Beiträge von FCOPZ-Hunchback

    Exotic Talents

    BTSU Gloves (Quality of Life Adjustment)

    • Explosions created by the Charged Proxies talent no longer damage the player.

    Chatterbox (Buff):

    • Every shot landed grants 1% rate of fire to a max of 60%. This resets on reload.
    • Kills with this weapon refill 75% (up from 20%) of its magazine and grants a buff for 10s.
    • While the buff is active, every shot landed increases magazine capacity by 3 (up from 1) to a max of 60. Killing a target consumes the buff to fully refill the increased magazine.

    Diamondback (Buff PvE)

    • Diamondback randomly marks an enemy.
    • Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random target is marked afterwards and whenever you reload.
    • After hitting 5 marked targets, gain +50% reload speed, +20% total damage, and all shots fired are guaranteed critical hits for 10s 15s.
    • While drawn, each time a round is loaded, gain +20% (up from +15%) bonus armor for 3s.
      • Although current live version text says 20%, this was bugged and only did 15%, it now grants 20% instead of 15%.

    Diamondback (PvP – New Functionality)

    • Headshots against players trigger deep fangs for 5 seconds.
    • Non-player Enemies such as NPCs and player skills will still be marked randomly by the Diamondback and will also trigger deep fangs for 5 seconds.

    Eagle Bearer (Adjustment)

    • Base Damage Reduced by 15%.
    • Accuracy increases as you continuously fire, up to +100%.
    • Headshot kills grant +100% reload speed, +50% (up from +35%) damage, and the tenacity buff for 10s.
      • PvP version remains at 35%.
    • The strength of Tenacity is increased by 1% for body shots and 5% for headshots.
    • 40-80% (up from 20-80%) of the damage taken is delayed until the buff expires.
    • All the total delayed damage is reduced for each enemy killed while the buff is active, up to 100% with 3 (down from 5) kills.

    Merciless (Buff)

    • RPM increased from 260 to 400.
    • This weapon is equipped with a binary trigger that fires on trigger pull and release.
    • Pulling the trigger fires primer rounds that stay embedded in an enemy. Releasing the trigger fires detonator rounds that detonate all primers on the enemy it hits.
    • Each primer detonated gains +100% (up from +75%) damage per primer detonated.
      • PvP version remains at +75%.
    • Only one enemy can have primers and at most 5 primers can be embedded.

    Nemesis (PvP Nerf)

    • PvP Base Damage reduced by 10%

    Pestilence (Buff):

    • PvE Base Damage increased by 20%
    • PvP damage increased by 5.6%
    • After hitting the same enemy 5 (down from 10) times, that enemy is inflicted with Plague of the Outcasts for 10s.
    • Whenever an enemy with Plague of the Outcasts is killed, they leave a toxic cloud for 5s (down from 10) that deals 1000% (up from 400%) weapon damage per second to anyone inside and inflicts them with Pestilence.
      • PvP version remains at 500% for 10s.
    • This debuff reduces healing received by 50% for 10s.
    • Whenever an enemy with Pestilence would be downed, they are instead instantly killed.
    • Pestilence is removed if the enemy is repaired to full armor.

    Sweet Dreams (Buff):

    • Base Damage increased by 20%.
    • Landing a melee attack on an enemy after swapping to this weapon grants 60% (up from 35%) bonus armor and applies the Sandman debuff.
      • PvP bonus armor remains at 35%.
    • Killing an enemy with the Sandman debuff reapplies the bonus armor.
    • This debuff prevents the enemy from using armor kits and from receiving healing from any source.
    • While equipped, dodging reloads 25% of your current weapon’s magazine.
    • And if drawn, dodging grants +20% weapon damage for 10s. (added functionality)

    NPCs

    • Rebalanced Hard, Challenging and Heroic difficulty.
    • Black Tusk War Hounds and Mini Tanks will now feature red, blinking lights before they perform their on-death explosion.
      • This is now consistent with how all other NPCs signal that they explode.
    • Black Tusk Mini Tank now has a short wind-up before its on-death explosion.
    • Fixed an issue that prevented the Black Tusk War Hound’s turret from not being able to rotate beyond a certain threshold when moving.
      • Developer comment: This means the War Hound will be able to hit a target more frequently when moving which was always intended.
    • Decreased effectiveness of the Black Tusk Mini Tank after its Controller has died.
      • Increased wind-up time of LMG greatly.
      • Decreased accuracy significantly.
      • Enabled friendly fire.
    • Removed Explosive Ammo from Elite Black Tusk War Hound and replaced it with “Triple Shot”—three successive shots after a short delay between each.
      • Developer comment: Bleed was too punishing when applied by the War Hound.
    • NPCs are now more aggressive when entering combat with the player.
      • Assaults now provide cover-fire for their allies when entering combat if a Heavy Weapons is not present in their fireteam.
    • Decreased Outcasts Tank and Underground Tank health by 12.5%.
    • Increased movement speed of Underground Tank slightly.
    • Decreased crowd-controlling effectiveness against Tank NPCs slightly and in a number of different ways:
      • Shock duration decreased by 50% for Tanks.
      • Ensnare duration decreased by 50% for Tanks.
      • Burn no longer staggers or affects the behavior of Tanks.
      • Blind causes Tank NPCs to stand still and shoot wildly (with friendly fire turned on).
      • Blinded Melee Tanks slowly move to the player’s last known position but will not attack.
      • Confuse causes Tank NPCs to walk around randomly while shooting wildly (with friendly fire turned on).
      • Confused Melee Tanks slowly move towards the player but with a decent amount of delay.
    • Player Turrets are now more likely to be targeted by enemy NPCs.
      • This is especially true if the player is hiding in cover or not doing anything particularly threatening.
      • The hitbox size has also been increased slightly and we fixed some issues so enemy NPCs will now hit turrets a bit more easily.


    Kenly College

    • A Mastery System is coming to Expeditions, rewarding completion time on different difficulties.
      • When competing for Mastery Medals, a special Mastery Modifier is active.
      • Dead Drop is the modifier active when Kenly College is going live with Title Update 6.
        • Dead Drop: Enemies, based on their veterancy, will drop different types of live grenades when they die.
      • The requirements to earn a medal are shown in the UI, allowing players to compare their completion times.
      • Players will now be able to play Kenly College on Normal, Hard, and Challenging difficulties with each difficulty mode has its own Mastery Time.
    • Kenly College will be opening again on October 15th, with all three Investigation Areas active.
      • The Expedition will then close on October 29th and go on a two weeks closed, one week open rotation.
    • The Diamond Back Exotic Rifle will be a guaranteed reward for your first completion of Kenly College when the Expedition opens.

    Loot targeting

    • Loot targeting is a new feature introduced with Title Update 6 / Episode 2. When reaching World Tier 5 players will be able to see Named Zones and Main Missions now have icons to reflect a higher drop chance for specific items. This allows agents to target specific brands, weapons and mods in these missions and zones. A detailed article about this feature can be found here.

    Named items

    • We’ve added new named items as well as upgraded existing ones.
    • Named Items are improved versions of normal items, with a unique name and a fixed talent. The talent is a slightly better version of a normal High-End talent, to ensure that these items are more rewarding and powerful.

    Onboarding

    Improved tutorials

    • The Prologue mission pace has been tweaked to allow an easier entry into the game. The UI of tutorials during the Prologue mission have been improved.
    • New tutorials: Weapon Switching, Grenade Throwing, Roll, Melee, Set Waypoint on map, Open Map, Open Inventory, Loot, Level-up, Living World Activities, Safe Houses, Fast Travel, Detection, Weak points, Destructible Armor, Veterans and Elites, Coop, Matchmaking, Switch to Side Arm, Armor, Combat Tactics, Climb Up/Down, Field Proficiency Cache, Side Missions and Staff.
    • A Tutorial Codex has been added to the Character Menu which can be used to access previously seen Tutorials.

    Early Game

    • Players now automatically start with a second weapon slot; the perk has been removed.
    • Tutorials for and unlocking Perks now happen later in the progression.
    • The first upgrade of the Theater Settlement now unlocks after the first safe house is unlocked, which should be a smoother flow of progression in the early game.
    • The Jefferson Trade Center, Viewpoint Museum, American History Museum and Air and Space Museum missions received a starting level adjustment for a better initial pacing of progression.
    • The second skill unlock is now awarded from the Jefferson Trade Center mission instead of the Grand Washington Hotel mission, for better pacing and onboarding experience.

    UI improvements

    • The character menu has been renamed to Inventory to add clarity.
    • Multiple improvements to notifications meant to reduce clutter and improve pacing of information.

    PVP

    • The DZ Daily Project now is a PvP project.
      • Each day this Project will now lead players to a Dark Zone or Conflict activity.
      • Developer comment: We took this approach instead of adding a new project category because players can already feel overwhelmed with the number of available projects and we didn’t want to add more clutter to that experience.
    • Bonus armor is now properly visualized for enemies.
      • Developer comment: Previously you only saw bonus armor appear on teammates and yourself. This led to the feeling that shots were being dropped because there was a lack of signs and feedback when you were shooting through an enemy player’s bonus armor pool. This change lets the game feel both more responsive and more tactical, putting more knowledge in the players hand before they initiate an attack.
    • Normalization.
      • Player stats will no longer be modified, and agents receive their full recalibration bonuses at end game.
      • Players below Gear Score 500 will still get a boost to 500 but agents that have optimized their gear will now have a slight advantage.
      • Talents still have PvE and PvP versions and are now displaying their PvP version when entering a PvP activity.
      • PvP modifiers are now shown in the UI.
    • Conflict
      • End of match presentation
        • We have dramatically overhauled the overall presentation for Conflict in TU6.
          • New Loading Screens.
          • New “Match Starts” sequence.
          • Updated Boost signs and feedback.
          • Updated Victory and Loss presentation, winning teams are also greeted by new music.
          • Reworked end of round screen. This has received updates to pacing and layout and is now focusing more on the earned rewards.
      • End of match reward.
        • Players will now always earn a reward for playing a match of conflict regardless if they won or lost their match.
        • Players still earn additional rewards for ranking up and winning.
        • Developer comment: In general Conflict reward pacing was not on par with the rest of the game and we think the update will up the incentives for our players to jumping in to Conflict matches.
      • Added new sound effects for the countdown in Conflict.
      • Added visibility of the area of effect range of Skills.
        • Only shows when players are in the affected area.
    • Supply Drops
      • New locations for supply drops have been added and the variety of supply drops has been increased.
      • Supply drops can now also occur in the ODZ.
    • Thieves’ Den Vendor
      • The vendor has been reworked and now offers goods for Dark Zone currency.
      • Dark Zone currency can be earned in any DZ and is now a unified currency for all Dark Zones.
      • The vendor’s goods will reset regularly.

    Recalibration

    We have made several changes to recalibration for this update:

    • New recalibration interface.
    • Players are now able to recalibrate stat types over each other, for example Offensive (Red) attributes over Defensive (blue) attributes.
      • This still only applies to stats on gear pieces of the same category.
    • It is now possible to recalibrate items that are located in the Stash.
    • Recalibration score has increased from 100 to 150.

    Shepherd and Call for Backup

    • Shepherd rank now rises automatically.
      • Filling the shepherd meter now triggers an automatic endorsement. The host may still grant an additional endorsement.
      • Due to this additional available endorsement, Shepherd ranks now require 15 endorsements for the first rank and 7 endorsements for each additional rank. (Up from 10 and 5, respectively.)

    Stash

    • Stash Space perks Increased by 150, players will now have 300 stash space with all perks unlocked.
    • Increased Mailbox capacity to 60.

    Balancing changes

    Brand Sets

    Alps Summit Armament:

    • 2-Piece set bonus is now +10% Skill Power (up from 5%).

    China Light Industries Corporation:

    • 3-Piece set bonus is now +20% Skill Haste (down from 30%).

    Petrov Defense Group:

    • 3-Piece set bonus is now +20% Skill Haste (down from 30%).

    Exotic Holstered Talents

    Chatterbox (Nerf):

    • While holstered, reloading your weapon within 5s after a kill grants 15% (down from 20%) rate of fire for 10s.

    Nemesis (Nerf):

    • While holstered, gain +15% (down from +25%) headshot damage when scoped with your current weapon.
      • PvP version remains unchanged at +10%.

    Merciless (buff):

    • While holstered, landing a shot has a 5% chance to deal +100% (up from +20%) damage as explosive damage.

    Hier noch einmal, für alle Lesewütigen die offiziellen Patchnotes. Los geht es morgen ab 12:30 Uhr.

    Nicht nur aufgrund des 10K Zeichenlimits sind das hier 10 ! Posts, sondern auch weil es bisher das umfangreichste Update für TD2 ist.

    Happy Reading


    New content

    (Side mission) Intro Mission

    Pentagon Breach

    At the beginning of Episode 2, players will investigate a transmission from a fellow Agent scouting the Pentagon for the perfusion bioreactor. Securing the bioreactor would allow Agents to replicate the antiviral samples recovered at Tidal Basin. Agents must navigate flood damage and Black Tusk forces to take back The Last Castle.

    Main missions

    The Pentagon

    Agents will discover the location of the perfusion bioreactor inside the Pentagon’s underground research facility. The Black Tusk have already infiltrated the lab and are attempting to extract the reactor..

    DARPA Research Labs

    In a race again time, players must make their way through the Pentagon and into the DARPA Labs, as the Black Tusk are in the process of transporting the perfusion bioreactor through an abandoned Cold War tunnel network.

    New Specialization

    Technician

    The Technician is our fifth Specialization and is equipped with a P-017 Launcher, which fires six missiles to seek out enemies. The Technician also wields a Maxim 9 as their sidearm and has access to the Artificer Hive Skill Variant and EMP Grenades. It is a support Agent, which can boost both its own and others’ skills with its variant of the Hive, Artificer.

    Classified Assignments

    Marina Supply Route

    Outcasts have been moving weapons and supplies into a boathouse on the Potomac River. The boathouse was used as a transport depot during the outbreak to move assets to the Potomac Center and Roosevelt Island. Agents must investigate and seize all the weapons they can find.

    Embassy Crash Site

    A JTF helicopter filled with supplies was shot down by the Outcasts and crashed through the roof of the Mexican Embassy in Washington D.C. Agents will be tasked to locate the helicopter to rescue the pilot and secure the supplies before the Outcasts get there.

    PVP Map

    Wharf

    Wharf joins the existing rotation of Conflict maps, adding a new location of an abandoned fishing harbor. The location itself offering raised vantage points and multiple flanking routes.

    PVP Mode

    Team Elimination

    Team Elimination is the third game mode of Conflict, placing players in seven fast paced rounds. The perma-death for each round is encouraging players to work together to ensure victory but also offering great comeback opportunities.

    Exotic item:

    Sawyer’s Kneepads

    • Short Circuit:
      • +80% Jammer Pulse Charge Speed.
    • First Wave Tech:
      • Disruption effects now destroy hostile skill proxies. After staying in cover for 4 seconds you can the Lead by Example buff.
    • Lead by Example:
      • Gain 50% bonus armor while performing a cover to cover.
      • If the distance traveled is at least 8m, disrupt all enemies within 10m and gain 10% (4% in PVP) bonus armor for each [Defensive Attribute] for 4s.
      • The disrupt occurs 1 second after completing the cover to cover.

    High-End Weapons:

    • New High-End Weapon added: KSG Shotgun.

    Gameplay changes

    Blueprints

    • Added a missing blueprint for the Aces & Eights kneepads.
    • Removed 3 blueprints from the blueprint collection as they were not obtainable in the game.
    • Blueprints that haven’t been acquired yet will now be visible in the crafting bench interface with hints on how to acquire them.

    Brand sets

    • Brand sets now have an item available on every slot, Mask, Backpack, Vest, Gloves, Holster and Kneepads.
    • 38 new branded gear pieces have been added overall.

    Control Points

    • Control Point Officers will now revive all downed players, instead of only reviving the player that was downed last, in co-op sessions.

    Crafting

    • Enemies will no longer drop crafting materials that the player is currently capped out on.
    • Deconstructing gear and weapons have a chance to provide Polycarbonate.
      • The chance to gain extra materials from deconstructing stays the same.
    • Lowered crafting costs. When crafting fewer grey and Brand materials will now be required.
      • At Gear Score 500 base materials required are now 60 (down from 85).
      • At Gear Score 500 Brand materials required are now 5 (down from 8).
    • Enemies will now drop higher amounts of crafting materials.
      • Green materials up to 12 (from 6).
      • Blue materials up to 9 (from 4).
      • Named enemies drop larger quantities than before.
    • Crafting material containers will now drop one green and one blue material, instead of just one of either.
    • Added a notification to the crafting interface that increases clarity when an upgrade to the Crafting Bench is available.
    • The crafting vendor Inaya now sells a perk that allows a player to share materials between all their characters.
    • Increased perks for upgrading the material inventory size:
      • Base materials cap with all perks unlocked now 2000 (up from 600).
      • Green and blue materials cap with all perks unlocked now 1500 (up from 400).
    • Increased material caps for rare materials:
      • Purple cap now 300 (up from 100).
      • Orange cap now 80 (up from 50).
      • Hard Wired base materials cap now 50 (up from 30).
      • Hard Wired components cap now 10 (up from 5).

    Gear Mods

    • Offensive Protocol: Precision, Defensive System: Resistance, Utility Protocol: Repository Gear Mods have been removed from the loot pool.
    • XP Bonuses are no longer granted by Gear Mods.
    • Weapon specific Critical Hit Chance / Damage is no longer granted by Gear Mods.
    • Existing gear mods have not been affected by these changes, they will only apply to new gear mods.
    • Descriptions updated to no longer include the keywords System / Protocol as requirements to equipping mods.


    New Features

    Gameplay

    • Added a voice activation option for VOIP transmission available in the FOIP/VOIP options menu.
    • Added ship rental kiosks.

    Ship rental kiosks can be found at Teasa Spaceport in Lorville (Vantage Rentals) and Riker Memorial Spaceport in Area18 (Traveller Rentals). When renting, players can specify the duration (1, 3, or 30 days real time) with longer time being a better overall value. Rented ships are insured and customizable. The time remaining on the rental is shown on the mobiGlas and the ASOP terminal.

    • Players can now mine small rocks for valuable commodities while on foot.

    To mine minerals and crystals while on foot players will need the multi-tool plus a mining attachment, both can be found at Area18, Lorville, and Levski. Once equipped players will be shown a UI interface for mining laser strength and fracture window similar to the mining mechanic on the Prospector. Once the rock is fractured, valuable minerals will be broken off and can be hand collected and stowed in the player's personal inventory.

    • Harvestable objects can now be found and collected on various planetary bodies.

    Harvestable objects are valuable and can be stowed in the player's inventory for later sale at commodity kiosks. Currently, harvestables can be found on the surface of Hurston, Ariel, Aberdeen and Daymar as well as within all caves.

    • Added a visor message that should notify the player if they are intentionally not respawned in a ship bed they had previously logged out of to help track down issues with bed logout.
    • Added: Player Personal Inventory

    Player personal inventory can be accessed using interaction mode and selecting an activation dot in the player's view or by using the "i" key. From there a radial menu will appear showing the overall storage available, the percentage fill, and what items are stored. The amount a player can carry is based on the type of armor they are wearing, with storage capacities shown on kiosks and shop displays. Players can also highlight and drop items as well as "store all" items in a carriable box, provided they are standing within the cargo grid of a vehicle. Both the cargo grid stored box and the inventory itself can be sold at commodity kiosks.

    • Added caves to Daymar, Hurston, and Aberdeen.

    Caves can now be found on the above rocky moons and planet, each contain harvestables and FPS mineable resources.

    • ATC will now restrict landing privileges based on crimestat.

    Most major landing areas will now not grant landing privileges to anyone with a crimestat of one or more. GrimHex will allow anyone to land, including those in stolen ships. Rest stops, Port Olisar, and Levski will allow anyone up to crimestat level three to land but will not allow stolen ships.

    • New missing person "investigation" mission for caves.
    • Players can now share missions.

    Accepted missions now have the "share" option, which shares the mission with all members of the player's current party. Upon mission completion, the total payout is divided up among the party members.

    • New Star Marine Elimination Map: The Good Doctor

    Radical Outsiders cult has taken over an old terraforming facility on Leir II. Join the Marine task force and attempt to take it back, or join the loyal cultists and defend the honor of the good doctor himself, Dr. Marcus Fayel.

    Ships and Vehicles

    • Added: Aegis Vanguard Harbinger
    • Added: Aegis Vanguard Sentinel
    • Added: RSI Mantis and player interdiction gameplay

    From the pilot seat of the Mantis, players can activate a dampening field via interaction, labeled "QED", which will prevent ships from quantum traveling if they are within a short range. You can also begin charging the quantum snare via interaction "Q Snare Charge". Once charged, activate the snare with "Q Snare Initiate". Once activated, an enforcement bubble of 20km will be put in place that will pull ships passing through out of quantum. When a ship is "snared", the location of the snare will be shown to the pilot and all players within their party. The snared ship will have its quantum drive dampened within the bubble. Note, this is the location of the snare not the ship itself which can move from that position. Charging and maintaining the snare costs significant power and cooling resources.

    An exclusion zone around major stations where the snare can be be activated has been put in place and activating the snare within monitored space is an imperial offense and will raise the player's crimestat.

    • Added: Banu Defender

    The Banu Defender has a special shield that is best operated by two people via advanced hardening mechanics. The best way to utilize this feature is with a co-pilot adjusting hardening on their MFD while the pilot focuses on flying and engaging enemies.

    • Added a keybind "J" to manually toggle compatible ships into VTOL mode, shifting the ships thrust orientation when desired.
    • Some small ships can now mount size 2 gimbals into size 1 hardpoints, allowing them to gimbal size 1 weapons. Those ships include the Auroras, Mustangs, Merlin, Archimedes, 85x, Nox, Dragonfly, and Prospector.
    • Added new IFCS system: Proximity Assist

    Proximity assist, which will now replace hover mode for near surface control, dampens ship acceleration when near surfaces to give the pilot better fine control and is enabled by default. Proximity assist can be disabled in the options menu.

    Weapons and Items

    • New Ship Weapon: Kroneg FL-Series Laser Cannons.

    With a steady hand and a sharp eye, there are few similarly classed laser cannons that can out perform Kroneg's FL-33. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges.

    • New FPS Weapon: Hedeby Salva Frag Pistol.

    While the Salvo can be used as a normal pistol, Hedeby didn’t stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. The Salva Frag Pistol can be purchased at Livefire at Port Olisar, HUR-L2, CRU-L1, Skutters, and Tammany and Sons.

    • Added additional weapon sight attachments and updated some of the current ones.

    Additional Attachments: NV-TAC 1x Gamma Projection Optic, NV-TAC 2x Gamma Duo Projection Optic. Reworked: NV-TAC 3x Gamma Plus Projection Optic, NV-TAC 4x Telescopic Optic, NV-TAC 1x Delta Reflex Optic.

    • FPS combat AI will now prioritize targets based on distance, visibility, and incoming damage and should engage the player more aggressively.
    • Added new chat group and party interaction functionality.

    Chat groups can now be created in the commlink app and will persist between sessions. Chat groups are cross server, so anyone in game will see text from that group regardless which server they are on. Additionally, players can invite their entire current party into a group or invite an entire group into an existing party.

    • Added new barrel and under-barrel weapon attachments.

    New under-barrel attachments from ARMA including a flashlight, laser sight, suppressor, flash hider (hides muzzle flash), compensator (recoil reduction), and energy stabilizer (recoil reduction). Like other attachments, these can be found at shops that sell compatible firearms. Activate attachments with the "U" key. Note: Weapon descriptions give the compatible sizes for all available attachment slots.

    • Flares can now be purchased at Conscientious Objects on Levski, Cubby Blast at Area18, Tammany & Son's at Lorville, and Live Fire at Port Olisar.

    Flares can be equipped to utility slots, manually activated with the "use" interaction, thrown, and held.

    • Added high inventory armor, the MacFlex "Rucksack" Core, is now available at Conscientious Objects on Levski, Cubby Blast at Area18, and Tammany & Son's at Lorville.

    Core Tech

    • Arena Commander and the Persistent Universe now use separate ship databases.

    Arena Commander and the Persistent Universe now maintain separate ship and item databases. The status of your ship in the persistent universe, including fuel state, damage state, and whether it is destroyed or not will have no impact on your ship setup in Arena Commander. Loadout customization is also specific to each game mode and is no longer transferable. Rented items and ships in the Arena Commander customization menu will only be available in that mode and vice versa for purchased or rented items and ships in the persistent universe.


    Knapp 6GB sind zum Download fällig.

    Star Citizen Patch 3.7.0

    Alpha Patch 3.7.0 has been released and is now available! The launcher version number should read: VERSION 3.7.0- LIVE.3180042.

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The persistence database has been cleared for this build.

    Known Issues

    • Invisible rocks are present on the surfaces of planetary bodies and can sometimes block FPS mineable resources.
    • Kiosks and terminals are flickering.

    Caution: Could negatively impact those sensitive to flashing screens.

    • REC rentals for Star Marine fail to process but still subtract REC.
    • Interdictions can happen twice in a row and sometimes spawn an asteroid very close to the player.
    • Quantum travel sometimes doesn't work when too close to group members.

    Work around: Spread out from other group members, then quantum travel or spool and go one at a time.

    • Quantum travel target selection does not always update when aligned.

    Work around: Aim the nose of the ship away from the marker, and then re-target the marker to reset.

    • The quantum travel HUD will vanish if the player exits the seat while in quantum travel.
    • The Combine cannon does function correctly in multiplayer.
    • Player's can't quantum travel in the Banu Defender with a copilot seated.
    • Ultra wide aspect ratios cause misalignment for personal inventory and Skyline icons.
    • Missile countermeasures are not working consistently.
    • Distortion damage does not apply correctly.
    • Duplicates of ship system components can appear listed in the VMA which, when equipped, will not function.
    • In Star Marine's OP Station Demien level, enemy indicators can sometimes be seen through walls.
    • Players may experience a stall when loading and firing weapons in Star Marine.
    • AI ships can get stuck and not continue on their route.
    • NPC beacons will sometimes display an incorrect distance.
    • Attempting to quantum travel to destinations from orbit of ArcCorp or its moons may result in the player colliding with the surface.
    • Ships can spin excessively out of control when their wing is clipped.
    • Landing illegally and having your ship despawn while a mission box is inside will break mission progress.



    Feature Updates

    Characters

    • Updated character customizer.

    The updated customer has been streamlined to create better flow. Players now start by selecting a gender and a base head. Other heads can then be blended with the base as a whole or as isolated features by selecting on either the left column or on the region the player wishes to customize on the head itself. Players can also randomize any selection (dice on bottom center of screen).

    • Updated flashlight projection.
    • Updated stamina usage to increase sprint time and regeneration rates.
    • Visual polish to Pacheco's outfit.

    Locations

    • Updated Arial's height-map distribution.
    • Temporarily removed rest stop HUR L2.
    • Removed the Argo from Area18's spaceport.

    AI

    • Improved AI combat ship behavior for more dynamic target selection and engagement based on relevant threats.

    Gameplay

    • Adjusted misdemeanor fine values including a significant reduction in illegal parking fee.
    • Improved the chat interface and multiple channel support for VOIP/FOIP.
    • Updated all mission rewards to better balance risk and time.
    • Temporarily disabled escort style missions.
    • Made crimestat restrictions more lenient for mission offerings.
    • Updated AI service beacons with new sequenced waves of enemies, more challenging opponents, and kill rewards.
    • Reworked and reintroduced the level 5 crimestat mission.
    • Temporarily removed several city locations from the delivery system.
    • Adjusted the position of some of the no-fly zones around horizontal hangars at Area18.
    • Updated tablet grip template so players can turn items like computer blades in their hand.
    • Updated Pirate Swarm.

    Pirate swarm has been updated to 10 waves and now has a new suite of opponent ships and a challenging final wave.

    Ships and Vehicles

    • Improved the fuel consumption of the 890 Jump.
    • Increased CryAstro refueling rates for larger ships.
    • Reworked audio for EMP.
    • Fixed assisted gimbals so it only requires the firing solution to be in the cone as originally intended.
    • Updated usables in the 890 Jump.
    • Updated the nose array on the Hoplite to BRVS Ballistic Repeaters.
    • Changed the exterior paint on the Hoplite.
    • Adjusted 890's health pool so it has more hull durability.
    • Slightly increased engine trails to increase motion readability.
    • Updated the Arrow to only have one shield generator as originally intended.

    Weapons and Items

    • Rebalanced recoil for the Kastak Arms Karna
    • Removed size 1 and 3 Tachyon cannons and size 2 Tachyon cannons can now only be equipped to the Banu Defender.


    Major Bug Fixes

    • The Vanguard should no longer lose shields and cooling if it loses the left wing.
    • Delivery missions should now complete more consistently.
    • Fixed scope magnification values on existing sight attachments.
    • Capture points going toward neutral should no longer continue to do so if no one is in the capture zone for Last Stand.
    • Fixed numerous issues with the pistol aim pose.
    • Storing the hacking chip should be consistent with stow behavior of other hand held items.
    • The character flashlight should now move with the character's head while in free look.
    • There should no longer be a gap in collision between the sky bus and the platform at Area18.
    • There should no longer appear to be blurring inside of ships during quantum travel.
    • The 890 Jump should now have countermeasures.
    • Port Olisar turret UI markers should no longer appear to float away.
    • Fixed 2x gravity around underground facilities.
    • Outlaws in Star Marine should now be able to equip armor other than light.
    • The Gladius should no longer have shield holes.
    • Fixed an issue where physical damage wasn't penetrating the 890's shields.
    • The 890 should no longer consume fuel more than intended.
    • Players should no longer be able to generate UEC by exploiting ship refueling.
    • The Reliant should be able to hold handheld cargo.
    • NPC service beacons should no longer spam the player.
    • Missile detach VFX should no play properly.
    • FPS weapon hits should now register properly inside the 890's hangar bay.
    • The options menu should no longer get stuck on when selected from the character customizer.
    • Ships should no longer quantum travel into Daymar and explode when spline jumping from between 2000 and 2500 meters.
    • Targeting and missile brackets should now appear properly for all ground vehicles.



    Voice Attack ist ziemlich cool. Habe ich mir vor 2 Jahren als Voll Version geholt und das gleich zweimal weil die Steam Variante

    wohl nicht nicht alles kann. Leider war SC da noch nicht soweit das man was sinnvolles damit hätte machen können und die meisten

    Dinge am PC mache ich schneller mit Maus und Tastatur. Wenn man aber z.B. bie Pfote vergipst hat ist es ganz nützlich.

    Ich teaser mal ein wenig Episode 2 / TU6: Für die Vorbesteller geht es am 15.10 los. Alle anderen müssen sich bis zum 22.10 gedulden:


    Intro Episode 2


    Änderungen am Iventar und der UI - www.mydivision.net


    Übersicht und Links zu den Änderungen in Episode 2 / TU6 www.mein-mmo.de


    Der zweite Raid ist Richtung 2020 verschoben. Das kennen wir ja bereits aus Episode 1.

    Ich finde es gar nicht schlecht das man sich erst einmal um die Inhalte für den größten Teil der Spielerschaft kümmert.


    Update: Es gibt ein neues Free Weekend 17-21.10 und währenddessen einen reduzierten Preis für TD2.

    Im Free Weekend erreichte Fortschritte können in die Kaufversion übernommen werden.


    Ubi will unbedingt Filme machen :-)


    Die neue Spezialisierung Der Techniker www.mydivision.net


    Crafting & Rekalibrierung leicht gemacht www.mydivision.net

    Mit dem Release von Episode 2 / TU 6 löse ich den Clan auf. Die Funktion lässt sich mit unserer Truppstärke ohnehin nicht

    vernünftig nutzen. Als Gründer kann ich den Clan nicht verlassen und mit dem neuen Update will ich endlich in den Raid.

    Das ist deutlich einfacher wenn man Clan Hopping machen kann.

    Falls jemand die Lead Funktion haben möchte bitte hier bis Dienstag melden.

    Hier mal das Fazit der Gamestar:

    Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.

    In meinen Augen ist das Fazit aber immer noch zu nett weil man sich nicht um die Technik kümmert.

    The Division 2 läuft jetzt auch mit DX12 stabil.


    Mit dem neuen Nvidia Treiber 436.48 ist DX12 zumindest auf der RTX Reihe deutlich stabiler unterwegs.

    Habe zwei Stunden damit gemacht und es gab weder Hänger noch Abstürze. Der Performance Boost

    hält sich aber auch mit 10% sehr in Grenzen.