Ballistics overhaul
We are constantly looking into improving the balance of the weapons while adding a little bit of more realistic, albeit reasonably balanced touch. As a consequence, we are now working on a ballistics balance pass. We have been announcing upcoming changes to the way the projectiles and weapons behave for some time and now the first iteration is finalized.
The overhaul consists of multiple elements. The most essential one is the addition of a bullet drag effect that affects the trajectory curve of a projectile. Due to this effect the bullet now loses its velocity over time - similar to what happens to it in real life. As a result, with gravity still acting on the projectile, at the same distance as before the bullet drop will be bigger. For most assault rifles the change will be hardly noticeable at short range. It will become increasingly obvious above the range of 300 meters.
Secondly, we’ve tweaked the MOA (accuracy) of the weapons basing the new numbers on their IRL counterparts. While some weapons may experience slight accuracy nerf, others will become more accurate than before.
Following the changes to the trajectory of the bullet, we have looked into the usability of iron sights and sight attachments. To accommodate the new ballistics, we have changed the way zeroing works to be slightly more realistic. As a result, each weapon will have unique set of zeroing ranges while using the iron sights. Red dot and holographic sites will allow for zeroing in on short ranges. You will now also be able to adjust the intensity of the reticle (by default using the Mouse Wheel). 4x's tip of the chevron is zeroed in on respectively 50 and 100 m for submachine guns and other weapons. Bigger scopes will additionally allow you to change the zoom level (by default using the Mouse Wheel).
- Zeroing for 4x is the same as before in the 1st test servers and will be updated in the next test build.
Finally we have introduced changes to the hit areas of the characters. We felt that the initial system was a little bit too simplistic and punishing to the players. With the new system, the problematic neck area will be protected by the helmet. Shooting hands and feet is now also less effective than it was before. On top of regular bonuses and penalties to the hit areas, the damage will be also modified by weapon class.
These changes allow us to further balance the use and functionality of different types of weapon classes. Please bear in mind that the changes are not final, many are, in fact, experimental, and we are still working on more features to be included in the game.
BEFORE
AFTER
Projectile
is affected only by gravity, velocity is constant (short travel time, low
drop)
Projectile
is affected by gravity and air resistance, velocity drops over time
quasi-exponentially (long travel time, big drop)
Most
of weapons are very accurate aside from submachineguns
All
weapons are reasonably accurate up to medium range (300 meters)
Zeroing
is a parameter of a weapon regardless of sight attachment
Zeroing
is a parameter of sight attachment (or iron sights of the weapon)
Reticle's
intensity cannot be changed in red dot or holographic sights
Reticle's
intensity can be manually adjusted depending on light conditions
Damage
to any part of the limb has 50% damage penalty
Damage
to limb parts is differentiated (the closer to chest, the more damage)
*To be applied
later, not in the 1st test build
Neck
is not protected by the helmet, no damage bonus
Neck
is protected by the helmet, 25% penalty to headshot bonus
Same
damage modifiers to all hit areas for all weapons
Different
damage modifiers to hit areas based on weapon class or type
Client Optimization
Optimized terrain data to reduce memory usage
Reduced the lag issue when terrain is loading
Reduced the lag issue when multiple players are in sight
Server Optimization
Optimized server performance by adjusting network throughput
Action
Added vaulting & climbing action
Game Play
Vehicle driving balance is modified
- We are adjusting driving sounds to be more realistic. Sources of vehicle sounds will be improved.
Vehicle driving is adjusted to be more realistic
This is an early stage of balancing. We need your feedback to improve driving.
Improved the vehicle and passenger animations
Ballistics overhaul
Projectiles fired from firearms are now affected by air drag. This means that projectiles will now lose velocity over time leading to greater bullet drop and longer travel time
Large scopes (8x, 15x) now have variable zoom that can be adjusted using the Mouse Wheel (by default)
Red dot, holo and 2x sights can now have their reticle's brightness adjusted using Mouse Wheel
Hit areas have been modified
Neck is now protected by the helmet
Damage to the chest area is increased
Base damage is now modified by weapon class
The actual damage is now taking into account following multipliers
Base damage stat of the weapon
Distance traveled by the projectile (damage decreases over distance)
Hit area damage multiplier
Weapon class multiplier
Fixed the excessive aim-punch while leaning in ADS mode
Removed the blurring effect of the weapon and objects close to camera that appeared in non-ADS mode
Vehicles
Unified the sizes of all UAZ models, the number of seats decreased to 4
UI/UX
Improved the backpack capacity UI in the inventory screen!
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