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Borreh

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Borreh last won the day on March 5

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About Borreh

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  1. We'll be doing a major balance pass once the new anim system is done and we'll add vertical recoil reduction, it's a major oversight it's not there.
  2. Also: We're getting a total sound rework, happening right now.
  3. Your total weight will define the turbo sprint duration as well as how fast does it recharge after use. Right now all three sprints are of the same speed but it's possible to adjust it according to need.
  4. This should work like this right now but the values were too short, we'll have a total rework with the new anim system and the ADS speeds should be greatly increased for heavy weapons.
  5. I wish I could show you gameplays I recorded today from the new anim system playtest... I think you'll like the update once it comes
  6. We're focused on all aspects, but the top 3 issues in-house right now are the new animation/movement system (which is at very advanced stages of implementation) that should rid the game of the clunkiness, bugfixes and, of course, performance. We have planned a major polish pass before the release but the above three are our priority. Of course different devs do different things and we can handle all of them at the same time.
  7. Pretty much exactly that We don't want to rush out any untested changes right now but the barrel damage curves will look very simillar to the above pic.
  8. Those stats aren't final, we will be iterating soon. Dropoff differentiation will be added.
  9. We're looking into it right now.
  10. The menu is indeed bugged, you need to click on a barrel twice to get the correct damage curve. Damage dropoff differentiation will be added soon.
  11. Nah, it's in the internal builds, will go live for 0.7 but no idea when it'll enter the PTE, we're switching between the rebalance and the new anim system setup, it's a lot of work ? but it's worth it
  12. For now we just seperated (today in fact) horizontal and vertical recoil modifiers for attachments, and we'll be adjusting the grips and muzzle devices so that some of them will be more specialized in what they improve. So you should be able to find attachments cominations which will make the guns more enjoyable for you to play. Muzzle devices, grips and barrels will have bigger and more varied effect on weapon behaviour. We'll probably add pros and cons for each so that they will make one thing better but another worse, and it's always a tradeoff. We'll be taking a closer look at weapon behaviour this fall once the new anim system is in place. We'll probably dig up an ancient build from 0.2/0.3 era, compare the feeling and see what changed.
  13. Protip: During a in-studio test game, someone called in a heli drone. Two seconds later the chat was filled with "awww hell here we go again", three seconds after that I shot it down from full health with a single well aimed Tandem RPG. So, we hope the changes will satisfy you.
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