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Playetest della v14:Here's the changelog draft:Biggest changes:(Complete change list will be pushed to the Squad website when it's ready.)- New map: Skorpo. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Skorpo will feature AAS, RAAS, Invasion, Skirmish and the brand new Territory Control game modes.- Added Territory Control Game Mode. This new game mode is in early stages of development and will be evolving through the next few versions. For now, this gamemode will only be available on a limited number of layers (in this test build: Skorpo TC v1, Skorpo TC v2, Chora TC v1, Fool's Road Territory Control v1) - Territory Control (TC) consists of a grid of Hexes (hexagons), which function like capture zones. - Hexes require 1 person to capture an initially neutral zone, but 3 people to capture an enemy zone (also after neutralizing it). - Enemy hexes take 40 seconds to neutralize, and neutral hexes take 40 seconds to capture. - Capturing a hex zone unlocks all adjacent (bordering) hex zones for being captured. - Hex capture status is invisible until you capture an adjacent hex zone (fog of war). - Each team has a 'key territory' hex marked with a shield, at the base of their grid. - If any (group of) hexes owned by your team gets disconnected from that key territory (because the enemy captures hexes in between), you will not be able to attack bordering hexes from them until their connection to your key territory is restored.- If the enemy captures your key territory hex, all your remaining hexes lose their connection to the key territory, so you'll need to recapture your key territory hex to continue capturing enemy territory. - For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute, with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%. - When your team captures 95% of all hexes, your team instantly wins.- New vehicles: - Added the FV4034 Challenger 2 Main Battle Tank for the Brittish faction. This tank sports a stabilized 120mm rifled main gun capable of firing armor piercing SABOT rounds, High Explosive and Smokescreen rounds. - Added the BMP-1 Infantry Fighting vehicle for unconventional factions. This vehicle has a stabilised 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. It also has a wire-guided Malyutka-P missle mounted on top.- New infantry weapon (US): M3 MAAWS CVarl Gustaf; 84mm recoilless anti tank rifle.- Visual (cosmetic, non-functional) improvements to US rifles.- All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well.- Added a first iteration of a voice command radial menu, that allows players to give simple voice over call-outs. These voice commands can be heard by both teams. At the moment only American English is available, but more voices will be added in later. Default key to open this menu is 'T'. Squad leaders will need to hold T, then click their right mouse button to access it.- Added a progress bar for when you are building deployables and repairing vehicles.- Added a short introduction animation upon joining a team with voice-over.- Added an end of round card showing team ticket scores that includes music and voice-over, to smooth the transition going from the end of the game to the scoreboard.- Made some changes to the Player Ragdoll System. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch.- Changed requirements for placing a FOB (radio). Instead of needing SL + 2 players to place a FOB, you now need SL + 1 player + logi within 30 meters to place a FOB.- Improved vehicle replication and physics. It should be easier to climb on vehicles again, and when standing on moving vehicles, you are now much less likely to get ragdolled.- Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects.- Tweaked default physmat friction values which were way too high and therefore causing vehicles to get stuck more easily.- Various map and layer tweaks. Among other things, Chora now has bigger roads.- Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile.- Upgraded Unreal Engine version to 4.21.2.
About 60% of the people in the first survey were okay with it staying, if it needed some changes. (Rating of 3+.) About the same amount (25% vs 22%) were polar opposites, rating it one and five respectively.
CitazioneAbout 60% of the people in the first survey were okay with it staying, if it needed some changes. (Rating of 3+.) About the same amount (25% vs 22%) were polar opposites, rating it one and five respectively."Te lo giuro sul canguro che domani cago duro !"/
Credo intendessero per positivo tutto ciò che non era un 1 (assolutamente no)...
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