Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
|
CCP Eterne
C C P C C P Alliance
1465
|
Posted - 2013.05.03 18:30:00 -
[1] - Quote
Uprising Release Notes:
Path to Game and Overall UI * Major improvement to the login flow. Time to merc quarter reduced from 4:30 seconds to 1:30 seconds on average * New character creation screen * Removed Specializations * New loading screens * All UI screens have been visually polished
Spawning and End of Match * New Overview Map and Spawn Screen UI. * Squad member list visible on overview map * Improved fit selection on spawn screen * Improved scanning on Objectives and Installations * Players are invisible / cloaked upon spawn for a few seconds. Cloak diables upon movement * Redesigned bleed out * New Kill Screen that shows who killed you and his/her statistics * Revamped and enhanced End of Match Screens
Skills * New node based Skill UI * Newly created characters receive no starter skills. Specializations have been removed * Reorganized skill tree to be simpler with logical separations between vehicle and dropsuit skills. Now all dropsuit skills are under Dropsuit Command; all equipment and modules (with the exception of damage modifiers and remote explosives) under Dropsuit Upgrades and all weapons under Weaponry * Weapon skill bonuses are now weapon-specific as opposed to providing blanket bonuses across Light, Sidearm and Heavy categories * Dropsuit Command skills first unlock basic non-role frames before unlocking role-specific skills * Module skills improve the efficacy of modules used
Dropsuits * New dropsuit roles and race/role-specific bonuses added: * Minmatar Scout * Scout Suit Bonus: 5% reduction to scan profile per level * Minmatar Scout Bonus: +5% to melee and nova knife damage per level * Gallente Scout * Scout Suit Bonus: 5% reduction to scan profile per level * Gallente Scout Bonus: +10% to dropsuit scan radius per level * Amarr Assault * Assault Suit Bonus: +5% to dropsuit shield recharge rate per level * Amarr Assault Bonus: 5% reduction to laser weaponry heat build-up per level * Amarr Logistics * Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level * Amarr Logistics Bonus: +5% to efficacy of armor repairer modules per level * Minmatar Assault * Assault Suit Bonus: +5% to dropsuit shield recharge rate per level * Minmatar Assault Bonus: +5% to sidearm weaponry clip size per level * Minmatar Logistics * Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level * Minmatar Logistics Bonus: +5% to hacking speed per level * Gallente Assault * Assault Suit Bonus: +5% to dropsuit shield recharge rate per level * Gallente Assault Bonus: 5% reduction to hybrid weaponry PG/CPU usage per level * Gallente Logistics * Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level * Gallente Logistics Bonus: 5% reduction to equipment PG/CPU usage per level * Caldari Assault * Assault Suit Bonus: +5% to dropsuit shield recharge rate per level * Caldari Assault Bonus: +2% to hybrid weapon reload speed * Caldari Logistics * Logistics Suit Bonus: +1 HP to dropsuit armor repair rate per level * Caldari Logistics Bonus: +5% to efficacy of shield extender modules per level * Amarr Sentinel * Sentinel Suit Bonus: 5% reduction to weapon feedback damage per level * Amarr Sentinel Bonus: +2% to heavy weapon reload speed * Added effect and audio triggers for shield loss and recharge * Reduced base passive scan radius for all dropsuits
Weapons * Weapon tiers streamlined so that more side grades are unlocked in the advanced tier and more exotic variants in the prototype tier * Reduced damage and max range of the HMG * Moved Charge Sniper Rifle into the prototype tier * Improved damage on Tactical Assault Rifle variants * Modified nova knife to do charge-based damage (allowing instant attacks). * Increased FOV for the laser rifle in ADS so that it has less GÇ£zoomGÇ¥ * New laser rifle iron sights * New Gallente assault rifle iron sights * New Gallente assault rifle ACOG scope * New Gallente shotgun ADS * Added new weapon animation system for Move controller * Added new charging HUD element integrated with ammo UI * Added support for multi-fire weapons i.e. regular and charge based firing on a single weapon type * Added support for transitional into scope animations and added animations for all weapons * Added heat glow on a variety of weapons such as the assault rifle and nova knives * New jumping animations when in scope * Updated reload animations * Updated all melee animations * Updated 3P animation to support sprint strafing * New sprint animations for all pistols * New overheat animations for HMG and Laser Rifle * Updated laser rifle reload * Updated recoil for Gallente shotgun
Controls * Completely retuned controller sensitivity settings in the options menu to give a broader range * Retuned handheld weapon control sensitivity default settings * Retuned large and small turret control sensitivity * Enabled aiming friction for small turrets to improve fine aiming * Retuned all aim assist systems for handheld weapons to improve aiming * Added melee aim assist system * Enabled the ability to strafe whilst sprinting * Added new infantry control schemes * Added multi-function buttons * Changed entry/exit logic of vehicle control schemes so that the exit vehicle button corresponds with the on-foot interact/enter vehicle button * Fully detailed tooltips for all vehicles and selected infantry weaponry * Mouse and keyboard tooltips in menus and in game (can be toggled through the options menu under the keyboard and mouse tab) * Improvements to mouse and keyboard mappings * New control schemes: * Infantry: * Duty Calls * Battleground * Praetorian * Southpaw (of Default) * Legacy * Legacy Southpaw * Tracked Vehicles: * Southpaw * Aerial Vehicles: * Southpaw
Equipment * New equipment added: * Active Scanner * Increased throw speed, activation time and number of remote explosives that can be carried at once * Reduced nanite storage capacity and recharge rate of militia nanohives, and moved more powerful variants into advanced and prototype tiers to encourage skilling into higher tiers. * Added range indication for fallen teams mates when using nanite injector * Added the ability to use the nanite injector even when you do not have it selected * Added new cortex display
EVE Universe * Added player locati... |
|
|
CCP Eterne
C C P C C P Alliance
1465
|
Posted - 2013.05.03 18:30:00 -
[2] - Quote
Other * You can now see your connection quality to battles in the Mercenary can Corporation tab of the Battle Finder. The bar shows your connection quality (more bars means higher quality) * You can now send and receive mail to both your alliance and corporation * As a DUST player with roles in a corporation you will now receive notifications based on that role. This includes all EVE and DUST notifications such as POS fuel and district attacks * The wallet has been updated to show the journal log for both your personal wallet and corporation wallet * Brackets for ships in space connected to a district are now visible. This is limited to a specific quantity of ships and will always try and show ships from both sides * The size of squads has been increased to 6 * UVT (Universal Voice Translators) are no longer available on the market and you will be able to use the in-game voice system without UVT
Launch Release Notes (5/14):
Weapons * New weapons added: * Scrambler Rifle * Plasma Cannon * Flaylock Pistol
Planetary Conquest * Planetary Conquest has been added to the Molden Heath region * Corporations within DUST are able to conquer planets, collect clones, and battle for control of more districts
Maps/Environments * Two new battlegrounds.
Game Modes * Added Domination game mode |
|
|
CCP Frame
C C P C C P Alliance
896
|
Posted - 2013.05.23 07:43:00 -
[3] - Quote
Uprising 1.1 Release Notes:
Performance * Optimized EVE Universe Data Synchronization process * Optimized Content Update process * Optimized Content Update UI to reflect total progress * Optimized PhysX for better client Performance * Optimized memory usage for sound
Bug Fixes * Fixed issue where sounds may drop off * Fixed issue where players may get stuck when loading into the battle * Fixed issue where the Weapon Switch menu may get stuck * Fixed issue where throwing grenades/switching weapon has a slight delay * Fixed issue where Mouse Sensitivity setting may not work as expected * Fixed a UI issue where Module Stacking Penalty does not show up properly * Fixed Target Intel triggering for Flaylock Pistols
UI * Added a News tab in the Launcher window |
|
|
CCP Frame
C C P C C P Alliance
1184
|
Posted - 2013.06.26 05:11:00 -
[4] - Quote
Deployment date: July 2nd 2013 Uprising 1.2 Patch Notes:
Path to Game and Related UI * Implemented logging out character from NeoCom
Spawning and End of Match * Added "call for help" button to kill screen * Updated strings and information on the kill screen to better differentiate between bleeding out and death state * Updated icons for bleeding out so logistics can distinguish between players that have and have not called for help * New icons for EOM stats screen
Dropsuits * Added Commando dropsuit role * Added Neo dropsuits for all roles * Updated third person female walk animations
Weapons * Updated weapon range system to include absolute range (Giving us optimal, effective and absolute ranges) * Updated range settings for all handheld weapons to allow for damage to be dealt over longer distances. * Increased weapon switching speed * Fixed aiming friction on turrets when pitching so it is correctly applied * Improvements to location of fallen character for revive * Fixed slight misalignment with forge gun projectile * Increased spawn height of orbital strike to ensure it didn+óGé¼Gäót miss highly positioned enemies * Fixed client/server mismatch on equipment deployment locations
Modules/Equipment * Added new dropsuit modules: * Ferroscale armor plates * Reactive armor plates * Shield energizers * Increased radius for nanite injector revival
Maps/Environments * Added new yellow sun mood layer * Added new night mood layer * Added two new terraforming types * Manus Peak - fixed the issue where MCC shield would let bullets through * Fixed navigation issue regarding movement along vertical covers/walls
Audio * New material types for ladders and snow * New UI sounds * Moment-to-moment audio improvements * More information on taking hits * 3rd person reload sounds * Memory and CPU optimizations * Fix ducking problem on killing enemies * Fix echo problem in Biomass * An issue where voice was not available for certain very old chat channels has been fixed * Smooth sound of LAVs in the distance
UI * Fixed mail list, now player can roll down to bottom of the list to load up to 1500 latest emails * Added several new attribute icons * Now the weapon switcher will display the remaining number of deployable equipment * Now the background color of Corporation logo on player list will always display red for enemy and blue for friendly * Now the MCC hit point indicator on spawn page will display in correct color, red for enemy and blue for friendly * Unified the font case in several NEOCOM pages * General UI polishing on NECOM pages and HUD * Fixed multiple UI related issues
Vehicles * Improvements to the vehicle icons and driver name tags display * Upward thrust not working when in first person view for dropships * Ground speed limit being ignored has been fixed
Visual effects * Added SSAO * Improved lighting & shadows
Performance * Improved UI rendering performance * Improved content streaming stability
Planetary Conquest * Directors can now kick teammates from Planetary Conquest battles while they+óGé¼Gäóre in the warbarge before the battle starts. Characters that are kicked are banned from rejoining the same battle again * Districts are no longer locked once conquered by a new owner * The estimated number of clones at the target district displayed when moving clones to attack is now more accurate
Starmap * System security level has been added to the starmap information panel * The planet model in the starmap will no longer randomly revert to a default texture
Storefront * Added option to purchase bundles from the market
Other * Characters can now transfer ISK directly between each other and to any corporation * Directors can now transfer ISK from the corporation mercenary wallet to any player or corporation |
|
|
CCP Frame
C C P C C P Alliance
1189
|
Posted - 2013.06.26 10:31:00 -
[5] - Quote
Additional 1.2 changes include:
* All the salvage acquired during a planetary conquest match will now been shown on the End of Match screen instead of just 5 items * Improved speed of RDV vehicle delivery as well as applied tweaks to the RDV AI * Improved server to client performance of projectile based weaponry * Chat channels with more than 50 users (mercenaries or capsuleers) will now operate in delayed chat mode |
|
|
|
|
Pages: 1 :: [one page] |