A primary goal of the spawn system in Vanguard is to prevent players from spawning in a position where an enemy player immediately threatens them. We recognize that this system frequently fails to select a quality spawn point on smaller maps based on analytics and player feedback.
In the new Experimental Playlist, we have modified the spawn system to better determine the quality of a given spawn location on the map. With these changes, players should feel that spawns are less random, especially in objective-based modes. In the first iteration of what will be a reoccurring Experimental Playlist, players will experience a moshpit of the following maps and modes.
Maps: Shipment, Das Haus, and Dome
Modes (Core): Team Deathmatch, Kill Confirmed, Domination, and Hardpoint
The Experimental Playlist is available now! Give it a try and share your feedback with us on in our survey.
The goal of the following changes is to transition some of the Chariot 18″ Rapid Barrel penalties to the .50 BMG Mags. Players should find that the .50 BMG BAR is now more challenging, while the Barrel Attachment is a viable option on a wider variety of loadouts. Note: These changes were implemented on March 22.
Players can no longer spawn on squadmates who are in a contested base.
Lethal and Tactical Equipment is no longer immediately refilled when a Field Upgrade is purchased at a Buy Station.
Players will no longer respawn with weapons equipped from the ground.
Improved the Victory and Defeat UI at the end of a match.
Addressed an exploit that allowed players within the protected area of an owned base to be killed by the Goliath Field Upgrade.
Blueprints can now be equipped in Ranked Play and appear in-game with correct visuals.
Restricted attachments are flagged in Create-a-Class and automatically removed if the Blueprint is equipped in-game.