https://steamcommunity.com/games/581320/announcements/detail/1762501075644359867
Just to add the patch stuff in outside of the actual CTE stuff:
click to show
General
Upgrade to Unreal Engine 4.21
- Fixed jittering of character movement
- Improved normal scopes to reduce issues with parts of the weapon disappearing
- Various performance improvements
Content
- New “Arcade” mode: Team Deathmatch - Arcade modes will be cycled out regularly for new modes, but all will always be * available on community servers.
- New Weapon: MP5A5
- New Weapon: MP5A2
- New Weapon: M240B
- New Weapon: MG3
- New Weapon: PF940
- New “Range” map under Tutorials from the Main Menu where you can test all weapons, upgrades, and equipment in-game against targets or live enemies.
Characters
- Reduced size of Security Heavy Carrier backpack
- New Cosmetic: Knuckles Fingerless Hands
- New Cosmetic:Combat Goggles Eyewear
- New Cosmetic:Tropentarn Camouflage
- New Cosmetic: Aviator Eyewear
- New Cosmetic: One Hole Skull Mask Facewear
- New Cosmetic: Two Hole Skull Mask Facewear
- Various new tattoos
Gameplay
- Improved flashbangs to slow down player movement and look speed of those affected
- Weapons will “pull back” further when obstructed instead of pointing down when close to an object
- Increased weight of FAL, G3A3, and Mk 14 EBR
- Lowered Uzi’s supply cost to 2 in Versus/Coop
- Lowered Uzi’s supply cost to 4 in Competitive
- Increased MP7’s Extended Magazine supply cost to 4 in Versus/Coop
- Increased MP7’s Extended Magazine supply cost to 5 in Competitive
- Decreased recoil on M249 and PKM
- Removed AP rounds from M249
- Increased time to Aim Down Sights for machine guns
- Set specific Fire Support call in amounts and availability by game mode or “role” (ie Attackers, Defenders)
- Added Fire Support call in specific cooldowns
- Increased Fire Support personal cooldown
- Increased Fire Support cooldowns at start of the round in Versus
- Removed Gunship from Versus
- Widened viewing radius of Support Helicopter so door gunners can shoot to the helicopter’s rear
- Reduced viewing radius of Gunship so it cannot shoot targets at its rear
- Reduced pilot visibility angle for incoming rockets so helicopters are less likely to dodge
Competitive
- New Tiebreaker -If a match ends in a tie, a team will need to get a two point lead over the other team with a faction switch every round.
- Leaver penalty which prevents players who leave Competitive matches early from immediately requeueing. This is not active in the CTE, but will be in the upcoming update.
- Improved matchmaking to find better matches with players closer to your skill level
- Added Security optics to Insurgent classes and vice versa
User Experience
- Added connectivity issue icon on HUD
- Made Tactical map show restricted areas
- Faded out items which can’t be purchased with Supply Points
- Added info buttons for Supply Points and Weight
- Added clearer indication of when a team’s reinforcement wave counter increases or decreases
- Added clearer indication of when a round goes into overtime
- Added clearer indication of when reloading or a magazine is missing from the weapon
- Hid player’s name when using VOIP
- Added average match length and player count of each game mode in Match Preferences
- Added vote kick for community serversvers
First off I'd like to point straight to the big one that has be almost pissed off..
"Increased MP7’s Extended Magazine supply cost to 4 in Versus/Coop"
WHAT THE ACTUAL FUCK is the logic of this? Didn't work in beta, doesn't work now.. It's literally the most critical part this weapon to make it worth while to use, and you go and crank UP the supply cost? Why is anyone gonna pick it over the other breacher weapons now when you'd be forced to more or less stick with 20 round mag and every other weapon with 30 rounds by default would be absolutely better in all aspects?
I get it for competitive, sure, there it might make sense, but Coop? Maybe some validity to it in Versus, but not in Coop, not at all, no reason to pick it over any other choice of weapon for breacher now unless the actual supply cost of the weapon itself goes down, as you can now do more with those supply points by picking the other weapon choices for breacher now. It's not exactly a hard hitting weapon as is, doesn't have armor pen rounds, nothing astonishingly good about it.
"Widened viewing radius of Support Helicopter so door gunners can shoot to the helicopter’s rear"
It's already like an aimbot that knows you're coming around the cover, not sure why that was a necessity.
"Hid player’s name when using VOIP"
PLEASE don't do this, it's one of the only ways players can see that their mic is not broadcasting, if the volume of someone's mic is muted, it will not show the names, so it's a telling sign you're not broadcasting over comms.
Now onto some praise etc:
"Made Tactical map show restricted areas"
Finally!
"Decreased recoil on M249 and PKM"
Finally! Thank you!
And a point of confusion:
"Removed AP rounds from M249"
It had AP rounds????? Since when? /s
it doesn't really feel like it does when you use it, but I guess that's the reason it's being removed, as I could shoot chest shots on armored targets and it basically having the same effect as any non-AP weapon on bots at least.
"Lowered Uzi’s supply cost to 2 in Versus/Coop
Lowered Uzi’s supply cost to 4 in Competitive"
Fair reduction but not really sure why, it felt like you got exactly the loadout it required at the point cost it had, but not gonna complain about a reduction even if I don't see a reason for it really.
"Increased weight of FAL, G3A3, and Mk 14 EBR"
Makes sense, always thought it a little weird that they didn't really feel like they gave a movement penalty (even if just a little)
And a tiny request: more optics for PKM? Why does it even have the ACOG? lol