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Newest Member tryphon Joined 4 hours ago. V12 Revive System Suggestion. Anyone reviving is definitely a very useful tool to have compared to what we had before, I've been skeptical of it when it was announced, but admit how useful it is.
Players revived by none medics seen a much harsher penalty, their aim needs to be far more nstable both hip and ADS screen needs to be darker and their dude needs to be moaning more distorting noise around you.
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View Squad in the store Store page. Recent Announcements View All Alpha Version 5 is out now! Popular Discussions View All Do read up on the changelog while you download!
Alpha Version 11 is now available via Steam. Please always clear your game cache in the game settings on every new build! British Armed Forces have been added.
They are a high-tech Blue Force faction with a unique bullpup-style primary weapon, and heavily reliant on armored transport to move around the battlefield.
Expect to see them make an appearance on a few of the classic maps and also the newly released Kamdesh. Neutral flag include a ticket gain for your team.
There will still continue to be a "mercy" ticket bleed on the end flags. Tweaked stamina costs for jumping, vaulting, and climbing.
Settle sway time has been reduced by half on all weapons. Recoil animation for semi-auto fire has been slightly reduced for greater target tracking.
Horizontal recoil patterns on several weapons have been reduced tightened. Additional weapon recoil and sway values have been tweaked.
Time to ADS on all weapons have been adjusted. Generally, iron sights are faster than all other forms of sighting systems.
Non-ADS fire animation timing while the weapon is lowered or in a low ready position such as MGs has been increased in 3p to provide better visual feedback.
Freelook recentering speed has been increased to be more fluid. Unregistered soldier and weapon based components when unused reducing the physics and rendering costs for these components.
Reduced the amount of network ticking needed on weapons, soldiers, and vehicles. Reduced a number of unneeded processes when updating animation on the soldiers.
Improved accuracy on detecting when to update the soldier movement component. Soldier bodies now despawn from the game world when the owning player respawns, greatly cleaning up the number of expensive dead bodies on the field.
Main bases now require a 30 second spawn time to ensure that the killer has a chance to verify the kill Rewrote the burning system for performance and simplicity.
Vehicle burning now starts burning at a preset threshold instead of relying on temperature calculations.
This means that a vehicle will catch fire if the vehicle is really close to destruction; and will shortly burn out and explode.
Rewrote how vehicle flipping is calculated. Ragdoll overlap calculations are now cheaper. Updated the map widget for cheaper visibility calculations.
Optimized spiky and expensive UI widgets, and reduced the amount of processing needed for a number of UI widgets. Distance Field Shadows - Shadows and Lighting will look much much better now with distance field shadows enabled, as a graphics option in the settings menu.
Added Filtered Sharpening to the post-processing graphics pass. This should help with the issues relating to blurry visuals at range.
This first take will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role.
All bullets will now have a chance to visually and audibly ricochet depending on angle fired, and weapons with tracer rounds will visibly show the ricochets trajectory path.
Projectiles that do ricochet don't actually deal damage but instead are a visual indicator that the projectile did not penetrate the surface or armor.
Vehicle ground effects eg. Insurgent Soldier models have been completely redone. A large variety of civilian and paramilitary styles have been added to make the faction look a little more versatile visually.
This role is equipped lightly for the express purpose of self-defense. A Squad Leader Crewman Kit has been added, also. This is the mainstay British Army service rifle, a 5.
This weapon is a unique cross between a designated marksman rifle and a light machine gun. While it doesn't have the same level of stopping power as a 7.
This is run on the squad-level Marksman role. This is available as the team-wide Marksman role for the British.
Its side-mounted ladder sight goes up to m, and its spring loaded barrel allows for faster loading. La1 Glock Service Pistol.