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Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 11:34:00 -
[1] - Quote
As we sadly can't post in the CCP started threads (Why is this so. On the EVE forums it's not like that. Feels a bit strange.), I went ahead and made this thread.
Had to post the notes in the replies below as the character limit hindered me. |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 11:34:00 -
[2] - Quote
Quote: CHROMOSOME PATCH NOTES. Version 0.7:
Weapons/movement: - Improved Nova knife model - New Caldari Supply depot model added - Iron Sight for LAR added - Improved projectile behavior in networks with high latency. - Reduced the damage gap between Standard, Advanced, and Prototype tiers of all handheld weapons - Fixed AV grenade 'pile' bug where AV grenades remain 'live' on the battlefield - Overhauled grenade throwing 100% *Consistent throwing angle *Power of throw increases based on aim pitch (with a cap) *Detonation x seconds after bounce if not cooked - 'Cavity'Thukker moved down to Advanced tier and renamed to 'Cavity'M2 Contact Locus Grenade. - Added an ISK version of the 'Thukker Contact Locus Grenade' - Fixed a number of 'Empty hand'bugs relating to interaction whilst holding a grenade - Lowered kick/shake in ADS on the SMG - Added HMG 'Doom mode'- a new gun camera firing position - Lowered HMG zoom FOV from 65 to 60 degrees - Increased HMG zoom speed by 0.2 seconds - Reduced Burst HMG fire interval - Added Militia Forge Gun - Increased magazine size for all Mass Drivers - Updated the ADS position of the Mass Driver - Increased the turn rate on swarm missiles to address short/long range targeting problems - Increased the time before swarms start tracking a target to make them more accurate at short ranges - Added new aiming down sight (ADS) with the Standard and Breach Gallente assault rifle. - Tuned kick values across all assault rifles - Made charge functionality the base version of all sniper rifles - Reduced Scrambler Pistol max range to 65m - New ADS positioning on the Scrambler Pistol - Updated the repair tool rewards to encourage players to act as 'Combat medics' and prevent them from being exploited * Added Triage reward - an assist if you are repairing a friendly and that friendly gets a kill * Added Guardian reward - you receive rewards when repairing a friendly who has damaged an enemy within x seconds * Added a WP cap window - if a player scores more than X amount of WP within Y amount of time then there is a cool-down timer until they can score again
Aiming: - Sensitivity is now equal in all directions when aiming down the sights with any weapon - Added new aiming sensitivity settings in options for x and y - Tuned aiming friction & adhesion settings - The aim assists 'Off' option now works
Modules/Equipment: - Added improved module descriptions - Added active armor resistance modules - Made adjustments to skill requirements and meta-levels for many vehicle modules - Made adjustments to dropship death camera - Fixed the vanishing remote explosive bug - Removed Active Scanner from game until it is fixed - Combined Cardiac Regulator and Cardiac Stimulant modules into one module type.
Vehicles: - Added vehicle control tool tips for all vehicle configurations - Added Collision damage for bottoming out suspension from high falls - Vehicle Tuning *Updated control physics for all vehicles *Updated slot layouts for all vehicles *Updated PG/CPU values for all vehicles *Made damage pass on all turrets *Lower threshold for fire effect and burn damage on vehicles *Large Railgun spooling speed increased *Updated most vehicle modules-short description to include key stat info *Increased propulsion penalty for the armor plating module *Reduced activation time for all armor and shield repairs as well as the remote repair modules *Only one active heat sink can be used per fitting *Increased active duration of active heat sink *Increased the effectiveness of tracking enhancers and tracking computers *Fixed the vehicle abandonment timer setting on hacked vehicles
Dropsuits: - Added a new layout for the PlayStation-ĞMove sharp shooter infantry control configuration - Added adjustments to input control for aiming (includes turrets) - Overhauled control sensitivity settings
Maps: - 4 ambush variation maps added, in which installations are activated and for player to use during battles. - Improved current Skirmish and Ambush maps, such as adding variation to the maps; tightening objectives and spawn locations, to create better engagement lines and pace of battles, etc.
Orbital Strikes: - Orbital strike audio range fix - no more silent strikes - Orbital strike damage type fix for incorrect damage being dealt
ISK rewards: - The baseline value for ISK rewards has been increased to guarantee higher income levels for participating in battles
Player Corporations: - Players can now access the show info page on Corporations
Districts: - The number of districts have been adjusted
Corp Battles: - Fixed battle reward payout at the end of matches
Audio: - New music added - New Voice Over added - Skipping audio issues resolved - Extended attenuations for weapons added - New LAV sounds added
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Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 11:35:00 -
[3] - Quote
Quote:UI: - Fixed sever UI related bugs - Moved various components to C++ - Reduced the frequency of stalls - Key mapping enhancements added - Improved the hints and legends in-game - More spinnys added to indicate when the game is loading - More active selections for the VFX/SFX settings - List size enhancements added - New control schemes added - Keyboard and mouse polish added - PlayStation-ĞMove controllers polish added - Improved control consistency - Character portrait and corp icon backend image display added during corporation creation - Added new Entitlements popup - Single click purchase and use for skillbooks - Improved the count-down timer while players are waiting for battle - Enhanced the Character Creation process - Enhanced the Ask For Help UI - Increased efficiency rating on font size - Enhanced the hit indicator - Added pulse on player in the overview map - Improved the in-game chat feature - Improved the in-game loading screen - Added drop shadow on subtitles - Added 'Show once' option when reading documents - Added ability to restock fitting on spawn screen
Performance: - Optimized non-battle related networking connections |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.12.17 11:39:00 -
[4] - Quote
Wondering if they just forgot to add some stuff or if we're going to have to wait another three months to see CCP Wolfman's new suits, lol. Sort of been the only thing on my mind since I read the patch notes. |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 11:41:00 -
[5] - Quote
Indeed I have been looking forward to the Atlas heavy variant myself. A bit sad about that honestly. |
Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 11:46:00 -
[6] - Quote
*edit* |
JW v Weingarten
SyNergy Gaming
300
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Posted - 2012.12.17 12:09:00 -
[7] - Quote
I am kind of disappointed, i expected more.
and still same skillcap. yeeeaaaah militia forge guns.
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Liquid Big Boss
Rebelles A Quebec
58
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Posted - 2012.12.17 12:21:00 -
[8] - Quote
where do you find this list??? |
McFurious
BetaMax.
67
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Posted - 2012.12.17 12:35:00 -
[9] - Quote
Mouse looks like it's getting fixed and latency issues seem to be getting addressed. Everything else is a bonus as far as I'm concerned. |
skinn trayde
On The Brink
82
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Posted - 2012.12.17 12:38:00 -
[10] - Quote
sharpshooter / move updates - will have to test these out, wonder how close to the wonderful KZ3 implementation they are yet? |
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JW v Weingarten
SyNergy Gaming
300
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Posted - 2012.12.17 12:39:00 -
[11] - Quote
Liquid Big Boss wrote:where do you find this list??? https://forums.dust514.com/default.aspx?g=posts&t=47716&find=unread |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.12.17 12:40:00 -
[12] - Quote
Liquid Big Boss wrote:where do you find this list??? Look at the stickies. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
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Posted - 2012.12.17 12:41:00 -
[13] - Quote
I asked in another thread, but I'll ask this again.
Quote: Districts: - The number of districts have been adjusted
Do anyone has a clue what is this?
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Sven Lindblad
Algintal Core Gallente Federation
4
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Posted - 2012.12.17 12:41:00 -
[14] - Quote
@Liquid Big Boss I follow the DUST 514 twitter and they link their official posts there, I would recommend that as you don't really notice them on the forum. |
Sven Lindblad
Algintal Core Gallente Federation
4
|
Posted - 2012.12.17 12:43:00 -
[15] - Quote
I think they mean number off districts on planets. But as we haven't really played with that mechanic yet I can't really say. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.12.17 13:45:00 -
[16] - Quote
Umbat Boki wrote:I asked in another thread, but I'll ask this again. Quote: Districts: - The number of districts have been adjusted
Do anyone has a clue what is this?
In Eve Online planets have districts, the size of the planet and the amount of planets in the solar system governs how many districts each Planet will have.
These Districts are individual maps, battles if you will, with one district being the Capital district that controls the link to the Customs Office Array in orbit over the planet. Essentially, that one district is the deciding factor in the planetary materials we capsuleers produce as who owns it decides whether or not it actually goes up to the customs office.
That's the theory anyway, none of this is set in stone yet save for the fact that we capsuleers have production centers on the planets, there's a customs office in orbit over said planet and each planet has a number of districts.
I've seen planets with five, I've seen planets with eighteen. It's just an idea of how many battles you're going to have to fight to put your flag on that planet and claim it as yours. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.12.17 13:51:00 -
[17] - Quote
No new maps.... :'-( wth. Where is this galaxy terrain generation we saw in the "seeding the universe" video...?
Cause so far we have like, 4 maps.
No new game modes either, come on.
At least there is the militia forge gun, thats good for me. And "Doom mode" aiming for HMG....? 0.o I want... I so very badly want. It sounds epic.
Tbh the patch notes have left me feeling meh. Nothing new or fresh, just a bunch of bug fixes and game smoothing.
No new maps, guns, dropsuits... The next build after this had better just add a crapton of new goodies, or I am really not likely to play it. In fact, I am not very likely to play this new build at all. Irs just smoothing something that was choppy. But its already stale to me. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.17 13:56:00 -
[18] - Quote
Also, does this build fix the bug where when you adjust the sensitivity of ANYTHING, the game saves every Single little interval you move, so if you want to adjust the light/dark balance on your TV, and you have to move from 50-75, the game saves the new setting 25 times, knce for each interval?
It almost crashes the game to try to make a large shift in settings due to the lag from saving nonstop for the next 20 minutes... |
Horus Forge
Subdreddit Test Alliance Please Ignore
175
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Posted - 2012.12.17 14:08:00 -
[19] - Quote
Ambush variations will be those variant maps we had for a day I think. We'll see. This seem to be the "fix things" patch, as the last patch brought lots of new features. You can expect the next one to have mpore new stuff |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
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Posted - 2012.12.17 14:12:00 -
[20] - Quote
I think they should fix 'connection to host has been lost' before even considering the release of a new build. Just saying |
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