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If one or more members of your group are Diamond 3 and above: Your expected queue times may vary greatly, and could increase dramatically as you will wait indefinitely for another 5-stack of similar MMR to play against. Your team grinds until your Diamond 2 friend reaches Diamond 3.

If one or more members of your group are Radiant: Similar to Diamond 3-plus, you will wait indefinitely for another 5-stack of similar MMR to play against, potentially increasing your queue times drastically. Thanks, Reddit! Jeff Landa Comms Strategist. Go to article list. The next Sentinel Agent deploys with Patch 3. Get the Chamber basics on his Agent page. On, Off Default: On. Visible In Game: Determines whether the device is visible during the game.

Enabled: Will be enabled during these game phases. Transmitter Support: When Class Switched Transmit On: Transmits a signal on the selected channel when a player switches to a Class through this device. No Channel, Default: No Channel.

Change Player To Class when Receiving From: Changes the instigating player to the Class specified by this device on receiving a signal from the selected channel.

Added Custom Vending Machines. This allows players to place a Vending Machine and customize which items can be purchased based on material costs. Drop Items next to the Vending Machine after placing it to add them to the device. Items will become accessible to players in the order they are added to the Vending Machine.

Cost of First Item in Wood: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Default: No Cost. Cost of Second Item in Stone: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Default: No Cost. Cost of Third Item in Metal: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Default: No Cost.

Receiver Support. Transmitter Support. HUD Text Size: 1x, 1. Added a new option to the Item Spawner device. Continuously Spawn Items: Allows additional items to keep spawning even if previously spawned items are still in play. Default Class Identifier: Sets the default Class assigned to players on the selected Team at the start of each round. On Finish Behavior: Determines what should happen to the storm when it finishes its final phase.

Added new options to the Capture Area Device. Disabled aim assist on Ball Spawner balls. Players will no longer see a red box visible in game after placing a Random Number Generator device. The Storm Circle from the Advanced Storm Controller will not return to being visible after fully closing in game. Fixed an issue where Sentries would still be able to fire at players while inside a Weapon Free Zone.

Fixed an issue where the Warm-up Only setting on the Barrier Device would not work prior to game start. Item Spawner previews now accurately reflect the Set Item Scale option.

Fixed an issue with Explosive Device proximity being triggered when the game starts. Fixed an issue where the Capture Area was not consuming items when it became enabled. Fixed an issue where the Capture Area was pulsing but no score was being granted. Fixed an issue where the Particles inside large Capture Areas became invisible when moving away from the center. Fixed an issue with Team Visibility settings for the Explosive Barrel.

Fixed an issue where the Explosive Barrel could be destroyed while in the warmup phase. Fixed an issue where damage particles were visible when hitting an invisible Objective Device. You can now open the menu and start a game just as quick as you can select a device to place on your island. Added a Clear Items button to the following devices to remove all inventory items previously dropped on the device: Capture Area, Capture Item Spawner, and Class Designer.

This will be rolled out to more devices in future releases. Bug Fixes The UI now displays a warning when a player has reached a device limit. Players are able to remove an island with the same name as the currently loaded island. The scrolling speed on certain inventory tabs is consistent. Penny Hits the Road Part 2 This week, help Penny make her way to the Radio Station in this edge-of-your-seat sequel where things get a little bit weird. Vanguard Attachments can completely alter the behavior of a Weapon—including its Damage profile, Fire Rate, and Recoil.

When we make these adjustments, we are considering the Weapon holistically, in all its permutations. Our goal is for these Weapons to be just as viable with one of these Attachments as it can be with all of them. We understand those who have taken a liking to the Cooper Carbine VG will be sad to see it receive some rather impactful adjustments see additional changes in Attachment section below.

Which, considering its innate accuracy and Assault Rifle Damage Range, was problematic. High Rate of Fire Weapons, of which many Vanguard Weapons can become, must be carefully tuned to offset the extreme level of forgiveness that trait provides. We believe in that regard, there is much work ahead of us. The Cooper Carbine VG is still going to be effective but is now more likely to lose fights to Submachine Guns in short-range engagements.

As stated above, changes to Weapons and Attachments are not quite what they used to be. While we are reducing the amount of Recoil Control provided by these Barrels, this can easily be compensated for with other Attachments like Fore and Rear Grips. It may require popular builds to shift around somewhat, and as a result, other downsides like poor Mobility may become more apparent.

We feel balancing risk versus reward is important. Ideally, over time we graduate from needing an excess of Recoil Control from our attachments to prioritizing more beneficial attributes like Damage, Range, and Mobility.

For more information on live issues, please visit our Warzone Trello Board. As many of the changes below pertain to Recoil, we felt it was necessary to clarify the language used:. While these may seem like extreme changes to the damage potential of the 3-Line Rifle VG , rest assured, its attachments still provide a considerable boost to lethality. In the future, we will be removing Bloom from Vanguard Weapons entirely. This process will take time, as we will need to determine adequate downsides to counterbalance the removal of Bloom, which will vary based on each individual Weapon and the type of Attachment they are attributed to.

Stay tuned for more information. However, we want to stay on top of Weapons that have a consistently fast Time to Kill by ensuring their handling and behavior is consistent with other similarly effective Weapons. We have adjusted its Recoil behavior such that it will require more active Recoil countering. A considerable reduction to their base Flinch Resistance will require some acclimation, as veteran snipers will find that they can no longer challenge Assault Rifles as consistently while sustaining fire in long-range engagements.

We are aiming to optimize their effectiveness without inadvertently creating all-out arrow warfare on Caldera. A single, well-aimed piece of Tactical Equipment can put an enemy within one-shot range to the Upper Torso, creating a surprising one-two punch. Dying to Melee Weapons can often feel unfair and unfun. Lunge distances could push some Melee Weapons over the edge when combined with the ability to achieve Melee Finisher damage in only two hits - giving Players only a few hundred milliseconds to react.

As a result, even fully kitted Players could feel out-muscled in close quarters, which simply should not happen. Players wielding Melee Weapons will now be much less threatening granted there is not an overabundance of missed shots. As a preemptive measure, we will also be adjusting several Weapons that have been waiting in the wings to take its place once dethroned. While it is sad to see our favorite Weapons take a hit to their effectiveness, we feel the pool of viable short-range Weapons will benefit from this anticipatory adjustment.

The G16 2. By shifting the eye position forward, we are creating a greater area of magnification which will better assist in carving out its identity. Warzone is a living, breathing, ever-evolving game. This demands that we not only regularly reflect on precise Weapon details but that we also, at times, take great pause to assess the state of the game holistically. It is important that intermittently, we compress the power level of certain aspects in the game that may be at risk of endangering the greater balance.

We believe that the influx of a considerable amount of content is a most opportune time - during which we feel it is appropriate to adjust the most powerful mobility Attachments in Warzone.

This dynamic forces the power level to slowly rise over time, which in turn must elicit a correction. This change will not be the last in addressing Weapon attributes that reach a peak in power that must be compressed to preserve our delicate ecosystem.

Starting on December 8th, anyone who has purchased Call of Duty: Vanguard and plays at least one Multiplayer match will be able to participate in a hour Caldera exclusive access event in Warzone Pacific. Inspired by the positive reception of Operation: Flashback, the team wanted to bring these Public Events across to Vanguard Royale.

We also heard the feedback that Players still wanted to feel a sense of strategy and mastery, so we have made some key changes to remove the haphazardness of Public Events in this mode. Below is a list of all of the gameplay elements that are either included or excluded based on our WWII-era ruleset:.

With thanks to our friends at Beenox, the beloved Resurgence gameplay experience drops into the Pacific! With a max Player count of 48, this mode will follow the same WWII-era ruleset designed for Vanguard Royale, but with the gameplay that Players have come to know and love from Rebirth Island.

The greatest Call of Duty sandbox ever! In this version of Caldera, anything goes. Whilst the overall game time for Battle Royale remains aligned with the Verdansk experience, we have used our learnings and findings from the past two years of Warzone development to refine the circle speeds to better reflect the size and topography of Caldera, with slower Circle closing speeds but a faster time between Circles to give players more time to traverse the peak! Thank you to all of our peers who helped bring Caldera to life Caldera comprises 15 huge, distinct areas to explore and fight across once Operation Vulcan begins.

There are also hundreds of lesser points of interest to investigate and use to your tactical advantage. For a full breakdown of each new region, check out the Caldera Introduction blog here. Created by our friends at High Moon Studios, this new Gulag experience is set deep within the mines of Caldera.

Using all the learnings developed from the many Gulags that have been designed since Warzone launched in , the team focused on both equality of the combat experience. Let's not forget about the all-important spectator experience as well - that is, if multiple of your Squad have been unfortunate enough to have been eliminated at once! Rebirth Island will remain available to all Warzone players, whether or not they own Vanguard, during the initial 24 hour exclusive access period. The map will then be removed from the Playlist until it returns on December 16 th with the Week 2 Playlist update.

With the launch of Season One, all Warzone players can gain access to everything that Vanguard brought to the arsenal and barracks including but not limited to:. At the start of this season, cross-progression between Vanguard and Warzone will be enabled, allowing you to rank up through Seasonal Prestige and unlock new content through the Battle Pass and Challenges. Developed by our friends at Toys for Bob, we have a brand new Tutorial ready for Players who are fresh to Warzone.

This tutorial will take you into the heart of Caldera and teach you everything you need to know for survival. We will continue to monitor the strength of this Field Upgrade over the season. Lethal Equipment has been revised to pack a heavier punch. This balance pass should provide more versatility and provide more impactful hits for Players not at max plates. With this change if a lethal did not down a player with full plates it still will not. However, it will now be a critical hit to players with little or no plates the exception being the throwing knife.

With these changes, our goal is to provide Players with a range of viable Tactical Equipment to choose from, rather than feeling disadvantaged for exploring outside of the commonly accepted choices - notably Stuns, Heartbeat Sensor, and Flash Grenades. We know that the Gas Mask is a crucial tool for survival but at times it can also be detrimental.

This change is intended to maintain Player agency and provide more control around the mask, while still giving players already inside the circle the tactical edge. For a list of known Warzone issues, please check out our dedicated Trello Board. More information about this update will be made available via our social channels and Trello board.

NOTE: Those who have all three members of Trident and level them up to 20 will get special gold-trimmed outfits, as well as some incredibly badass Platinum Operator Skins if they maxed out all 12 Operators from the other four Task Forces. At the start of Season One, your Season Level will refresh to Level 1 and your progress will resume from the highest Prestige Level you achieved previously — three, if you reached the top level during the pre-season.



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