Hallo Armyisten,
Wie der ein oder andere schon mitbekommen hat, kommt Donnerstag was schönes neues für unser AA: PG.
Wie üblich stellt sich die Frage, Ligapause oder weitermachen.
Wir möchten es auch diesesmal so handhaben, wie immer: Ihr könnt euch mit euren Gegnern absprechen. Solltet ihr euch einig sein, könnt ihr spielen, sollte ein Team dagegen lieber warten wollen, so wird das Match verschoben. Dies betrifft aber nur die Spieltage 8 und 9. Ab Spieltag 10 wird wieder wie gewohnt gespielt. Die Nachholspiele können auch nach Saisonende angesetzt werden, maximal 2 Woche danach.
Shoot Houses
Six single player shoot houses are now available, look for them in the Launcher:
M4
M14
M249
870MCS
M9
M67
Scoring is based on number of targets hit, accuracy and speed. Hitting a friendly target will result in a significant score penalty. Each shoot house has an associated leader board. This leader board is displayed at the end of each shoot house and may also be viewed within the Launcher.
Six new achievements, one for each shoot house, are available.
Map makers may create their own shoot houses and upload them to the Steam Workshop. A leader board will be generated for each user made shoot house.
Mission Editor
"Cooking" added to publish process when using 64-bit editor - maps now 'cook', making them much smaller. Users cannot edit maps they subscribe to after this change; only the uncooked version may be edited.
64-bit Advanced and Mission Editors now available
Publishing maps from the Advanced Editor is now available
Progress notifications added to build process (still a work in progress)
Improvements to auto-generation and handling of cover nodes in mission editor (for supported firing positions)
Baseline suppression settings set to ensure all UMMs have the same suppression effects as official maps
Shoot house map type added to Mission Editor templates, along with shoot house-related actors (targets, etc)
Several crashes and small bugs fixed
Added the ability to add Steam Workshop tags to a map prior to publishing
"Shift" hot key added to object placement mode in Mission Editor, allows rotation and multiple placement of a specific object
Giunta Range
After an absence the Giunta Range is available once more from the Launcher; the range is named after U.S. Army Medal of Honor recipient Salvatore Giunta
This is a self-guided range where players are free to experiment with the various weapons, optics and grenades available in the game
Changes since last appearance:
M16A4 added to timed target course and shooting range, available optics on weapons updated
Shooting range targets changed to use the opfor camo variant from the shoot houses
Multiple paths out of intended play space closed
Weapons
New weapon added - M16A4; it has three round-burst and single fire capability
The ACOG optic has been removed as an option from the M4A1; it is available on the M16A4
Auto fire has been removed from the M14; the weapon now has a 20 round magazine
Reloads interrupted by many actions (such as going prone) will now auto-complete at the next opportunity
Iron sights for the M4A1 have been extensively reworked - try them out! (M16A4 has similar iron sights)
Various weapon behavior changes (see below)
Weapon Behavior
Weapon behavior has seen significant changes. It is loosely modeled after AA 2.3 and 2.8.5.
While unsighted all weapons have an accuracy cone; a shot fired when unsighted will land somewhere within this cone. The cone varies from weapon to weapon, with the M14 having a larger cone than the smaller, lighter weapons. The cone is larger following a sprint, when moving and when low on health (25 or below) and is smaller when crouched, prone or anchored. A widget similar to the AA2 Combat Efficiency Meter (CEM) is in the works for a future release.
When sighted all weapons fire with pinpoint accuracy, however some bullet drop over long distances should be expected and compensated for.
Recoil is 15% less when sighted for the M9, M4A1 and M16A4, 30% less for the M249 and 50% less for the M14.
Sway is no longer between random points within an area; it is now a deterministic elongated figure 8. It is smaller when crouched, prone or anchored and larger following a sprint, when moving or when low on health (25 or below). The M14, with its long barrel, has a more significant sway then the other weapons. Hold breath now reduces the amount and speed of sway. It has a minimum duration of 2.5 seconds and a maximum of 6; this time is based on stamina.
Sight up times have been slightly increased for most weapons. Most weapons require 0.35 seconds to sight. The shotgun and M9 are a bit quicker at 0.3 and 0.22.
Sprint draw times (the delay coming out of a sprint before a weapon may be fired) have been made more consistent. The time is 0.35 seconds for most weapons, 0.3 for the shotgun and 0.22 for the M9.
The M249 suppression per round has been increased ; the M4A1 generates less (M16A4 suppression values matches the M4A1).
Grenades
Smoke and FOG grenade effects updated; the particles produced from these are far more efficient and hit performance significantly less
Grenades may now be thrown immediately out of a sprint (previously there was a small animation delay)
An brief animation is now in place for when a FOG, stun or smoke grenades cooks off while being held (frag grenades detonating in this fashion is still lethal)
HUD/UI
Player count on the HUD is now off by default
Friendly player status (up/down) always updates on the scoreboard
The five second secure timer is no longer displayed when a player is secured
Default crosshair type changed to "thin hollow cross"; this may be changed via the ESC menu as before
New VOIP indicators in place
Punkbuster pb_sv say messages now appear in the text chat
A dialog box will now appear upon joining a server where stats are not being reported for any reason
Added options to disable dynamic lights and tracer lights for low-end machines
Various HUD and UI optimizations; end result is these systems hit the CPU much less overall
Scoreboard now handles very high round counts (for those who love the best-of-99 format)
Movement/Animation
Prone look-up pitch limit set to 45 degrees
Firing while sliding is now impossible with all weapons, grenades included
A one second cooldown following a slide is in place
Getting onto a ladder time reduced from one second down to 0.3 seconds
Sensitivity reduction for sighted aiming now blended in over the sight-up time
Prone characters able to crawl under some objects they could not before
Reload animation is now considered complete once the magazine is seated
Vault & mantle no longer allowed while interacting with an objective
Audio/VOIP
Withdrawn players who were neutralized but not secured may not talk to live teammates
Revive and bandage audio now correctly syncs up with animations
Improved handling of key buffers for teamspeak; end result is most instances of stuck VOIP indicators are fixed and VOIP is not unexpectedly cut off
Manually dropping the flag or C4 no longer plays the global audio cue
Server Settings
Player count on the HUD is now off by default
ForbidGrenadeTime split into BDX and FLO versions
BeginningOfRoundDelay reduced to 10 seconds from 15; SwapRoundDelay reduced to 5 seconds from 10
MaxSpectators changed to 8 from 24
iMaxClients (number of team speak clients) increased to 32 from 24
· fAmbientVolume, fCommsVolume, fBattleRattleVolume removed from DefaultGame.ini
Default map rotation order adjusted
Comments for users and admins alike added to DefaultGame.ini
Miscellaneous Fixes
Added server-side checks to prevent take downs of targets who are not in range
If a player is not on the winning team at the start of the round they will receive no points for the victory
Shattering glass is a much smaller performance hit than previously
The last player on a server no longer becomes stuck on the AAR screen
Fixed a (rare) server crash resulting from killing an anchored player
Using Withdraw or an Exit to escape a take down still credits a take down and a death to the appropriate parties
Attacker weapon properly hidden during take downs
Fixed an issue where characters could get into a bad state and eventually be killed by jumping on the edges of some objects
It is no longer possible to have two or more players securing or disarming the same C4 package at once
Fix for various audio cues playing past the end of the round into the AAR screen(s)
Fix for a rare occurrence where a character would be bleeding without any indication on the health bar
Server and client log has much less spam now
Fixed an issue where a hitch would occur when getting shot for the first time
Fix for binding Withdraw to a key and spamming the activity feed with chickens
Running to the spectator team will no longer avoid a vote kick
Fix where the Rank Up! animation would appear on the AAR if exactly zero honor was earned
Round time will no longer fall below 00:00 under some circumstances
Fix for crosshair vanishing following C4 arm/disarm/secure with a grenade equipped
Fix for Team Select and Deploy Screen sometimes not opening properly at the start of a match
Interrupting a take down no longer results in a "zombie" player
Take downs through objectives and other meshes is no longer possible
Fix for diving or sliding rarely resulting in the client and server getting out of sync
The revive option is now available immediately following a dive; previously a small unintentional delay was present
Fix for revive & secure sometimes being unreliable when prone
Fix for bodies sometimes vanishing when using the third-person orbit spectate camera
Arm no longer twists while holding the shotgun sighted
C4 arm/disarm/secure animations properly pause at round end
Fixed several spots on Redline where players could become stuck
Fixed various spots on Harbor Assault and Hospital where players could reach unintended areas
Fix for occasionally being revived with an upside-down view
Fixed an error where suppression would sometimes stop being applied
Fix for reviving players appearing to slide around on other clients under rare circumstances
Revived players should now always be revived in the direction their camera is facing
Euer Ligateam