Welcome to the Season Two Reloaded Update


MULTIPLAYER UPDATES

Sniper Rifle Balance

On Thursday, March 10th, we got a little too excited and announced that a significant balance pass for Sniper Rifles was live. Unfortunately, these changes would not be made available until the Season Two Reloaded update. Well, now they’re here! Let us know what you think.

Missed the early announcement? Here are our goals for this balance pass…

Given your feedback and our metrics, we recognized that Sniper Rifles were underperforming across the board.  Because of this, we wanted to focus on the strengths and weaknesses of each weapon in this class.

  • Type 99

    • This one is for all of your Quickscopers out there. Faster ADS time and less sway while walking makes it ideal for high-risk, high-reward sniping. But watch out for return fire – you’re fast but not invincible!

  • 3-Line Rifle

  • Kar98K

Let us know what you think of these changes. Your feedback will play a critical part of future weapon balance passes. We look forward to sharing more in the near future!

Aim Assist

In Vanguard Season One, we saw reports from players who suggested that the Aim Assist system was not always functioning as it should. Today, we are optimistic we have fixed a bug that caused Aim Assist to intermittently deactivate while engaging an enemy player.

First, we want to thank everyone who shared clips of this problem. This bug was very difficult to reproduce and the video clips were critical to the QA investigation which helped our Engineering team diagnose and solve the issue.

When functioning properly, the Aim Assist system analyzes every frame of the game to determine if it should activate, based on whether an enemy is currently in sight. We call this a “player visibility check”. The Aim Assist bug was the result of the system not waiting for the “player visibility check” before running an action. In certain scenarios, the Aim Assist system was left to assume that no player was visible, which meant that Aim Assist could potentially deactivate multiple times in a single engagement. With today’s fix, the Aim Assist system will ensure that a result from that “player visibility check” is received before continuing and we are confident based on testing that it should behave as intended.

Please note that although we have tested this fix extensively with our team, the real test is in the live game environment with all of you. Please let us know if you are still encountering problems with Aim Assist while playing Vanguard.

Multiplayer Patch Notes

Stability & Performance

  • Stability improvements should result in better connectivity and lower rates of server disconnect errors.

  • Scrolling through a large friends list will no longer kick the player out of the Social menu.

  • Resolved a bug resulting in Dev Error 604, which was caused by being revived while a melee weapon and tactical equipment are equipped.

  • Resolved a bug resulting in Dev Error 5573 when using the “Ace Casual” and “Decorated” Operator Skins for Wade and Daniel.

  • Resolved a bug resulting in Dev Error 7272 when using the “Tooled Up” Operator Skin for Lucas.

Gameplay

  • Aim Assist

  • Destruction

  • Progression

Maps

In this update, we paid special attention to improving the overall quality of our Multiplayer maps. We have made efforts to improve spawn logic in difficult scenarios, namely high-intensity Combat Pacing selections and objective-based modes. Several improvements have been made to the environment to prevent players from taking advantage of exploits, such as spawning in a player’s line of sight. We’ve also improved pathing for objective points for certain Modes on several maps.

Please note that these spawn changes are fixes and improvements to situational exploits and there is no sweeping change to spawn logic. However, we will continue to iterate on our spawn logic in the coming updates and look forward to sharing more soon.

  • Berlin

  • Bocage

  • Casablanca

  • Castle

  • Desert Siege

    • Addressed exploits that allowed players to reach unintended locations near the Destroyed House, Train Station, and Courtyard.

    • Improved collision to prevent players from obstructing the view of their character near the Trench, Ammo Dump, and Destroyed House.

    • Improved collision to prevent an unintended line of sight near the Train Station.

  • Dome

  • Gavutu

  • Gondola

    • Corrected lighting that caused a blue tint to be applied to the environment in certain locations.

    • Adjusted the capture point in Control to prevent players from capturing it from an unintended location near the Fire Watch Tower.

  • Oasis

  • Paradise

    • Improved spawn logic to avoid spawning players near enemies in Team Deathmatch.

    • Players will no longer spawn in the sight of enemies on the Cliff Path.

    • Improved collision in several locations to prevent players from obstructing the view of their character.

    • Improved the pathing of the capture point in Patrol.

  • Radar

  • Sub Pens

    • Addressed an issue that caused players to spawn out of bounds near the Utility Room in Team Deathmatch.

    • Addressed an exploit that allowed players to reach unintended locations near the Dry Docks.

Modes

Operators

  • Thomas (Yeti)

  • Halima (Hellhounds)

Weapons

  • NEW: Armaguerra 43 (Submachine Gun)

  • Sten (Submachine Gun)

  • Welgun (Submachine Gun)

  • KG M40 (Assault Rifle)

  • Type 99 (Sniper Rifle)

  • 3-Line Rifle (Sniper Rifle)

  • Kar98k (Sniper Rifle)

  • Sniper Rifles and Marksman Rifles

Attachments

While evaluating the performance of the BAR Assault Rifle, we found that it was far too powerful when equipped with the .50 BMG Mags. The goal of these 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.

Killstreaks

User Interface & Experience

  • Bug Fixes

    • Barracks

    • Accessibility

    • Social

    • After Action Report

    • Customization

      • Completionist camos will now properly display current progress.

      • Calling Card Frames, Titles, and Killcam Themes can now be unequipped.

Bundles & Cosmetic Fixes

  • Blueprints

    • The “Shootout” and “Pawn Shop Special” Top Break Blueprints will now use the correct models for barrel, trigger action, magazine, and optic attachments.

    • The “Imperator” and “Run It Back” BAR Blueprints will now use the correct models for the CGC 27” 2B and Chariot 18” Rapid barrel attachment.

    • Adjusted the positioning of the ZF4 3.5X Rifle Scope on the “Ymir Curse” Volkssturmgewehr Blueprint.

    • Addressed an issue that caused the iron sights to be obstructed when the optic attachment was removed from the “Wasp” RATT Blueprint.

    • Fire Tracers will now be properly displayed when using the “Helm of Darkness” and “Blacksmith” Blueprints.

    • The Welgun Submachine Gun is now unlocked upon purchase of the “Heliox” Blueprint.

  • Other Items

    • Padmavati will no longer be invisible during her Highlight Intro when using the “Astrakhan” Operator Skin.

    • Addressed an issue that caused the camera to go out of bounds when using the “Trifecta” Highlight Intro.

    • Corrected the audio that is played when using the “Quicker They Fall”, “Asshole”, and “Badass” Operator Quips.

    • Several issues with Watches have been resolved including placement, invisibility, and animation.

    • Fixed the alignment of several Weapon Charms.

    • Corrected the alignment of Thomas’ cigar when previewing the “Smoked Out” Highlight Intro.

    • Corrected the alignment of Halima’s bottle when previewing the “Nice Shot” Highlight Intro.
       

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