Patch-Notes

Bugfixes

  • Fixed a problem with spawn timer now showing blue border on startup and lost spawn point

  • Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded

  • Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings

  • Fixed stat references on several dogtags

  • Fixed for surveillance ribbon not counting TUGS

  • Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small

  • Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

  • Fixed a problem where placing C4 with the russians soldier was playing US faction VO

  • Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it

  • Fixed a problem when attempting to fire lock on weapons without a target

  • Tweaked the chat, it should now be a bit easier to read

  • Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights

  • Fixed the G17 Supressed Laser not working properly

  • Added alternate HUD colors to help colorblinds

  • Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.

  • Increased the Spawn protection radius on TDM

  • Fixed a problem with smoke on land vehicles, Missiles should now miss more often

  • Fixed a problem where users could end up with IRNV scope in any vehicle

  • Fixed a problem where player dies if vaulting over a ledge and into water while sprinting

  • Fixed several crashes and increased general stability

  • Fixed a problem where the user was unable to revive two players that have the bodies one over the other

  • Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.

  • Fixed a problem with the Kill camera acting up when suiciding from parachute

  • Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar

  • Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time

  • Fixed a problem where you could get green flashes on screen

  • You can now reassign cycle weapons

  • Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle

  • Fixed a problem where the parachute would stay stuck in air if the owner was killed

Balance Tweaks

  • Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.

  • Tweaked Tactical Light so it is not as blinding over longer ranges.

  • Tweaked the IRNV scope so it is limited to usage only at close range.

  • Reduced heat masking effectiveness of Spec Ops Camo.

  • Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.

  • Increased the number of additional 40mm grenades from Frag spec.

  • Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).

  • Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

  • Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.

  • Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.

  • Fixed Laser Guided Missiles missing their targets if the target is moving too fast.

  • Reduced the effectiveness of Stealth on Air Vehicles.

  • Reduced the effectiveness of Beam Scanning for Jets.

  • Reduced the damage done to Armored Vehicles and Infantry from AA guns.

  • Increased the damage RPGs and Tank shells do to AA vehicles.

  • Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.

  • Increased the effective accuracy of long bursts for LMGs when using a bipod.

  • Slightly increased the range of the 44magnum bullets.

  • Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.

  • Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.

  • Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.

  • Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.

  • Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.

  • Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.

  • Decreased the power of Miniguns against Jets and Helicopters.

  • Increased the power of Stingers against Jets.

  • Flares reload times for Jets and Helicopter Gunners have been increased.

  • Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.

  • Added Single Shot to the AN94 as an available fire mode.

  • Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).

  • Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals

  • Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

  • Tweaked the Gas station Capture area on Conquest on Caspian Border

  • Tweaked the max vehicle height on Noshahar Canals.

Min player requirements

Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.

Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.