Posts by DRUNKKZ3

This issue was present before with regular spotting but it's definitely problematic and even more obvious with the enemy acquisition icons introduced in 5.2. Smokes are blocked by a simple sphere that blocks icons, spotting, aim assist etc... in the sphere.

The problems that we have is:

  • The smoke visual effect is not a sphere and it's likely that the sphere does not block the edges of the smoke as a result.
  • The smoke visual effect is affected by wind a lot but the sphere will remain at the same position (especially when the current weather is storm)
  • The sphere does not really change size similar to what the smoke visual effect is, this means the sphere is often "removed" early on and while the visual effect is still active, it's not blocking anything anymore.
  • Certain smokes actually just don't block spotting/icons at all (will be solved in a future patch)

I've been looking at improving the occlusion of icons/spotting etc... those days so there will be improvements to that in a ...

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Dill_pickles62

I’m playing on PS4, but I think there are a lot of similar bugs across all platforms, especially progression issues.

Thanks for reporting, would be keen to get video examples of bad occlusion of enemy icons through walls etc if you ever get the issue again.

SuperSimpleSam

Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.
To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.

This sounds like now with larger spread, you'll be doing less damage even if you lead properly. More chance to hit but less likely to kill.

There is much less spread now actually, this is what was meant by "grouping consistency".

captain-sano

Players can now be aware that they are currently spotted. The minimap edges will now be blinking and an additional YOU ARE SPOTTED text with an icon will be visible above for the duration of an enemy spot.

Reduced spotting duration from spotting scope and eagle eyed trait from 12s to 10s.

Reduced spotting flares duration by 20%, this means the flare gun's flare duration is now 24s instead of 30s.

Reduced spotting flares radius by 25%, this means the flare gun's flare radius is now 22.5m instead of 30m.

Great idea. Scout was already the weakest class in the game, so the best, most obvious solution is to "nerf" it even more.

Next they need to address those dominant 3 hit kill bolt action rifles. They should be 5 -6 hit kills.

I don't really think scout will be the weakest class in 5.2 with it being one of the few mostly unaffected classes in terms of weapon balance changes they will surely become more popular with players tending to gravitate a bit more towards BASRs (especially the more experienced players).

In terms of spotting changes, 5.0 had seen the spotting flare radius increased from 15m to 30m and the spotting duration increased from 15s to 30s. Those 5.2 changes here aim to get away from the potential constant up-time of two spotting areas of 30m radius that could easily happen combined with the ammo stations.

I would argue recon has some of the most powerful gadgets in the game (flare + spawn beacon). When used to their full potential they can give a crazy advantage to the player and its team.

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dkb_wow

Do they happen to explode any faster? As it is now, when we throw or throw back grenades, the enemy has plenty of time to run away from them since they just sit there and give off the grenade warning for several seconds. Will we ever have the ability to "cook" the grenade before we throw it? That would be a nice addition and would make using anything but the incendiary and smoke grenades more viable.

They don't explode any faster, that remains unchanged. When you throw back a grenade you actually slightly increase the fuse timer. On cooking grenades, we discussed it a few times and while it would be fairly easy to add we don't really want to add it as this would invalidate certain grenade types like the impact grenade and potentially lead to frustration from getting killed very often by cooked grenades.

ogernugget

What is rim lighting?

Virtually a low-intensity spot-light projected on the soldier at all times that dynamically adjusts with the contract of the background.

GuangoJohn

Thank you. That must have been buried in the patch notes as it was not in the main listing of items I quoted. Still think the increased range will cause the unintended effect of making it more powerful.

It's under this note:

Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane. (What does somewhat mean, this with reduction in hip fire will encourage aiming down sights more which is not a nerf to the effect)

The range increase will have a rare impact tbh. Predicting correctly a plane's trajectory 3 seconds ahead is very unlikely, close to lottery unlikely.

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ToXxy145

So they made throwing back grenades actually plausible instead of just kicking them 2 inches away, but didn't fix the fact that 50% of the time the game doesn't even give you the option to throw them back.

It has also been tweaked in this update but wasn't added in the notes, it shouldn't happen anymore.

Egoreo

What are they gonna remove to replace it with the bayonet tho?

It's not replacing anything, the M1 Garand has 3 choices at rank 4.

What made the Fliergerfaust really strong is that it would explode near airplanes up to 7m away from them and deal full missile damage. With 5.2 that radius is taken down to about 2m which is effectively requiring you to actually aim at the plane to damage it, unlike in 5.0.

Well saved!

Nice

Approved.

Fun fact, we actually made the Katana deal a bit of damage to all vehicles at some point before releasing it :D ...

No Garand thumb, 5/7

Ah yes, the famous spawn beacon rocket projectile!

Good find though, thanks for sharing :)

BluFireFox

It slows you down so people don't use it

The alt-fire attack gives you a forward dash before slowing you down and the attack itself has about 40% more range. It's effectively much better at picking individual targets although you don't really want to spam it :)

When i use it myself, i usually use the alt-fire attack to get in range of my target then i use the regular attack if i ever miss or if there are more targets to clean-up afterwards.

šŸ‘€

I'm sure supports will get something cool to run around with soon enough ;)

We're making that happen and some more for the next update :)