Glad to hear it, Godfather!
Do you guys think improved mobility means running faster or increased strafe speed?
Hey Everyone, this is a case of poor wording on our part. Sorry about the confusion. What this means is that compared to most other weapons, the SMG carries a lower accuracy penalty when moving. The goal is that this gun should support a run-and-gun playstyle.
C4 has been silently nerfed. I just used 4 in a game, and it seems like it's been reverted to pre buffs status - only seems to affect a much smaller radius now.
Hi everyone,
This change to the Remote Explosives' structure destruction radius is unintended.
What happened? Before this patch went out, we made a last-minute change to the item in order to properly attribute fall damage that was indirectly caused by Remote Explosives. In the process, we inadvertently unified the player damage radius (400 units) and the structure damage radius (600 units) to use the smaller of the two.
Our plan: We're currently testing a new value for this unified destruction radius that meets more in the middle. I'll report back with the exact number once it has been deployed.
The reasoning behind it: It does make sense for the explosion to use the same radius for both players and structures, but our goal is that one charge should be able to destroy the wall it's attached to and the wall on the opposite side of the building grid. That means the explosion radius needs to increase from the value that's currently live.
You'll hear back from me soon when the chang...
Read moreHi everyone,
This change to the Remote Explosives' structure destruction radius is unintended.
What happened? Before this patch went out, we made a last-minute change to the item in order to properly attribute fall damage that was indirectly caused by Remote Explosives. In the process, we inadvertently unified the player damage radius (400 units) and the structure damage radius (600 units) to use the smaller of the two.
Our plan: We're currently testing a new value for this unified destruction radius that meets more in the middle. I'll report back with the exact number once it has been deployed.
The reasoning behind it: It does make sense for the explosion to use the same radius for both players and structures, but our goal is that one charge should be able to destroy the wall it's attached to and the wall on the opposite side of the building grid. That means the explosion radius needs to increase from the value that's currently live.
You'll hear back from me soon when the change is good to go.
Update: Remote Explosives are ready to be re-enabled after a bug fix and an adjustment to their explosion radius. The damage radius is now a unified 520 units, whereas in previous patches it was 600 units for structures and 400 units for players.
To be clear, this change represents a reduction in the structure damage radius of Remote Explosives.
But that's not the only change in the works! We've been hearing the community feedback that availability of this item is too high. To address this, we’ve been considering a reduction to drop count and max stack size, and even the rate at which they drop in the world. Look for possible changes in the near future. In the meantime, please let us know what you think once you've had a chance to try out their new reduced effectiveness.
Read moreOne more point to add about the damage falloff:
The new falloff values apply to environmental damage as well, meaning SMGs are now less effective at destroying structures as range increases. This helps further position SMGs as close-range weapons and keeps them from edging into engagement ranges where rifles should be the most effective option.
Again, we'll be keeping a close eye on SMG performance to make sure they hit the goal of being a good option for close-quarters combat without over-performing in other areas.
For heavens sake Epic, I can tolerate a 15 year old saying it - but it is called a “Magazine” not a clip. Love your game and thank you for the continued support!
That was a test! You passed, Munitions Expert. We've adjusted the blog:
Compact SMG
- Reduced damage from 22/21 to 21/20
- Reduced magazine size from 50 to 40
We'll have a look at this. Thanks for the report!
Update: You should see improvements to the collision of the Pirate Cannon in the next patch.
We'll have a look at this. Thanks for the report!
We hear you! This change was unintentional and is resolved in the next patch.
Is there a cooldown for when a fire can be re-lit? And how many times can a campfire be relit?
Just like the Cozy Campfire, there's no re-lighting of an environmental campfire. We've added some new art for the campfires that should clearly indicate when a fire is unused and when it has already been consumed.
Will this mean there will be more unlit campfires added everywhere?
Yes, there will be some more added to the environment.
Thanks for the idea! We're deploying a change soon that will extend the campfire gameplay further by allowing players to interact with the existing campfires found throughout the environment. Interact with the wood pile in order to light the fire. From that point on it behaves just like a Cozy Campfire: healing nearby players and burning out after 25 seconds.