; More outlandish crosshairs replaced with realistic ones, tweaked for better visibility, Scope performance and bugfix pass, Additional weapon and attachment statistics added to the menu, Attachment balance pass, Weapon screen positions slightly tweaked for better laser sight utility and overall usability, Laser sights fixed, they should no longer obscure player view, Artillery: Increased effective range of shells; improved the splash damage falloff for shrapnel rounds, Increased MBT, IFV and AFV armor durability, Increased all turrets' durability against projectiles, turrets are significantly thicker than body armor, Increased UGV and Quad durability against bullets, Improved UGV movement, Improved turning for MBT and AFV, Improved particle effects for wheels and tracks, Adjusted MBTs engines' force while climbing, Shorter times for returning to Battle Zone for vehicles - 2 seconds for air vehicles and 5 for land, Better visual of on-screen messages - new font and shadow added for better visibility, A lot of other improvements, Switching weapon fix, Fixed impact particle spawn direction, [AUDIO] Footsteps and gunshot positioning tweaks, Occlusion tweaks, Reload animation timing, New reverbs, [ANIMATION] Added reload animations to leaning, Reload animations improvements, New system for offsetting weapons on the screen - we can change stuff faster, [BUGFIXES] Spawning on leader fixed (again), Fixed audio RTCP caching, Users now send minidump files to our internal server instead of analyzing it on their computer, Game revision sending to crash reporter server, We can now create multiple map textures on the same map for different gamemodes (internal tool), Crash reporter refactor, Fixed crashes with vehicle postprocesses, Command menu, Fixed setting of audio parameters, Changed UAV and Jammer map representation, Fixed out of sync squad leader icon, Matchmaking fixes, Steam profile icons are no longer mirrored, Fixed the "Distance to operator" text which obscured Battlepoints, Destroyed vehicle is no longer seen for Repair Kit as repairable, Fixed hack with exiting drones before end of return to battle zone and possessing again, resetting time before destruction, Fixed camera block on Quad in TPP, Fixed Progress element on progressable world-space markers - color was not updated after change in settings, Enemies and world-space markers can be marked while seating in hatch and as passenger in vehicles, Fixed med/ammo/equipment pack textures on low settings, Many, many more.
  7. 40 points
    0.4 is here! It comes with many improvements in game stability, camera movement and game balance. It also comes with heaps of new content (which is being produced with no relation to bugfixing, artists don't fix bugs!). We've been focusing on fixing the game before creating new problems, but that doesn't mean all work in all departments has to stop - don't worry, we're listening. I'd like to reiterate what has been in the 0.4 PTE patch notes, that due to us focusing on performance and stability, some stuff is moved to 0.5. We think that this is a good decision, because there's no point in releasing more stuff when the game is still not working properly. 0.4 marks the start of our commitment to "quality over quantity" approach - we'll see how it pans out. That all said, dig into those juicy patch notes - you might need a snack and a drink, this is a long one! 0.4 Patch Notes [KNOWN ISSUES] Infinite loading is still happening sometimes, this is most likely related to the ammo problem (synchronization issues). If you can reproduce this issue, send us a video recording of you doing this, it will help speed up the resolution, Some HUD elements are not updating properly, this is because we're optimizing the HUDs, Crouch weapon positions are not finalized, resulting in lasers not aligning well and other visual bugs, [GENERAL] Server browser, New TDM map: Moscow Senate, New weapon: DMG Nine-Milli, New vehicle: Buggy, New outfit: Resistance Fighter, Weapon dropping and picking up is now ready for testing, Chinese localization added, New attachments (pistol silencer is in!), Reworked ballistics system with wall penetration changes, Polish commander VO, [IMPROVEMENTS] Penetration and ricochet setup for all small arms calibers and bullet types, Improved (smoothed) camera movement, Reload animation improvements, Improvements to stats displayed in the customization menus, Held grenade drops after death now, Motion blur strength is now available as slider (0-100%), New collision model in Soldier-Vehicle relation, Improved roadkill mechanic: soldier is now pushed when colliding with a vehicle, Anti-Tank Mine doesn't react to Mini UGV, Punish doesn't work in case of roadkilling allies (this is a temporary fix for vehicle thieves), Commander Voice Language can be changed in Audio Settings, Falling crate with vehicle now can be marked for other teammates, Weapons dropped by dead soldiers can be marked, Updated strikes stats in customization menu, Updated stats for warheads, Weapon sounds polish pass, Removed waiting for players from PTE builds (will stay as it was on Live), [GAMEPLAY] Claymore mines are back, TDM timers tweaks (wait times etc.), Helmet balance pass, Global hipfire accuracy decreased due to lower TTK, Vehicle and strike limit increased, Vehicle armor endurance increased, Environmental penetration and ricochet setup for all small arms calibers and bullet types. Every bullet type has its own distinct penetration/ricochet behavioural pattern that emulates their real-life performance against different materials. Those values are still WIP, Damage model pass - new damage and armor penetration values for all weapons (this is WIP, we will adjust things during PTE based on feedback): All automatic weapons set at 3 bullets-to-kill at close range with further variations based given caliber's range and AP performance, Armors reworked to provide protection (that is: increases the BTK) against specific calibers: HDPE is effective against pistol rounds, Polyethylen against pistol and intermediate rounds, Ceramic against pistol, intermediate and rifle, Steel against pistol, intermediate and rifle with some protection against sniper rifle shots at longer distances, Increased the damage dealt by leg/arm shots to 75% (was 50%) and hand/foot shots to 25% (was 20%) - This was done in order to make the TTK more reliable/predictable based on weapon shot and the armor used by the enemy. Those values are still WIP, Weapon recoil bugfixed which resulted in minor improvements to overall weapon handling, Assault Rifles had their stability reworked to promote more accurate bursts; will be observed and tweaked during the PTE, SMGs slightly reworked in order to adjust them to their newfound close-range effectiveness (especialy SIG was heavily re-done), Screen space for weapons tweaked for the new camera system, there may be a few oddities here to be fixed in PTE and/or once the new animation system goes live, Improved Quad's speed and acceleration, Improved Mini UGV + C4 combo. Now Mini UGV + 1xC4 can destroy IFV, MINI UGV + 2C4 can destroy a tank, UAV FlyEye: price -30% (500BP) UAV Barracuda: price -30% (1000BP), duration + 25%, range + 20%, UAV OTV: price -10%, duration +70%, JAM Reaper: price -15%, JAM X-47B: price 10%, range +30%, Airstrike Hellfire: price -15%, Airstrike Stormbreaker: price -20%, Airstrike Mephisto: price -15%, AA Artillery: increased damage against vehicles +25%, increased dmg against infantry +30%, decreased barrage duration to 10 seconds, decreased spread to 15m, increased price to 3200 BP HE artillery: increased dmg vs vehicles +30%, increased dmg vs infantry +25%, decreased barrage duration to 15 seconds, increased max dmg radius by 30% for each shell, SH artillery: increased max dmg radius by 30% for each shell, increased spread to 30m, increased price to 3200BP, CUAS Loitering Ammo: price -75%, CUAS Quadrocopter: increased unlock value to 10 000, price +40%, Warheads: GTB dmg vs infantry +30%, GTB blast radius -13%, GO1 dmg vs infantry +30%, GO1 dmg vs vehicles +30%, GO1 blast radius -13%, GK-1 dmg vs infantry +300%, GK-1 dmg vs vehicles +80%, GK-1 blast radius -25%, UGV Leviathan: price -25%, HP -10%, operational range +10%, UGV Battle Robot, price -25%, HP +30%, operational range -60%, MBTs: stock price -12%, AFVs: stock price -13%, IFVs: stock price -29%, [OPTIMIZATION] Instanced destructible objects, Warsaw Warzone map optimization pass, Berlin and Warsaw TDM maps optimization pass, Continuous collision, LOD, shader and mesh optimizations across the board, HUD optimization, [BUGFIXES] Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts, Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues), Improved player count calculation serverside, should reduce problems with server overfilling and autorotation, Wall glitching should be reduced greatly, Fixed flying vehicles after dismounting, Fixed calculating global score for the Metagame, Buying a weapon now unlocks all its default attachments, Fixes for strikes collisions with soldiers. Server will now properly close when 0 players is left on them. Many, many smaller bugs fixed, [AUDIO] Doppler effect for vehicles, Gearbox simulation for engine sounds, New hit marker sounds, Fixes for destroypack sounds, Gun sound positioning fixes, Radio barks and request fixes, TDM announcer voice, Level ambient improvements, Polish Commander, Better explosion sounds, Ambient sound fixes.
  8. 40 points
    This is PTE only! Expect crashes, disconnects and other problems while we're testing! How to get to PTE? Check here: https://forum.worldwar3.com/index.php?/topic/4406-instructions-how-to-get-to-pte/ Soldiers! We're beginning testing of the November Update. This time we've got some big changes and a lot of new content in the game. We've got a new game mode, new map, new vehicle, new weapon, new outfit and that's not even all. To play TDM just click Warsaw on War Map and select TDM from the gamemode list on the left and click Deploy. TDM maps are smaller, so people with poor performance might want to check them out, the game should run MUCH better on TDM. Patch Notes [KNOWN ISSUES] Guided Missiles (RCWS Anti Tank and APFSDS GLM shells) temporarily have their guiding abilities disabled and work similar to RPG launcher; this issue will be resolved in the next patch, Some players might not have statistics panel available and not get rewards for playing - we're working on that, [NEW CONTENT] New gamemode: Team Deathmatch, New map: Warsaw Shopping Mall (TDM only), New weapon: MSBS Bullpup, New vehicle: IFV Boxer, New uniform, New vehicle armor: RPG nets for IFV Boxer, New vehicle armor: RPG nets for IFV Bumerang, New spawn system (TDM only for now!), [FEATURES] In-game grenade selector (just like gadget), Backend: Progression system (first pass), Thermal scopes (first pass), Backend: Item unlocking, Backend: Server authentication, First tests of the changing day/night system (TDM map only), [GAMEPLAY] Added Thermal scopes: Medium-magnification scopes (Thor SM, MM) and high-magnification (Odin LM), Added a new assault rifle: MSBS-B. It’s chambered in .300 Blackout giving it better damage than other Western rifles but at the cost of much bigger bullet drop, high damage dropoff and strong kick, Vepr nerfed again with increased recoil, Tor damage reduced, making it only slightly more powerful than the G29. However, due to .50 cal’s AP performance it should deal more damage when hitting the enemy directly into the chest plate, Sniper rifles had their bullet velocities lowered (turns out they were bugged and behaved like hitscan weapons), they should be comparable to ARs now, RPGs nerfed: Reduced blast radious on basic warheads, reduced damage and damage falloff on Frag warheads (this should make them used primarily for weakening and injuring enemies over a larger area and not for killing them with a cheap shot), Adjusted the Frag RPG warhead to make it more easily recognizable (it’s brighter, more gray/brown-ish in colour), New prototype weapon muzzle flashes. They should have slightly better performance and look better, please give us feedback wether or not do they hinder your visibility while shooting. If anything will be off we will be tweaking them, New particle effects for Support Strikes: Artillery, Airstrikes, Carpet Bombings, now it's easier to differentiate which one is being used, Fixed splash damage for >25mm caliber rounds, now splash damage decreases properly with the radius of the explosion ( the further from the center of explosion the lesser the damage), You can no longer vault while reloading, Tweaked spawn locations on all maps, Added optimized light to all TPP muzzle flashes, And more, [BUGFIXES] Fixed item names and descriptions on popups, Radar Equipment for UGV works as intended, Mini UGV does not receive decals from the environment, Lance RC turret smoke grenades' shoot properly, T90 turret hatch attaches properly, Proper destruction meshes for Falcon turret optics, Lower attachments count on certain vehicle armors (Anders, Marder, and T72). It should result in a slight performance boost, Fixeds in left hand position on certain handguards, Marking should be fixed now, Fixed broken materials on some emblems, Fixed ammo display in customization, Weapon calibers should now display properly, Fixed animations for Glauberyt SMG, Various chat fixes, And more, [OPTIMIZATION] Reworked muzzle particles to reduce FPS drops when firing, New impact particles, Lowered attachment count on certain vehicle armors, Level streaming improvements, Collision optimizations, Continous optimization effort on all fronts, [TWEAKS] Changed "Performance Boost" to "CPU Performance Boost" to better reflect what it's for, Tweaked RPG explosion, Flash hiders are now functional, Added chat window to summary screens, Adjusted blast radii for >25mm rounds to the fixed splash damage values, AntiTank mines damage reduced to 600, now 2 mines are required to destroy a vehicle, Improved UGV durability against RPG projectiles: 1 Tandem or 2 Single Stage are enough to destroy a UGV, Reduced smoke grenades uses from 5 to 2, Reworked armor pricing and masses, Changed P: to L: since we're showing latency to the server, not straight ping, Tweaks to thermal vision postprocess, Menu thumbnails updated, Various animation tweaks (idles, reloads), Matchmaking improvements, Many more minor tweaks and improvements.
  9. 39 points
    Remember to switch back to normal version if you're on PTE servers! Hey there, after a week of testing on the PTE, we've polished up and fixed most problems we had with the 0.1.1 patch. We've isolated problems with connecting to the game (both menu and matches) and it's much better. If you still have problems connecting, we'll have additional topics with resolutions to them as we find them. Patch Notes [KNOWN ISSUES] MGs have wrong ammo caliber displayed in the menu (this does not affect their in-game performance), Weapon customization descriptions still not final & bugged, Sometimes respawning on Warsaw can result in death (press ESC -> Respawn to fix it) - we'll be fixing this tomorrow, Sometimes your profile can reset it's customization - this is a temporary workaround to let people play while we fix corrupting profiles. [GAMEPLAY] Reworked pistols to make them more varied & useful, Vepr lowest damage reduced from 9 to 7, tresholds max/min reduced to 35/50 meters. MCS damage increased by 1 per pellet at medium/min thresholds, medium threshold moved to 35 meters to match Vepr, 7.62 Soviet damage curve fixed to properly add medium-range damage, Global sniper rifle damage increase by 20 on all ranges to assure 1-shot headshots, Pistol-caliber ammo velocity increased (used by Pistols and SMGs), drop reduced for pistols (SMGs stayed the same but with higher velocity). SMGs and Pistols were underperforming on open spaces, this change should make them a more viable option, SIG & Vityaz camera shake tweaks. SIG and Vityaz camera shakes were increased to make them feel more powerful (currently the shakes were almost non-existent), SIG accuracy increased, recoil slightly reduced, G38 recoil slightly decreased, Single-fire recoil reduction tweaked to 30%, burst-fire recoil reduction tweaked to 20%, Armor rebalance: All armors had their durability unified to 100 HP (was all over the place), armor absorption values rebalanced to (from HDPE to Steel): 25%/40%/60%/75%, Helmet rebalance: Durability capped at 50 HP (was 100), new helmet absorption from lightest to heaviest: 20%, 35%, 50%, Bullet penetration diversified per caliber & type: Previously all bullets had the same penetration values regardless of caliber (5% HP, 10% FMJ, 20% AP), now penetration varies per weapon class as follows: Pistol calibers stayed the same at 10% FMJ, AP 20%, HP 5%, AR calibers FMJ 20%, AP 40%, HP 10%, Rifle calibers & .338 FMJ 30%, AP 50%, HP 20%, .50 BMG caliber FMJ 50%, AP 75%, HP 25%, New explosion particles for RPG special ammo, now it’s easy to see what kind of warhead did the player use, Friendly fire damage reduction increased from 60% to 80%, [WARZONE] Warzone score income doubled, Warzone time limit changed to 40, Warzone score limit changed to 4000, Warzone battle point income rebalance, Soldier respawn time changed from 20 to 15 seconds, Point capture reward from 200 to 400, Leader objective point captured reward from 300 to 800, Leader order followed 75 to 150, Order followed 75 to 100, Squad member spawn on leader 10 to 20, Enemy marked by radar 10 to 20, Squad member objective strike use 100 to 200, Enemy drone disconnected 30 to 50, RCWS assist 30 to 50, Awareness drones limit on battlefield changed from 2 to 3 (uav, jammers etc.), Autonomous drones limit on battlefield changed from 2 to 4 (quadrocopters, leviatans etc.), [HUD] Added stats in menu for majority of items, Feature: Now after choosing strike, player can see full description and the cost of the strike, New sticky grenade icon, Weapon icon added to kill screen, Players in vehicle are displayed with their relation color, Names of your squadmates are always visible on their marker, [STRIKES] Fixed a bug that prevented vehicles from firing after reload, Strike drop flare now changes color depending on relation to the strike owner, New strike particles, now it's easier to detect what kind of artillery is dropping, Default heavy machine gun for every vehicle's driver, Fixed destruction of supply packs by UGV, Fixed Mini UGVs' operational range, Fixed Mini UGVs' handling, Fixed strike masks on Berlin, UGVs' wreckage no longer disappears after destruction, Airstrike’s (Hellfire, Stormbreaker, Mephisto) deal a proper damage upon penetration, vehicles can be destroyed by a direct hit, [TWEAKS] All turrets rebalanced: adjusted their clip size, reloads, damage per minute and burst damage. The aiming difficulty was also adjusted, Slightly decreased Quadrocopter's speed and acceleration, Slightly increased Mini Drone’s speed and acceleration, Reduced tablet preview time after using UAV Radar, Lowered the spawn height for UGV, Tweaks on grenade amount. Player now have 3 smoke grenades and 2 frag grenades. Tweaks on ammo pack regeneration. [EQUIPMENT] Auto changing ammo type when out of ammo, Auto reload weapon after ammo regeneration if weapon was empty, New camera shake in Grenades and C4, Sound indicator after regeneration of gadget [e.g. Ammo Pack], [BUGFIXES] Damage indicator stop rotating after death, Spawning on leader now shouldn't end in falling from the map, Direction of grenade damage indicator fixed, Equip grenade type icon displayed on HUD properly, Quads no longer block other vehicles from spawning (they don't take up a slot anymore), Hopefully fixed getting stuck on connecting to World War 3 Network (please let us know if it helped), Potentially fixed the 'Connecting to WW3 Network' bug related to corrupted profiles, Chosen faction is now properly assigned, Fixed the vehicle camera bug, Possibly fixed map being broken sometimes - please report if this still occurs, Fixed players not being visible in vehicle hatches, Amount of Ammo/Health/Equipment packs are now displayed on HUD in Leviathan / Battle Robot, Additional/offset sights now automatically rotate weapon when targeting, C4 - now you have 3 charges, it deals damage to infantry and vehicle. You can throw it farther and detonate all of them with single use. Also there are new visual effect for them, Invisible ammo in RPG after death fixed, Left hand pose in pistols in wrong position after using gadget, Better material on See Through SAO sight, [MAPS] New post process: eye adaptation to reduce dark places one the maps; black and white balance, New summary screens, Additional visual destruction on Moscow and material fixes, Streaming fixes, Fixed spawn positions on Berlin Large, [LEVEL DESIGN] Vaulting fix (added additional and missing vaults in some areas), Few additional covers on Warsaw and Moscow, Fixed players being able to stand on the dark plane below Warsaw, Unlocked tunnel passage on Warzone small (Warsaw), Bug fixes allowing players to get into higher floors (Warsaw shopping center).
  10. 39 points
    Soldiers! There's a small, but important patch being deployed now! It's not the big 0.1.1 (we're still testing that) but we've decided to push the new Master Server patch earlier. It's live right now and will require you to update the game. This is the last part of the ninja patches we were pushing for the last two weeks, marking the end of the old Master Server. Patch notes [GENERAL] • New Master Server, [IMPROVEMENTS] • Vastly improved connection times. As always, keep us up to date on any problems this change might introduce. We've been testing the new backend for a week now, but we tested the last one as well. Happy shooting!
  11. 36 points
    Hello! We bring you both the Public Test Environment and a new patch together. We're still in the process of fixing the backend, but the rest of the team was working as usual to bring you much needed changes and fixes. We also decided to ask for your help testing the changes on our newly opened Public Test Environment (based in EU, so have that in mind when switching). If the changes are ok, we'll push them to Live next week. Instructions on how to get into PTE are in the link below. Patch Notes [KNOWN ISSUES] - Those will be fixed before going onto Early Access live servers MGs have wrong ammo caliber displayed in the menu (this does not affect their in-game performance), Weapon customization descriptions still not final & bugged, Sometimes respawning on Warsaw can result in death, Sometimes sprinting is stuttering, [GENERAL] Opened up the PTE, [GAMEPLAY] Reworked pistols to make them more varied & useful, Vepr lowest damage reduced from 9 to 7, tresholds max/min reduced to 35/50 meters. MCS damage increased by 1 per pellet at medium/min thresholds, medium threshold moved to 35 meters to match Vepr, 7.62 Soviet damage curve fixed to properly add medium-range damage, Global sniper rifle damage increase by 20 on all ranges to assure 1-shot headshots, Pistol-caliber ammo velocity increased (used by Pistols and SMGs), drop reduced for pistols (SMGs stayed the same but with higher velocity). SMGs and Pistols were underperforming on open spaces, this change should make them a more viable option, SIG & Vityaz camera shake tweaks. SIG and Vityaz camera shakes were increased to make them feel more powerful (currently the shakes were almost non-existent), SIG accuracy increased, recoil slightly reduced, G38 recoil slightly decreased, Single-fire recoil reduction tweaked to 30%, burst-fire recoil reduction tweaked to 20%, Armor rebalance: All armors had their durability unified to 100 HP (was all over the place), armor absorption values rebalanced to (from HDPE to Steel): 25%/40%/60%/75%, Helmet rebalance: Durability capped at 50 HP (was 100), new helmet absorption from lightest to heaviest: 20%, 35%, 50%, Bullet penetration diversified per caliber & type: Previously all bullets had the same penetration values regardless of caliber (5% HP, 10% FMJ, 20% AP), now penetration varies per weapon class as follows: Pistol calibers stayed the same at 10% FMJ, AP 20%, HP 5%, AR calibers FMJ 20%, AP 40%, HP 10%, Rifle calibers & .338 FMJ 30%, AP 50%, HP 20%, .50 BMG caliber FMJ 50%, AP 75%, HP 25%, New explosion particles for RPG special ammo, now it’s easy to see what kind of warhead did the player use, Friendly fire damage reduction increased from 60% to 80%, [WARZONE] Warzone score income doubled, Warzone time limit changed from 45 to 30, Warzone score limit changed to 3000, Warzone battle point income rebalance, Soldier respawn time changed from 20 to 15 seconds, Point capture reward from 200 to 400 , Leader objective point captured reward from 300 to 800, Leader order followed 75 to 150, Order followed 75 to 100, Squad member spawn on leader 10 to 20, Enemy marked by radar 10 to 20, Squad member objective strike use 100 to 200, Enemy drone disconnected 30 to 50, RCWS assist 30 to 50, Awareness drones limit on battlefield changed from 2 to 3 (uav, jammers etc.), Autonomous drones limit on battlefield changed from 2 to 4 (quadrocopters, leviatans etc.), [HUD] Added stats in menu for majority of items, Feature: Now after choosing strike, player can see full description and the cost of the strike, New sticky grenade icon, Weapon icon added to kill screen, Players in vehicle are displayed with their relation color, Names of your squadmates are always visible on their marker, [STRIKES] Fixed a bug that prevented vehicles from firing after reload, Strike drop flare now changes color depending on relation to the strike owner, New strike particles, now it's easier to detect what kind of artillery is dropping, Default heavy machine gun for every vehicle's driver, Fixed destruction of supply packs by UGV, Fixed Mini UGVs' operational range, Fixed Mini UGVs' handling, Fixed strike masks on Berlin, UGVs' wreckage no longer disappears after destruction, Airstrike’s (Hellfire, Stormbreaker, Mephisto) deal a proper damage upon penetration, vehicles can be destroyed by a direct hit, [TWEAKS] All turrets rebalanced: adjusted their clip size, reloads, damage per minute and burst damage. The aiming difficulty was also adjusted, Slightly decreased Quadrocopter's speed and acceleration, Slightly increased Mini Drone’s speed and acceleration, Reduced tablet preview time after using UAV Radar, Lowered the spawn height for UGV, Tweaks on grenade amount. Player now have 3 smoke grenades and 2 frag grenades. Tweaks on ammo pack regeneration. [EQUIPMENT] Auto changing ammo type when out of ammo, Auto reload weapon after ammo regeneration if weapon was empty, New camera shake in Grenades and C4, Sound indicator after regeneration of gadget [e.g. Ammo Pack], [BUGFIXES] Damage indicator stop rotating after death, Spawning on leader now shouldn't end in falling from the map, Direction of grenade damage indicator fixed, Equip grenade type icon displayed on HUD properly, Amount of Ammo/Health/Equipment packs are now displayed on HUD in Leviathan / Battle Robot, Additional/offset sights now automatically rotate weapon when targeting, C4 - now you have 3 charges, it deals damage to infantry and vehicle. You can throw it farther and detonate all of them with single use. Also there are new visual effect for them, Invisible ammo in RPG after death fixed, Left hand pose in pistols in wrong position after using gadget, Better material on See Through SAO sight, [MAPS] New post process: eye adaptation to reduce dark places one the maps; black and white balance, New summary screens, Additional visual destruction on Moscow and material fixes, Streaming fixes, Fixed spawn positions on Berlin Large, [LEVEL DESIGN] Vaulting fix (added additional and missing vaults in some areas), Few additional covers on Warsaw and Moscow, Unlocked tunnel passage on Warzone small (Warsaw), Bug fixes allowing players to get into higher floors (Warsaw shopping center),
  12. 32 points
    Hi there, Soldiers! We're back at it, this time bringing you a bit more of what we want World War 3 to be when its finished. We've got a few cool features, some really annoying bug fixes and overall improvements. Strikes got an overall boost with BP price cuts across the board and some other improvements. We've made some changes to the damage model and we're eagerly waiting for your opinions on it, overall the gunplay should feel a lot more tight and predictable, while giving the players more customizability and making armors more powerful against small arms. We're also happy to report that Claymore mines are back, now more visible and with a small delay, so you know what hit you. There's also a hidden mechanic with them, but that's for you to find out. There's also another big change related to gunplay - first pass of wall penetration setup. This worked since the 0.1 release, but needed some work. Now you can punch through even multiple walls if shooting big enough rounds. This is consistent with changes to armors and works based on caliber of the round and it's speed. Each punchthrough reduces the velocity and rounds can ricochet after penetration as well. This is all modelled after the research we did and using real physics simulations (altough tweaked to fit our game scales). Due to our commitment to making the game work well before adding new content, some stuff is pushed back from 0.4 to 0.5, mainly Recon gamemode and Heli Combat Drone. We've decided (thanks to our conversations with the community) that optimization and stability are much more important. This decision was made to make sure World War 3 is working well before we push Recon out and to make sure it's ready. We hope our commitment to better quality over quantity is something that we can all agree is a good thing. As usual, please let us know if you find any issues and keep the feedback flowing. We might not respond to every topic, but we're certainly getting all your feedback and taking it into account. Here's some bonus screenshots of the new content as well! PTE 0.4 Patch Notes [KNOWN ISSUES] There is no minimap on Moscow TDM map, Ammo issues are still there, we're working hard on fixing them, Infinite loading is also sometimes happening, this is most likely related to the ammo problem (synchronization issues). If you can reproduce this issue, send us a video recording of you doing this, it will help speed up the resolution, Some weapons suffer from minor hitreg issues, this is also on the top priority list and should be fixed during the PTE testing. It happens when client-side spread is not synced with server-side spread, Some HUD elements are not updating properly, this is because we're optimizing the HUDs, There is some desync when sitting as a passenger in vehicles, New weapon is by default without a scope - this results in negative FOV change when in ADS, Weapons sometimes start shooting by themselves, just like in real life, Crouch weapon positions are not finalized, resulting in lasers not aligning well, [GENERAL] New TDM map: Moscow Senate, New weapon: DMG Nine-Milli, New transport vehicle: Buggy, New outfit: Resistance Fighter, New attachments (pistol silencer is in!), Reworked ballistics system, Weapon dropping and picking up is now ready for testing, [IMPROVEMENTS] Improved camera movement, Reload animation improvements, Penetration and ricochet setup for all small arms calibers and bullet types, Improvements to stats displayed in the customization menus, Held grenade drops after death now, Motion blur strength is now available as slider (0-100%), New collision model in Soldier-Vehicle relation, Improved roadkill mechanic: soldier is now pushed when colliding with a vehicle, Anti-Tank Mine doesn't react to Mini UGV, Punish doesn't work in case of roadkilling allies (this is a temporary fix for vehicle thieves), Commander Voice Language can be changed in Audio Settings, Falling crate with vehicle now can be marked for other teammates, Weapons dropped by dead soldiers can be marked, [GAMEPLAY] Claymore mines are back, Environmental penetration and ricochet setup for all small arms calibers and bullet types. Every bullet type has its own distinct penetration/ricochet behavioural pattern that emulates their real-life performance against different materials. Those values are still WIP, Damage model pass - new damage and armor penetration values for all weapons (this is WIP, we will adjust things during PTE based on feedback): All automatic weapons set at 3 bullets-to-kill at close range with further variations based given caliber's range and AP performance, Armors reworked to provide protection (that is: increases the BTK) against specific calibers: HDPE is effective against pistol rounds, Polyethylen against pistol and intermediate rounds, Ceramic against pistol, intermediate and rifle, Steel against pistol, intermediate and rifle with some protection against sniper rifle shots at longer distances, Increased the damage dealt by leg/arm shots to 75% (was 50%) and hand/foot shots to 25% (was 20%) - This was done in order to make the TTK more reliable/predictable based on weapon shot and the armor used by the enemy. Those values are still WIP, Weapon recoil bugfixed which resulted in minor improvements to overall weapon handling, Assault Rifles had their stability reworked to promote more accurate bursts; will be observed and tweaked during the PTE SMGs slightly reworked in order to adjust them to their newfound close-range effectiveness (especialy SIG was heavily re-done), Screen space for weapons tweaked for the new camera system, there may be a few oddities here to be fixed in PTE and/or once the new animation system goes live, Improved Quad's speed and acceleration, Improved Mini UGV + C4 combo. Now Mini UGV + 1xC4 can destroy IFV, MINI UGV + 2C4 can destroy a tank, UAV FlyEye: price -30% (500BP), UAV Barracuda: price -30% (1000BP), duration + 25%, range + 20%, UAV OTV: price -10%, duration +70%, JAM Reaper: price -15%, JAM X-47B: price 10%, range +30%, Airstrike Hellfire: price -15%, Airstrike Stormbreaker: price -20%, Airstrike Mephisto: price -15%, AA Artillery: increased damage against vehicles +25%, increased dmg against infantry +30%, decreased barrage duration to 10 seconds, decreased spread to 15m, increased price to 3200 BP HE artillery: increased dmg vs vehicles +30%, increased dmg vs infantry +25%, decreased barrage duration to 15 seconds, increased max dmg radius by 30% for each shell, SH artillery: increased max dmg radius by 30% for each shell, increased spread to 30m, increased price to 3200BP, CUAS Loitering Ammo: price -75%, CUAS Quadrocopter: increased unlock value to 10 000, price +40%, Warheads: GTB dmg vs infantry +30%, GTB blast radius -13%, GO1 dmg vs infantry +30%, GO1 dmg vs vehicles +30%, GO1 blast radius -13%, GK-1 dmg vs infantry +300%, GK-1 dmg vs vehicles +80%, GK-1 blast radius -25%, UGV Leviathan: price -25%, HP -10%, operational range +10%, UGV Battle Robot, price -25%, HP +30%, operational range -60%, MBTs: stock price -12%, AFVs: stock price -13%, IFVs: stock price -29%, [OPTIMIZATION] Instanced destructible objects, Warsaw Warzone map optimization pass, Berlin and Warsaw TDM maps optimization pass, Continuous collision, LOD, shader and mesh optimizations across the board, [BUGFIXES] Wall glitching should be reduced greatly, Fixed flying vehicles after dismounting, Fixed calculating global score for the Metagame, Buying a weapon now unlocks all its default attachments, Many, many smaller bugs fixed, [AUDIO] Doppler effect for vehicles, Gearbox simulation for engine sounds, New hit marker sounds, Fixes for destroypack sounds, Gun sound positioning fixes, Radio barks and request fixes, TDM announcer voice, Level ambient improvements, Polish Commander, Better explosion sounds, Ambient sound fixes.
  13. 31 points
    As of PTE 0.3.1 this is no longer needed. You can now just download the PTE version from your Steam library! Important notice! Test servers are based in EU region, so have that in mind when switching - you might have high latency! The number of slots open on test servers is limited, so expect connection problems during peak hours! To take part in Public Tests, follow the steps provided below. Goto World War 3 > Properties > Betas > Enter the code: VUM27KStMgAPCNKK and select open_tests Then go to Local Files > Verify Integrity Of Game Files Once file verification is complete, launch World War 3 and select Play World War 3.
  14. 30 points
    Patch is reapplied, we removed vehicle changes due to game breaking bug related to them. Crash fix is still in effect. Soldiers! Seems like the crashing is going down as intended, but we've found another frequent crash thanks to your PTE effort. We know its not the most fun to play, but it really helps us figure out those issues. This small patch should mark the end of the most common crashes, with some still left, but from what we could gather, those are way less common (<1% of crashing that occurs). Another part of this small patch is a pass through some vehicle setup, so some long standing bugs should be fixed now. Keep playing the PTE over the weekend and we'll have a hotfix for Live if everything looks well! PTE 0.3.8 Patch Notes [BUGFIXES] Fixed garbage collector crash, Light cannon ammo fixes, Fixed BTR driving model, Mini drone zoom fix, Fixed RPG Nets location on Bumerang, Fixed BTR armor locations.
  15. 30 points
    This is a marathon, not a sprint. The overall player reception was surprisingly (even for us) positive and a lot of people are still holding off the purchase until we fix the server issues. And soon-ish we have a new mode coming in that could bring in a whole new playerbase. We have a tough road ahead of us but given the reception and extremely good sales in the first days (way above our expectations) I have to say that World War 3 is here to stay, at least for the time being. We'll see what happens further down the line, but we have a lot of content and improvements coming.
  16. 29 points
    Finally! We’ve got a 0.7 build that is stable enough and without critical issues, so we can start testing it. Bear in mind, that this is just after switching engine versions and rewriting how our netcode works (more information here), so expect it to crash a lot and to have bugs. The list of known issues is going to be shortened very soon, we’ve just added it so you don’t waste time on reporting bugs we’re already fixing. We’ve got a lot of work to do to get 0.7 to a state that is playable enough to push to Live servers, so everyone that can should help us test this version, especially over the weekend. We’re going to gather a lot of data and we will also be playing to make sure all big issues are fixed next week and only smaller problems are left to iron out. Thanks for being patient, but this change was the biggest one since 0.3, and we want to make absolutely sure that it will be at least as stable as 0.6, and preferably more. Engine update doesn’t come with a lot of content, but it will let us improve the game a lot more in the long run. Now, as for what is in the update, we’re adding daily challenges! It’s still a bit rough, but that’s why we have PTE. You can complete challenges every day and get rewards for them. There’s also new lighting. It’s a lot more realistic and eye adaptation works properly now, but it might need tweaking. Let us know how you like it and what we should change. We’ve also added new VOIP system, because the old one was not good enough. This is also something we need as much feedback on as possible. As usual, send us your crash reports and make sure to leave your feedback on the forums, so we can get to it easily and plan changes accordingly. Thanks for playing! PTE 0.7 Patch Notes [KNOWN ISSUES] Crahsing - set 'Meshes' to LOW to make this less frequent, Packs (Ammo/Health/Equipment) randomly don’t spawn when tossed, UAVs mark dead enemies, Markers show up late sometimes, Players drop copies of their weapon at random, Taking leader by requesting orders is not working, Grenades spawn to the left of the camera, It takes a second to load the weapon into player hands, Crashing and performance issues, No Berlin TDM or Warzone for now (map issues), [FEATURES] Daily Challenges added - this is still an early version!, New VOIP system [Default: hold “~” (tilde - next to 1)], New Unreal Engine version - 4.21, Replication Graph implemented, New lighting, New KIll Screen, New Vehicle HUDs - still Work in Progress, Sight profile preview in the menu - you don't have to play inside a match to see how it looks, [IMPROVEMENTS] Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions), Added VAB - a Mobile Spawn Point variant, so it’s different for each team, Added synchronization status on loading screen for debug purposes, Added location debug info on screen for better bug reporting (community suggestion), Added Vehicle Kill Assist (community suggestion), New Equipment meshes for UGVs, Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical, A lot of adjustments and improvements, Per attachment camos now have icons, [BALANCE] Increased Heli Drone Rockets Battlepoints cost, Decreased Heli Drone HP (600 to 450) - now it’s 1 tandem RPG hit, Decreased Heli Drone rocket PODs' ammo capacity, Vehicles speed, acceleration, turning and HP rebalance - now the differences between vehicles are more noticeable, Attachment prices have been adjusted to better fit the progression system, Attachment modifiers have been reworked to better reflect differences between individual attachments, Weight difference between barrels of different lengths has been increased, Weight difference between magazines of different capacity has been increased, Additional changes coming soon, including a horizontal recoil multiplier on grips, Moved resupply packs to between capture points, [BUGFIXES] Fixed shooting between rounds on TDM, Fixed rebinding X button, Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell, Fixed direction prioritization when exiting a vehicle, Hundreds of other bugfixes.
  17. 28 points
    Hi everyone, First of all, I'm glad you guys are here and just wanted to mention that it fuels us to do the best we can. You, the community, are the reason World War 3 is growing and this time we want to give you an even more interesting way of helping us make the game you want! Soon we will be testing new game mode and we are looking for outside help, and who would be better fit than our own players? All we can share for now is that the tests will be conducted in February and there will be at least two rounds of testing before end of this month. Tests will take place at dates and during times most suited for us to get as much feedback as possible, so anyone who would sign up should take into account that we are an European company. And lastly, but important as well: there will be a much-loved NDA for you to agree to! Do you want to help us? Respond to this topic and you will be taken into consideration. How people for the tests will be picked and how many of you are going to get in is our sweet little mystery thanks WhiskeyOmega for pointing my mistake! Ajem
  18. 28 points
    Side note I have spend a lot of time, suicides and in game money on this little project. It aims to help people decide on which scope they want to have. It gives an example of the aiming and the visual appearance of the scope. Unfortunately the aiming examples had to be done in match (that`s why the suicides) and it won`t always be in the same location, so you might find different backgrounds. All of these pictures were created in 0.2.3 or 3343723. You might find a few sights being slightly offset, but that will be fixed from the developers (i`d assume it will be). The Forum does not have enough Upload size for all those pictures, so they currently are on steam. The pictures are divided into Heading (The name of the scope), the visual appearance and the aiming example. I`m afraid they`ll have to go all underneath each other in the forums, but i`ll try to visually categorize them for a better overview. Iron Sights No Magnification Sights Medium Magnification Sights High Magnification Sights Side Rails Pistol Sights IRON SIGHTS NO MAGNIFICATION SIGHTS MEDIUM MAGNIFICATION SIGHTS HIGH MAGNIFICATION SIGHTS SIDE RAILS PISTOL SIGHTS
  19. 28 points
    I don't find anything surprising here considering the amount of content the game has right now as well as the server situation and the progression being temporarily offline. It's perfectly understandable that people will loose interest with what we have now, and that is a foundation for the game we want WWIII to be. We are aware of the player numbers and big patches are already in the works to give you guys new content as well as important fixes. Still, a drop like this is expected, what's important is keeping the core player base and adding to the game in such a way that they get back every major update little by little, until we release the game with a healthy player base from the go. In fact there's a ton of players (and YouTubers suggesting this) that want to wait and see what happens once the dust settles before purchasing the game, and we're aiming to please them in the coming weeks and months. The plan was always to go down the Rainbow Six Siege route instead of being another one-week hit with everyone forgetting the game exists the moment a new title releases. So don't panic, we're commited to finishing WWIII and attracting the players through iteration and hard work instead of a day 1 spike. Oh, and lastly: The game already left the stratosphere in terms of sales compared to what was planned and expected, and that was within hours of release instead of months that were planned beforehand, so it's already a huge success for us and we have a chance to comfortably grow from where we are now.
  20. 26 points
    Hey there! This one marks probably the last one of the 0.3 stability patches, with seemingly all of the crashes introduced with 0.3 fixed now. Thanks to your crash reports and persistence in playing and supporting us, we were able to fix all of the crashes related to changes in asset loading. This doesn't mean there will be no crashing at all, this is still and Early Access game, but it should be on the level of pre 0.3. We're gearing up for 0.4 as well, with some long lasting bugs being actively squished, so expect 0.4 on the PTE soon. Live 0.3.4 Patch Notes [BUGFIXES] Fixed garbage collector crash.
  21. 26 points
    Okay so to clear things up a bit: This week you will get the patch that is currently on the PTE. We wanted to get it out earlier but found a number of issues that needed to be adressed before pushing it out. Next week is planned for the November Update, which will bring the new content and which was meant to be the "big" patch of this month, including TDM, the small Warsaw map and other stuff. Recon was planned for release but we found that there was such a need for polishing of what we had in the pre-release test builds that it was put off until we can properly test out and finish that game mode. After that the launch happened and we were busy putting out the fires 24/7, so that did cause slips in our timetable. In the time that was planned to be spent on polishing Recon and new content our coders had to re-do half of the game's networking infrastructure on a 24h work basis. This also caused the issues in communication as we literaly had no time to properly communicate what we were doing (which was another issue we currently want to adress, as we, to quote a higher up, "work our asses off to fix everything and no one knows jack sh*t about that"). So, as you can see, the release issues caused a ton of chaos and it's obvious we had to reorganize our time table. Because of that the patch notes went public before we were able to finalize them (and the patch) and that caused some commotion. We know this became a problem and we have already implemented internal workflow changes to make sure this won't happen again. The Roadmap will be released very soon (should be within a week) and you will see a timetable for planned releases and updates. I can already tell you that there will be monthly major content updates starting with the November Update. We are aware we ran into issues with player communication and we're working on improving that. Of course, things get better as the workflow normalizes, we're almost done with the test build of the November Update that brings major server/connectivity fixes and should help a lot to stabilize the situation. As per Recon - It's coming, you'll see everything on the Roadmap. Sorry for all of the confusion, we were barely able to keep up with what was happening ourselves. As per differences - We're not PR people but real developers of the game and when we post things it's to our current knowledge of the things we do daily and not according to a predefined PR scenario. We answer to the best of our current knowledge but when shake ups happen things can slip in the timetable. At the same time, we know you guys are growing impatient and want to give you some conrete information instead of PR promises. This did backfire when timetables slipped (as they always do in gamedev) and we (and I) are growing more wary of giving precise dates. Still, I don't want to feed you guys with "Soon" stuff because that's not what you want, need or deserve to hear right now.
  22. 24 points
    I'm going to try and get as many pics as i possibly can 1: A basic AR15 Platform that you can mod into a MK12 2: Alpha AK, i know we have the Alpha ingame but this is a AK104 modded out 3: Kriss Vector would be a pretty cool weapon 4:UMP-45 and the 9mm variant(no pic for 9mm) 5: MP5 and its many kinds (this one is the MP5A2) 6: Launchers(there was a few) https://imgur.com/a/zeuULBi 7: 1911 (Kimber Warrior) 8: MP-446 Viking(Russian Standard issue next to the MP-443 Grach) 9: HK USP 9 , but also the USP 45 10: Snipers/DMRs https://imgur.com/a/6Mc3yfC This was my first serious forum post in a while but i feel i did ok with the choice of weapons and i would make one on attachment and BodyParts but that would be an endless list BUT i will put the one i most want out of everything The Trijicon RMR woud be the best attachment addition and this would fit optics for main rail and for the canted other than these things WW3 is a outstanding game IMO and I hope it stays for a while Thanks Farm 51
  23. 24 points
    Hey there, there's a lot of buzz around The Farm 51's new announcement and we wanted to clear up some things, because there's no need to panic at all. We understand your concerns that with a new title the work on World War 3 might slow down, but there will be no change in our development team at all, since nothing really changed internally. World War 3 team is over 60 people now, with new members being constantly hired. We also still look for new people. The team working on Chernobylite has been doing it for over a year, even before we announced World War 3. There were always 2 games being made, with separate teams that are funded separately and have separate managements. Each project has its own team and there's no crossover. When the team that is now making World War 3 was assembled (from 99% new employees), work on Get Even wasn't finished either. When that team finished up Get Even, they started working on other things, and Chernobylite came out of this work. So, again - we understand your concerns, but nothing is changing at all when it comes to World War 3 development.
  24. 22 points
    This week we're bringing first look at some of Patch 0.6 features. There are few Warzone mechanics improvements, new strike, weapons, and character customizations. There are also stability and performance improvements. We're hunting in-game freezes, most of them are eliminated. There are also some adjustments in Recon game mode. Remember that you will see Recon servers in the server browser, but only people that are on the list can get in, so please don't report this as a bug - it's not. Here is the list of changes for today's patch on the PTE. PTE 0.6 Patch Notes [Content] M4A1 is finally here. SA80 - British bullpup assault rifle, Ajax - British Armored Fighting Vehicle, British soldier uniform, [GAMEPLAY] New spotting system, Radio commands are converted to the radial menu system, Weapons balance pass, Game modes balance pass, Next bunch of heli drone tweaks and improvements, [WARZONE] Mobile Spawn Point - a special vehicle that allows all team members to spawn on it, [TWEAKS] New on-screen tips.
  25. 22 points
    Hi! We hope you had fun with 0.2 over the weekend. We've found some bugs with it, so here's a small patch that should fix them for good. As always, let us know if those issues were resolved for you. [GENERAL] Improved matchmaking, [BUGFIXES] Fixed missing strikes after leaving the game, Fixed some TDM matches accepting up to 64 players.
  26. 22 points
    Hey there, this one is strictly a stability fix, aimed at reducing the amount of crashes people are experiencing since yesterdays patch. Thanks for your reports, they were really helpful! [GENERAL] Various crashes fixed.
  27. 22 points
    Don't you think that the past tense in "was supposed to arrive sometime during this week" is a bit of a stretch considering it's barely monday? The patch is being worked on with the final fixes, some major changes were added to it (including major server performance updates as well as gameplay balance updates, including armor/ammo changes and a number of other things), and there was a major roadmap meeting just today with the final decisions being made, you should see the roadmap not long from now.
  28. 21 points
    Hey there! This is a small improvement to the crashing we've had since 0.3. It's not finished, but from our testing on the PTE it seems that it's much better now, so we decided to push some of the fixes from PTE to Live. Game should crash a lot less and have some other smaller fixes. Server browser will come in 0.4, we are not done testing it yet (but it's looking good)! 0.3.3 Patch Notes [KNOWN ISSUES] We're still narrowing down the infinite loading bug, workaround for this can be found on the forums here [EN], here [RU] and here [PL] - thanks @DareQQ, Sometimes you will spawn with 0 ammo in your weapon - this is related to profile bugs, Camouflages don't work - this is intentional, will be back soon! [BUGFIXES] Multitude of crashes are now fixed, Fixed weapons spawning with wrong amount of ammo, Fixed shoot direction desync (resulted in bad hitreg), Hitscan projectiles rework (affects shotguns and distances closer than ~7m), Huge amount of collision fixes, levitating meshes, trampoline bug spot, added vaults, etc., Fixed an issue with not being able to see squad leader icon on the map while they're in a remote controlled vehicle, Fixed an issue with squad leader icon changing to vehicle while piloting remote controlled vehicle, [IMPROVEMENTS] Character sounds are now attached to head, not feet, New gameplay area on Warsaw TDM map (pharmacy shop with back entrance), Added stage attachment toggle back: all off, only laser, only flashlight, both, Restored player profiles downloaded by dedicated server from MS (this was switched to client side to lower MS load, not necessary now), Matches will now end when everybody leaves, so people don't get connected to half-done matches, Added profile validation before saving profiles, [OPTIMIZATION] Berlin optimization pass 2.0, Continued work on other maps, Further loading optimizations, [OTHER] Removed holiday flair from main menu,.
  29. 21 points
    Hey there, we didn't plan on pushing another patch so soon, but we've found some problems that are fairly easy to fix for us. Thanks for your crash reports, they really helped us narrow down what's happening, so here go the patch notes: 0.3.1 Patch Notes [IMPROVEMENTS] Added autowin - if server empties, the team with at least one player wins instantly, [BUGFIXES] Fixed missing strike customization not saving, Fixed crashing on startup (let us know if this helped, we think it should be much better now), Fixed missing attachments on the summary screen, Fixed autorotation of servers,
  30. 21 points
    We've published our first devlog outlining why we’ve been quiet since the Early Access release and how we plan to change that, what happened on the 19th and how we handled it and a bit about our plans for the near future and long term. Hope it clears up some things! https://worldwar3.com/en/2018/11/10/world-war-3-devlog-1/
  31. 20 points
    Kept ya waiting, huh? We've got some more stability changes in this small update, in line with our focus on fixing the crashes as the first priority. We think that most of the crashing issues should stop after this update, but some still might lurk under the surface, so keep vigilant and keep sending us the crash reports. They not only let us fix them faster, but also let us know where the most frequent problems occur, so we can prioritize better. We're currently in closed Recon testing and we've just came back from IEM 2019, both of which took away some of the time. Now we can focus back on crashes, bugfixing and - last, but by all means not least - optimization. Patch notes might not look very appealing, but this update does make a difference in game stability. As usual, please don't hesitate to send us your feedback and let us know if you're having issues after the patch. 0.4.3 Stability Patch Notes [BUGFIXES] Fixed a few crashes related to object serialization, Added a nullptr check that otherwise resulted in a crash, Fixed one garbage collector crash that occurred due to bad variable UPROPERTY setup, Fixed a few other crashes.
  32. 19 points
    It's been a while, but we've got the most stable update yet ready for you. We think we've fixed 99.9% of the crashing issues introduced by 0.3 patch and now it should be getting better and better as we go. We're gearing up for the 0.6 Warzone Patch, so treat this one as a maintenance update more than a proper update. This doesn't mean we didn't add stuff to the game, though, so let's check out the patch notes. Update 0.5 Patch Notes [GENERAL] Added warmup to Warzone matches - no more waiting on the deployment screen for the match to start, New mini map and map overlay (optimized and more reliable) - still WIP, but much better, Added VOIP prototype - set it up from Steam Friends client to test, French localization, Another batch of optimization changes, New lighting on Moscow and Warsaw, [GAMEPLAY] Time To Kill tweaks: lower base damage, higher limb damage. This means slightly longer, but also more reliable TTK, Artillery damage tweaks, [IMPROVEMENTS] Added more loading screen messages, Added option for camera to keep vehicle rotation in roll (X-axis), Added VOIP UI under [TAB], Server browser improvements: added colored game modes, fixed checkbox click area, Added pitch and tilt widget for air vehicles HUD, Added "Server Info" tab in ESC Menu, Tweaks of camera shakes from rockets, Added version checking (won't let you play with old game client - there were a lot of crashes from people that didn't update their game), Scalable Warzone HUD, Added missing gibs to several armors, UAV visibility after detection, Tweaks to drones collision damage, Added cooldown param when player shoot in burst mode (tool for balancing), Added speaker icon in squad mates panel, Optimized loading of uppers on TPP weapons, Optimized ticks for audio components, [LEVELS] Warsaw: Mall main entrance, budex cloth collision / invisible wall fix, Warsaw: Collision fixes, Warsaw: Penetration fix for small kiosks, Warsaw: Props penetration fix, Warsaw: Max draw distance tweaks (low spec PC friendly), Warsaw: Removed broken grass-foliage actor. Repainted grass on the whole Warsaw level, Warsaw: Vertex paint fixes, Warsaw: Draw distance fixes, Warsaw: Additional grass fixes, Warsaw: Fixes for level streaming from drone perspective, [BUGFIXES] Resolved a bug with ThermalvisionWidget showing incorrect status, Fixed wrong grenade icon, Fixed people on quad not getting a flashbang effect, Fixed uv for German flag (it was flipped), Fixed an issue with the Monster Grip, Customization tag fixes for the [REDACTED], Fixed impact zone placement in air vehicles, Fixed aiming offset for Combat Drone machine guns, Correct shell particles for Combat Drone machine guns, Removed one extra ammo when reloading for Combat Drone rockets, Potential splash damage fix for RCWS heavy cannon and grenade launcher, Added some missing translations to the server browser, Correct widgets net role check - should reduce map desynchronization problems, Fixed some statistics counting, Fixed random kicks to warmap after being punished, Ammo in mag bugfix, Chat fadeout after entering an empty message, Fix for guided projectiles, Healthbar fix, Penetration fixes, Fixed destroy packs not being damaged by explosions, Fixed floating dead soldier markers, Fixed vehicle not synchronized, Fixed a bug that causes mouse to disappear after looking on the scoreboard, Weapon country code fixes, Fixed small letters on post loading screen status, Fixed grenade display in combat drone, Some suppressor sound fixes, Customization compatibility fixes, Fixed camera moving to the left when recoil was added, Fixed tablet staying in the player hand after using strikes, Fixed RCWS seat not showing player names properly, Fixes in the rail of MSBS-B, Changed way of loading ScopePostProcess, probably fixing the disappearing thermal / IR effects on scopes, [CRASH FIXES] Possible fix for GameObjective-BeginDestroy crash, Crash fix for OnItemEquipped, Probable fix for crash during [REDACTED - Recon specific], Fixed crash related to occluders, Potential fix to the crash of PhysX, Fixed destroy pack crash/desync, Fixed another destroy packs crash, Fixed crash on player spawn, Possible crash fix related to skins, Possible grenade OnContact crash fix, Possible crash fix for OnItemDrop, Fixed a crash caused by dead player skulls on the map [the one under M], Countless more possible fixes for crashes, [TOOLS] Added customization data to crash reports to see correlations between attachments and crashing.
  33. 18 points
    Soldiers! We're proud to present to you 0.6 Live patch. This one adds two (!) new maps, one that you saw already in the form of a prototype and one brand new one. We've got a massive Warzone rework here, with mobile spawnpoints, the leader being able to spawn on their squadmates, helis flying over the heads, bullet penetration being set up on all levels, jamming and UAV improvements, more neutral vehicles on the maps and a lot more. New weapons, new customizations, and maybe most of all: stability and performance. We've focused on making this one as good as we can make it and it shows. World War 3 runs much better now and the instability issues were mostly resolved. This doesn't mean this is as good as it gets, far from it - we can still do a lot and will continue to improve on the performance aspect as well as gameplay. Let's dig in! 0.6 Patch Notes [CONTENT] New Outdoor Warzone map: Smolensk, New Outdoor Warzone map: Polyarny, New Weapon - M4 MWS, New Weapon - SA80 - British bullpup Assault Rifle, New Vehicle - Combat Heli Drone, New Vehicle - Ajax - British Armored Fighting Vehicle, New Vehicle - Typhoon BCV, New Uniform - British Soldier, [FEATURES] New spotting/ping system, Commo rose (radio commands are also converted to the radial menu system), Mobile Spawn Point - a special vehicle that allows all team members to spawn on it, Spawn system improvements, Warzone Overhaul, Bullet penetration rework, New localizable in-menu info slider, [GAMEPLAY] Bullet penetration multiplied by 2, Ammo count balance pass, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates so each of them has its own characteristic, Some small tweaks in Ajax damping and handbrake action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, 30mm, 35mm and 40mm bullets damage tweaks - they will score one hit kill only with a precise shot, Repair Kit is now regenerating main health instead of armor, Added quick options for performance changes, Adding optic mechanics to Lewiatan and Battle Robot drones, Beryl nerf (decreased accuracy, increased horizontal recoil), SA80 buff (lowered first shot vertical recoil multiplier), Shotgun buff (MCS and Vepr received additional damage for 15 and 10 meters respectively), 7.62x39 ammo damage nerf, SMG & Pistol damage buff, MCS damage buff, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, RPG Frag warhead blast radius increased - should be more effective at wounding over a large area, Weapon weight tweaks, [IMPROVEMENTS] New on-screen tips, Added VoiceChat input to settings, Adding new destruction blueprint for Quadrocopter when shot down by player - it should no longer explode when shot down, Radial menu setup for all game modes, Neutral vehicle placement and balance - Warzone maps, BTK info added to every weapon, Fixed menu character scale, Moscow Warzone - fixed neutral vehicle spawn near C1, Changed blood impact scaling with range, Loading screens refresh pass, Added new map textures, Removed and reworked some props on levels to make gameplay and player movement more fluid, Buggy, Quad and Mini UGV's cameras now follow the body pitch and yaw, Various small improvements, Buggy and Quad cameras now follow the vehicle rotation, Increased Quadrocopter's hitbox, Added quality presets: Best Performance, Balanced, Best Quality, Added seetings: fog toggle, Low Shadows setting now disables shadows completely, [BUGFIXES] Hitreg fixes - removed desync between server ADS and client ADS, Hitreg fixes - server-side check fixed, should reduce dusting and head glitches a lot, Fixed aiming offset when changing to side optic while reloading, Improved data management. Should eliminate infinite loading screens and long loading times - more testing needed!, Fixed magazine funnels colliding with the drum mag on the AK15, Armor piercing info + minor SA80 attachment correction, Fixed a problem with Vepr's barrels, Vepr built-in iron sight correction, Cleaned some compatibility between attachments in customization, Fixed disappearing capture point marker while objective has been changed, Better refreshing for color and visibility of markers, Fixed markers update after settings changed, Fixed invisible world position markers, Fixed size of markers when visibility is changed, Fixed marker size when the texture is loaded, AK15 handguard name fix, Foliage for a low quality fix, High magnification scope flicker fix, Lod fixes on concrete slabs mesh (disappearing shadow on LOD), Squad leader border fix, Fixed battlezone leaving on the warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Fix character stuck in the air when used remote drone, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), Fixed 0 health bug after spawning at RCWS, Fixed a bug that made it impossible to use some gadgets, Jamming fixes, Fixed Osprey Chest textures on low quality settings, Fixed a bug that always kicked players after 6th punishment, Fixed a bug that made it possible to use gadgets, strikes and grenades as a passenger in the vehicle, Fixed a bug with incorrect player position while sitting at RCWS, Fixed a bug with being killed by touching vehicles, Fixed too big laser dot size, Fixed problems with a character getting stuck when deploying on vehicles, Fixed problems with spawning on vehicles sometimes sending the player to the main base instead, Fixed cooldown value visibility using Repair Kit, Fixed minimap chunks not updating when possessing strikes, Fixed marking enemies and vehicles on the map sometimes not working, Made punishing players from another team impossible, Jamming yourself no longer provides BattlePoints, Fixed icon showing that gadget is not available, Fixed character noise manager while team has been changed during the game, Fixed character sometimes being drawn after death, Fixed no AWOL message when being in RCWS, Probable fix for auto spawning, MSBS Emblem issue correction, Thousands of map collision, texture, mesh, lightmap and particle fixes, [AUDIO] Tweaks to player movement sounds, Nonverbal pain expressions, Turning footsteps fix, Player suppressors sound is now quieter, Moscow Reverb fix, Weapon mix, Snipers sounds, Forest Reverb, Death expressions, Low Health sounds, Abrams engine fix, Fixed audio for local character on health change, Hit notify sounds for armor types, Jammer noise fix, New sound for medkit drop, Vehicle repair station sound, Fixed available strikes radio command playing too frequently, Breathing and heartbeat added, Repair Station should play a sound when a vehicle is being repaired, Regeneration platform fix, Fixed bug with wrong materials sounds during movement, Some new outdoor sounds for weapons, RPG reload and equip sounds, Lots of minor sound fixes, Distant explosion sounds, RCWS 2D sound, Corrections for footsteps notifies, Better TPP foley, [OPTIMIZATION] Markers optimization pass, Continuous mesh, material and shader optimization work, User FOV setting is no longer saved each time weapon synchronizes, only when it's changed by the user, Added PlayerController caching, Removed unused log in tick, ESC and returning to previous option instead of removing the entire widget, Special modes for different wheels simulation while proxy meshes are enabled (vehicle suspension optimization), Character tick module loading optimization, Removed saving settings to file on BeginPlay() of PlayerContoller, Cached marker pointer, Disabled occlusion checking for restore component, Weapon tick optimization, Disabled calculating weapon targeting blend for simulated clients, Removed unnecessary meshes, Cascade shadow setups, Mesh draw setup, Streaming Layers Setup, Stationary light changed to static, Added loadout local loading, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Small animation system performance improvements.
  34. 18 points
    Another one! We're racing to get 0.6 done before it hits Live servers, and this one has a few cool fixes and improvements to talk about. Main one is hitreg fixes. Thanks to our community bughunting (Rozmo and Lugresky leading the charge on finding problems), we've isolated and fixed a bug with hitreg that potentially is responsible for 99% of the problems we've had left after the last patch. We still need to make sure and test it properly, but preliminary testing shows great promise. Another one is penetration fixes. We've found that some buildings on Smolensk didn't work with the current system, so we've updated it to take into account how those are built. Thanks to that we should have all the tools to make this system work as intended finally. There's a lot collision and other map fixes in this one as well, along with some minor performance improvements (especially on low settings). PTE 0.6.4 Patch Notes [BUGFIXES] Hitreg fixes - should reduce dusting and head glitches a lot, Fixed battlezone leaving on warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Fixed visible collision for phosphorus grenade, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Heli Drone vs 30mm projectiles fix, Fix character stuck in air when used remote drone, Loading screen fixes for Polyarny and Smolensk, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), [GAMEPLAY] Ammo count balance pass, Adjustment of cap zones - A1, C1, C2 on Smolensk, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates. So each of them has their own characteristic. Also some small tweaks in Ajax damping and handbreak action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, [IMPROVEMENTS] Added missing stairs on Smolensk, Added new map textures, Polyarny and Smolensk Warzone loading screens added, Polyarny and Smolensk vaults fixes, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Multiple collision fixes on Polyarny and Smolensk, Small animation system performance improvements, Polyarny - B1 marker position adjust, Foliage and draw distance tweaks for low settings on Smolensk, [AUDIO] Fixed available strikes radio command playing too frequently, Breathing and heartbeat fix for vehicles, Leviathan engine fix, Repair Station should play a sound when a vehicle is being repaired, Thermite grenade sounds, Regeneration platform fix.
  35. 18 points
    After a weekend of testing, we've got some fixes to make 0.4 even better, as it seems that most people like it over the Live version even as it stands now. That being said, we want to make it good, not just better than 0.3. Here they go! PTE 0.4.1 Patch Notes [GENERAL] Removed waiting for players from PTE builds (will stay as it was on Live), [GAMEPLAY] TDM timers tweaks (wait times etc.), Moscow senate spawns adjusted, Helmet balance pass, Global hipfire accuracy decreased due to lower TTK, [IMPROVEMENTS] Updated strikes stats in customization menu, Updated stats for warheads, HUD optimization, Changed autowin conditions (can't be tested on the PTE), Fixed some weapon positions on the screen, Improved lighting on Moscow Senate map, Weapon sounds polish pass, Claymore sounds improvements, Polish commander VO, [BUGFIXES] Another batch of crashes fixed, Fixed healthbar becoming empty sometimes, Fixed strike cost locked to 1000, Fixed BTR front right exit, Fixed ammo showing as 0 (only display bug is fixed, the proper ammo bug is still there), Fixed quick radio chat opening when in state different than play, Morphine animation fixed, Fixed the AK15 iron sight showing up to attach on weapons without iron sights, Fixed FPP sprint animation with TOR, Fixed the new SMG not coming with a sight, Around 20-30 minor bugfixes with materials, stat tweaks and others.
  36. 18 points
    Here's a small one before the weekend, with a big invisible players bug fixed. Servers not letting people in from the browser should also work now. Happy hunting! Patch will be live in a matter of minutes, we might have some server downtime, this is normal. [BUGFIXES] Fixed bug with no prices in menu after match, Improved profile validation, Fix invisible character after death in vehicle, Fixed white marker issue on beginning of game, Locked servers.
  37. 18 points
    Introduction There is a bunch of different caliber rifles, all with different rpm (Rounds per Minute) and different handling (recoil). You can put basically any scope you want on the weapon of your choice and you have a variety of option to lower recoil, spread, etc. Different weapon calibers have different damage value and rpm. A faster weapon does not necessarily deal more damage then a slower weapon, since the slower weapons usually have a higher base damage then the faster versions. The following overview might help you to choose a weapon. I am deliberately not listing all of them for reasons. Assault Rifles and Battle Rifles 7.62 x 39MM Caliber rifles come with a base damage of -38-, but are quite slow .300 Blackout rifles come with a base damage of -35- and are "in the middle" with rpm 5.56 x 45MM rifles are the fastest but also have the lowest base damage of -30- 7.62 x 51MM rifles have a higher base damage of -40-, but are also slower Light Machine Guns 7.62 x 51MM LMG's come with a base damage of -40-, the main difference here is Recoil 7.62 x 54MM LMG's have a higher base damage of -43- but are also harder to control Sniper Rifles 12.9 x 99MM sniper rifles are the beasts of the battlefield, but very very heavy with a base damage of 120 - 150 7.62 x 51MM sniper rifles are not quite as heavy and have a base damage of 90 - 100 .338 Lapua sniper rifles have a damage of 110 - 140, but weight more then the smaller part Sub Machine Guns 9 x 19MM SMG's are very quick, but have a low range and a moderate damage of -32- 9 x 18MM SMG's have a higher base damage of -37- but are a lot slower *These base damage values might change at any time *The colors are based on my personal feelings and you might think different about it The Weight The Weight of your weapon will have direct impact on your game. A lighter loadout will make your overall more maneuverable, you can run faster and your recovery time after jumping will be lower. A better Armor will provide more cover and you'll be harder to kill, at the expense of slow movement and you'll be able to carry only one primary weapon ( I'm not counting SMG's as primary weapon ). It is totally worth saving on weight with the attachments, as there is a strict weight limit. However it is not totally necessary, you still have enough free room to modify your weapon as you wish and have a good armor, you just won't be able to carry a second primary weapon then. For people that like rushing to objectives i do recommend to keep a low profile, as it will make you move faster. The Sight(s) Sights are a key part in this game and your sight will have a huge impact on your accuracy as person. Each sight has a different Magnification ( The Zoom of the sight ) and as a little bonus they will also change your FOV (Field of View). The FOV will change how much of the battlefield you will see. The following to pictures illustrate the difference of a maximum field of view and minimum field of view. The FOV has no negative impact on your game, so i recommend you choose the one that you feel most comfortable with. Besides the changes in the Field of View and magnification it will also have a different crosshair. The Linked topic below will give you an example of all scopes and how they look like when zoomed in. Don't get irritated from the huge blurred out code, it's just the way the forum works. Follow this link for a demonstration of all scopes. The Barrel The barrel will change quite a few of your weapon behaviors. To begin with: The standard barrel is the medium barrel which has neither positive nor negative impacts on your weapon. The long range barrel will decrease your firing speed and increase your range. Also it will lower your recoil and lower your equip speed but has a heavier weight than it's counterpart. At this point some might think, that the short version does the exact opposite, but that's not quite correct. A shorter barrel will also decrease your recoil, but not for the same amount as a long barrel. The medium barrel will also decrease your recoil by 0.1 which is the standard. For clarification: Increased Fire Speed ✓ Increased Range ✓ Lower Recoil ✓ Lower equip speed ✓ Decreased Fire Speed x Decreased Range x Higher equip speed x it is important to adapt the barrel to your play style, as otherwise you will be ineffective while shooting. As an example: If you prefer rushing enemies down, you'll often find yourself in a close combat situation. A short range barrel will suit you well here. If you sometimes rush and sometimes not, then just go for the basics. Otherwise if you like moving slowly, finding a cover and staying alive go for the long range barrel. You can also go for the long range barrel if you have recoil problems, but there is hidden modifications in the barrel that will make you less effective on close range then. I often find myself choosing a barrel depending on the weapon i'm using, which makes me play different weapons for different maps and scenarios. For example i'll pick a short barrel on the Alpha, but a long one on the AK-15 and the standard one on the G36. I use the Alpha to roam around maps areas with large open spaces and the Alpha mainly for close combat. The Muzzle We all love the silencer, but before you equip it. Think about your play style again. Are you really the right person for a silencer? The silencer is very usefully for people that don't want to be spotted immediately, like those that move from cover to cover (long range barrel), but there is simply no point in attaching a silencer, if the enemy is basically right in your face and can see you anyway. For close combat go with a compensator of your choice. The compensator will make up a little bit for the recoil that you missed out when you picked a short barrel, as it will lower your recoil more then a silencer. The Lower This part is a bit Tricky. Yes you all like the lower recoil and lower spread but it can also be hindering you from landing your shots. For this reason a lower spread is marked red. This will probably make no sense when you read it: Why would i want to have more spread? Don't get me wrong, you can greatly benefit from a lower spread, if you have a high accuracy and reasonable good recoil management, but the majority of players will have an average accuracy and average recoil management. Before answering your question i need to give a brief explanation of what spread does in game. The recoil will make your shots land on a vertical line (↕). The spread will make your bullets land on a horizontal line (⟷). If you had no spread and no recoil you would be hitting the same spot dead on over and over again. If you had no recoil but some spread, your bullets would land on a very small horizontal line and sometimes hit the center, but not always. So. Players with a good accuracy would aim for a specific spot on your body (example: head) and a low spread would make them hit the head more often then with a high spread (should make sense?). Most players however will aim for the body and won't be so precise. The body is a significantly larger area. If you are moving around and maybe miss the target, with a high spread there is a 50 / 50 chance, that your bullet will land on the target anyway, as it was spread out. The chance i just made up for demonstration purposes it's not confirmed. So if you aimed a little bit to far left of a target you still have a chance on hitting the target when you have spread. But even with a good accuracy you can benefit from it in a way. The main body will have armor, but the arms and legs etc. does not. So with spread you'd sometimes hit the armor and sometimes hit non-armored areas. All in all this makes me come to the conclusion, that a higher spread will be better for most people. So don't hesitate to pick a grip that has a higher spread or recoil value, because you can also benefit from it. Personally i like the monster grip and UKM Ankle Grip. I use the monster grip in close combat so i can precisely aim for the head and the Ankle Grip for medium range distance, but i wouldn't use it for a long range distance. The Side With thermal scopes and the maps being fairly ok light up, you might think that you don`t need a flashlight or laser for your weapon and if you are playing a sniper rifle or a light machine gun this might even be true for you. For the assault rifle however it is a must have. There is some dark spots out there and you don`t want to be there if you haven`t got at least a flashlight. The laser i think is very usefully for when you are checking corners, as you don`t have to necessarily look trough your sight, if the enemy is right in front of you, you can just line up your laser instead. For me the laser also helps me keep focus of the center so i can aim faster when looking trough the sight. I constantly switch it on and off throughout the entire match. If you didn`t pick a Grip with a Light / Laser you`d be well suited with a side attachment, you just can`t do anything wrong when having one. PS: Check out the Shotgun + Laser combination if you really want to be a beast. The Magazine Be carefully with the choice of your magazine. Some people tend to spray a lot and choosing a smaller magazine could help these people to land shots more accurately or survive longer, as they'll need to find cover and reload. Some people almost never find a cover to reload their weapon and will reload their weapon after each kill (bad habit). A bigger magazine size could counter this habit a little bit and enhance your play style of not finding cover, as you can keep going for a longer time. If you are already playing a lot with cover and don't like to be first man in, then don't pick the largest magazine available, as it will increase your weight and can (but not necessarily will) decrease your accuracy. The Additional Ammo Armor Piercing (AP), Hollow Point (HP) or Full Metal Jacket (FMJ)? First of all FMJ is your standard ordinary ammunition. The stuff that you are using anyway. If you feel like you are struggling with magazines this might be an option for you. Personally i use FMJ a lot and i would only switch to a specific ammunition type if i'm really in a situation, like i have to check out a building with multiple enemies inside then i'd switch to AP. HP Does more damage to flesh, but less damage to armor and AP is the exact opposite, dealing more damage to armor and less damage to flesh. FMJ is the balanced middle of that. The follow picture shows a rough, but not exact illustration of the specific target areas. Don't get fooled thinking, that HP area is much larger, as most of the time when you encounter an enemy you won't be able to see the entire body and usually the Head or Torso is what sticks out. Also as mentioned, this is not an exact representation. Hollow Point Armor Piercing
  38. 18 points
    Soldiers! We've got something for you for the holidays! New assault rifle with one of the deepest customizations to date: VEPR. It's designed to be an overall balanced rifle with damage and handling being in the medium zones. Also, I'd like to take this opportunity to let you all know we're very aware of the crashing issues and we'll be fixing them as soon as possible - this is something that's our top priority until it's fixed, pushing everything else aside for now (at least for the technical team). 0.3.2 Patch Notes [GENERAL] Added VEPR Assault Rifle.
  39. 18 points
    Soldiers! We're thrilled to announce that the long awaited Roadmap is finally live! https://worldwar3.com/en/development-roadmap/ We're waiting for your feedback. In the coming weeks we'll have another AMA session which will be a great opportunity to share some more details concerning development plans for the coming months. Enjoy and thank you for your patience.
  40. 18 points
    Soldiers! We've got another patch for you, make sure to be updated! [BUGFIXES] Fixed vehicle spawn mask on Medium Berlin, Fixed an issue where players would get killed when first spawning on Warsaw, Fixed missing collisions in windows on Warsaw near A1.
  41. 17 points
    Hey World War 3 community! This is Muflex your Community Manager!
  42. 17 points
    Here we go again! After the 0.7 technical update, we can now start sharing content we've been working on during the technical work on the engine. Easily the biggest one is the new Breakthrough game mode, about which you can read more here. It's a very dynamic, quick-paced mode, with no time to stand around. Your split second decisions matter and one soldier can win the game with a good plant or last second defuse. It's available on all Warzone maps, some of them in the Large variant - so you'll be fighting in places that are normally not available in Warzone - like the school and train station on Warsaw or shopping mall on Moscow. Important: Breakthrough is going to have the Retreat mechanic expanded in the coming weeks to make it something unique and cool. Supporting this game mode is the new infantry HUD. It's not finished yet, the Strike Bar, Chat, Kill Feed and Score Feed are going to be refreshed as well, but it works a lot better and has a couple new features, like markers on the compass and animated icons with progress bars for gadgets. The respawns are also a lot better finally, but bear in mind that there's a few things coming to the respawning system during the time in PTE that will make this a lot better (like marking people that you can't spawn on and possibly people under fire being marked as dangerous spawns). Let's all test the new game mode, especially when it comes to spawn placement, station placement, possible exploits and overall balance for attackers and defenders. [KNOWN ISSUES] There's no warmup on PTE (so testing is easier) - this means that Breakthrough match balance will be skewed, If clicking Deploy on another player doesn't do anything, keep trying - this means that the game didn't find a suitable spawn for around them. If this happens on a point, report! PTE 0.8 Patch Notes [CONTENT] New game mode: Breakthrough, New Infantry HUD (WIP), Napalm Strike is in, [BUGFIXES] Fixed spawning in a wrong place when there's no space to spawn around selected player, Fixed being able to look inside a building with Mini Done gadget, Fixed lasers staying while throwing grenades, Other bugfixes.
  43. 17 points
    Another one! We've decided to change some stuff again due to player feedback we got yesterday - we all want 0.6 to be the best experience, so one more day is definitely worth it. Some small, but vital changes in this one! PTE 0.6.8 Patch Notes [BUGFIXES] Sometimes another player icon was not visible, Heli-Combat Drone is now on cooldown so you can't spam one after another, Fixed level up screen, Marking enemies and vehicles on map was not working sometimes (again), Probable fix for auto spawn, [GAMEPLAY] Removed some additional neutral vehicles on maps, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, Improved damage dealt by RPG and tank shells vs Heli Drone, Heli Drone HP decreased by 25%, Tweaking Leopard2 speed in reverse and custom turbo force, Tweaks in Abrams speed curve, Tweaking T72 speed in reverse and custom turbo force, Adjusting capture points to enable capturing by vehicles + minor vehicle placement adjust, Buggy and Quad cameras now follow the vehicle rotation, increased Quadrocopter's hitbox, [IMPROVEMENTS] Enabling option where buggy and quad camera takes vehicle rotation in FPP mode, Events for updating settings on ui while Quick Quality has been changed, Warsaw map textures update.
  44. 17 points
    Hey there, this time another batch of fixes, with a big one we think is finally figured out: the 0 ammo bug. Let's get to the notes! PTE 0.4.3 Patch Notes [GAMEPLAY] Vehicle and strike limit increased, Shotgun range nerfed, Tweaked HMG mag capacity, Boxer and Abrams armor prices update, Vehicle armor endurance increased, [BUGIFXES] Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts, Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues), Fixed splash damage on vehicle projectiles, Fixed weapon firing automatically when player jumps, Fixed air vehicles not colliding with ground vehicles, Fixed exploding vehicles not dealing damage, Fixed some impact effects getting stuck, Some fixes to guided projectiles, Fixed localized content stretching server browser, Fixed carpet bombing, [IMPROVEMENTS] Warhead stats display in customization update, Server browser improvements: displaying join errors, default sorting, locked servers are shown by default, Reduced damage received by Buggy upon collision, Better Buggy setup for character collisions, Improved player count calculation serverside, should reduce problems with server overfilling and autorotation, Buggy wheel collision updated, Server will now properly close when 0 players is left on them.
  45. 17 points
    Guys, chill out, please! We know 0.3 has its problems and we are fully committed to fixing them ASAP. To address complaints that PTE player numbers are too low and that it's not enough to fully test the patch, I just wanna say that our entire team is also using PTE to test things out in their respective fields we have also expanded our internal testing team and expect to limit the number of issues in any patch to minimum. Perhaps pushing a 0.3 patch before the Christmas period wasn't the most thoughtful idea, but hey! we are learning our lessons and I can assure you that future updates will be better executed.
  46. 16 points
    Two in one week? We're getting there! 0.7 is just around the corner, so we need all hands on deck to test it. We invite everyone that can join us to the PTE Party tonight, 10pm CEST - we've had a lot of serverside optimization work done, so we need as many players as possible. Servers are set to accept 60 players per match, so let's have some fun! PTE 0.7.4 Patch Notes [KNOWN ISSUES] Some people might experience not being able to get into the menu, we're investigating, Challenges are completed by default, Some problems with VO (missing from menu, only Englihs working), [GAMEPLAY] Changed reload hold time to change ammo type to 0.4s down from 1.0s, Changed flashbang time to 7s make them more useful, Added per barrel curves intended to alter the damage/distance relation, Added vertical and horizontal recoil as modifiers to weapons, Added map marker to refill stations (WIP), [BUGFIXES] Warsaw Warzone is back in the rotation, Fixed jumpskipping reloads, Fixed being unable to leave MSP after spawning on it, Fixed grenade replication issues, Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn, Fixed crash in inventory system, Fixed JDAM particles, Fixed guided missiles tablet retraction animation after a rocket view, Fixed artillery invisible for owner, Fixed gadget sounds playing multiple times on single use, Fixed Commando driving capabilities, Fixed crash in Vehicle Ammo Widget, Fixed shooting Antitank Turret on Leviathan not spawning explosion particles or sound, Fixed circles drawn on the map after a strike, Fixed Commando Turret gib, Added lowers back to SCAR, Warsaw - Collision fix inside one of tunnels, Warsaw TDM - Fixed stuck point under entrance stairs, Berlin - Collision fixes and range of fire damage fixes, [OPTIMIZATION] Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen, Reduced throwable gadget net update frequency 10 times, Optimized paused connection RPC sending, Weapons will now replicate every 10 frames, [AUDIO] Enemy Tails attenuations improvements, Fix for random lowpass, Fix for player barks jumping channels, [MISC] Lower and muzzle attachments descriptions added, Blocked barrels without front post on M4 ironsight, Added challenge event for order completed by squad mates.
  47. 16 points
    This is turning into a fistfight, so I'm closing this topic down. We're doing what we can to fix the game and it's public for 8 weeks in which we've made big progress with redoing the whole backend and how our engine loads assets. Game is going to be broken at time to the point of unplayability, this is why there's a warning when you buy it. We'll try to avoid it as much as we can, but if it intereferes with our work it will get broken. This is also why we opened up the PTE which worked great. If we pushed patch like yesterdays onto live, that would be a problem, but luckily we've got PTE. As for the added new content: maybe you wouldn't be making silly posts like this if you stopped and hade a brainwave for a second. Do you really think our designers are able to help with optimization or bugfixing? Would you prefer for them to stop working while the programmers fix the technical problems? Do you understand that designers and artists made the tank? And new weapons? And levels? That's why we're adding it into the game, it's not that hard!
  48. 16 points
    It seems that a few people have problems with loading the game, so here's an explanation and what we'll do with it: Game can take up to 10 minutes to load for the first time. This is related to two things: We're loading all of the customization at first. This is not intended and we will be changing that (explanation below), The engine is compiling shaders specifically for the machine it's running on. This is a one-time thing and should be faster after the first time. The solution is actually in the works and it was tested by us and is speeding up the loading by up to 95%, but it could potentially break a lot of stuff, so we decided to keep testing without this fix and let you play more. If we decided to implement it now, we'd have to skip at least one of the testing phases. This decision was backed by our tests, that showed about 20-30s load times on an SSD and up to 2 minutes on an HDD. Turns out on some configurations it takes a lot longer. Tl;dr: it just loads, give it time, and we know how to fix it, will be fixed after EA launches!
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