Update 604: Gunplay 2.0Mon, 15 February 2021
Version 604: Approx update size 4 GBThis large update has a lot of changes! Gunplay 2.0 is being introduced along with Simultaneous Ranked Queuing, Casual Match Consolidation and Drawing Attribution updates from our roadmap!
Gunplay 2.0: Weapon recoil has been completely redesigned for all guns
Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependent
Weapons will auto-readjust back to the starting position after firing, making tap or burst firing easier
Note: Manually controlling recoil will negate the automatic recoil return, and will cancel it out
New animations for firing on all guns with the new recoil designed in mind
Overhaul of tracers, muzzle effects, and smoke effects on all guns.
Weapon ammo counter UI overhauled
Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the primary pump shotguns, circular pattern on the secondary shorty, and a larger open triangle on the auto
Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
Fixed a hit registration bug with certain animation states
Hit sounds don't play on targets that are hit by wall-bangs (except friendly fire)
Headshot multiplier doesn't apply to wallbangs
Breathing curve added to holding ADS state, after a short period of holding ADS, small camera movements will occur to simulate breathing
Brace sensitivity now uses hipfire sensitivity instead of aimed sensitivity slider
Shotguns have had a range limit added to opening doors
Primary shotgun count reduced on both teams by one
Shotgun base damage decreased slightly, headshot multiplier increased, extra bonus damage on all shotguns if point blank
Shotgun pellet spread decreased by 40-50% for all shotguns (more accurate)
Nack penetration increased to pen Very Thick surfaces, falloff removed
Slight decrease in RPM for GAT/LS45 (about 5%), otherwise damage/RPM mostly unchanged on other guns
Matchmaking: The ability to queue for ranked games while playing a casual game
The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
Queuing no longer requires a ready up vote, it is now unilateral
A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
Resolved issue with players auto-queueing for ranked when not intended
Resolved issue where you could only kick players who were part of your squad during a match
A banner will notify players left in a casual match if other players in that match have left for ranked
Starting a ranked match now requires a ready up vote from all parties, failing to ready up will bring that squad out of queue
Ranked match voting/starting/failing have been given a unique sounds to help alert players that their ranked match is ready
Some other changes to the matchmaking UI, such as moving the queue timers and updating buttons/password box UI
Drawing Attribution: Display cursors representing teammates while they're drawing and erasing
Render the local client's drawn map cube pixels in yellow, on both map and in-world
Establish pools of "ink" per player (as opposed to per team) for map drawing
Drawing on raised spawnable surfaces will move map cubes to the highest surface to facilitate drawings above the ground level
Add option to mute/unmute other players' drawings and persistently store this information
Both old and new drawings for players who are "drawing muted" will be hidden from from the map view
Highlight map drawings in black when the cursor is up to 3 pixels away and show who drew that drawing
Hovering over other player's drawings allows up/down-voting those drawings which other players can use to agree on a plan
Enable reporting offensive drawings on Shift + LMB over another player's drawings, also suggested when downvoting drawings
Added hotkey for toggling replacement of Player Icons with generic placeholders UI option
Fix bug: Auto-Erase map cubes of non-local spectators
Content: Gunplay 2.0: New tracers and shooting effects applied on guns.
Gunplay 2.0: Metal impacts/sparks for weapon hits updated
Gunplay 2.0: Updated Ammo GUI for weapons
Levels: Lighting for levels updated to properly get dark when the power is turned off.
Killhouse: Some thin surfaces were set as no-thickness and are now set correctly
Levels: Grate-like mesh added to surfaces like fences that are hard to read at a distance on the map view only
Training: Added other throwables - Smoke, flash, frag.
Factory: Fix broken occlusion caused by server panel destruction
Updated/polished character eye geometry and textures.
Other: Add option to mute/unmute other player's messages in text chat
Display muted player's text chat as "muted" in italics
Store text-muted players persistently across sessions
Misc. optimizations
Additional Note:Some changes were pushed to Gunplay 2.0 from our previous PTB test, list included:
Change to all weapons: The vertical recoil recovery now starts roughly 50%-100% slower for all weapons (about 1.5x to 2x the Round Cooldown value). The Long range weapons should be a fair bit easier to use with the automatic recovery no longer kicking in before the next shot.
Changes to individual guns:KR82U
Reduce Horizontal Recoil.
Vertical Recoil sharpened (happens faster).
More Recoil in the Camera less on the Weapon in ADS.
NACK11
Reduce initial vertical recoil.
Horizontal Recoil is less Biased.
More Recoil in the Camera less on the Weapon in ADS.
Gruber5
Reduce initial vertical recoil.
Horizontal Recoil is less Biased.
Horizontal recoil slightly decreased in ADS.
More Recoil in the Camera less on the Weapon in ADS.
F1-LeGros
Increased recoil animation speed by 30%.
Vertical Recoil sharpened.
Vertical Recoil reduced slightly.
Vertical Recovery start delayed much longer.
Ingmar57
Increased recoil animation speed by 20%.
Vertical Recoil sharpened.
Vertical Recoil reduced slightly.
Horizontal Recoil decreased in ADS.
Vertical Recovery start delayed much longer.
BLK-TAR
Vertical Recoil sharpened.
Vertical Recoil increased slightly.
Horizontal Recoil decreased in ADS.
Vertical Recovery start delayed much longer.
SAB-R
Increased recoil animation speed by 20%.
Vertical Recoil sharpened.
Vertical Recoil decreased by 30% in ADS.
AP25
Vertical Recoil sharpened.
Vertical Recoil increased slightly in ADS.
Horizontal Recoil decreased slightly in ADS.
More Recoil in the Camera less on the Weapon in ADS.
PK57
Removed Horizontal recoil in ADS.
LS45
Increased recoil animation speed by 20%.
Horizontal Recoil reduced slightly in ADS.
Vertical Recovery start delayed much longer.
More Recoil in the Camera less on the Weapon in ADS.