Welcome to the [HSX] website!

Been Gaming since 2003

Community Driven Site

Gaming, Web Development, and Support

  

 
Main Menu
 
DFG
 Home
 Join our Clan
 [HSX] Roster
 BF3 Stats
 Forums
 News
 Downloads
 News Letter
 Video tutorials
 Supporters
 Uploads
 F.A.Q
· FAQ
· Docs
· Forums FAQ
 [HS] History
 PHP Nuke Tools
 WhoIS Lookup
 Site Map
 Write a Review
 Image Repo
 Logout
DFG
DFG DFG DFG

 
[HSX] Donations
 
DFG
Donation
This here is a combined total of what we need to keep us going each month.

11 %

Donate

End DateFeb 01
Target$50.00
Below Target$44.47
CurrencyUSD

Donators This Month
Jan 19Wolf$5.53
DFG
DFG DFG DFG

 
 Search our Site
 
DFG DFG
DFG DFG DFG

 
Theme Management
 
DFG


DFG
DFG DFG DFG

 
Survey
 
DFG What is your favorite game to play ATM?

WarThunder
World of Tanks
H1Z1
MechWarrior Online
ARK
WarFace
SWTOR
BattleField serier
COD Series
Diablo
Armored Warfare



Results
Polls

Votes 735
Comments: 0
DFG
DFG DFG DFG

 
Honey Pot
 
DFG
Bots in the pot!
We have [1387] bots stopped!

DFG
DFG DFG DFG

     
DFG HeadShot Extreme :: View topic - Combat update


Search for at
HeadShot Extreme Advanced Search

Combat update
Post new topic   Reply to topic   printer-friendly view   Thank Post    HeadShot Extreme Forum Index -> H1Z1 News
View previous topic :: View next topic  
Author Message
[HSX]coRpSE

Top Dog
Top Dog
Nuke Dev / Coder
Nuke Dev / Coder



Clan Leader


This user has donated over $300 to the clan.

coRpSE
Currently Offline
Last Seen Online:
59 mins ago

Most Played:
This week: 38.9hrs.
Total played: 100hrs.


  
Is this your job?



  • » Show Info «


Status: coRpSE is offline
PostPosted: Wed Jul 06, 2016 9:35 am Post subject: No icon Combat update Reply with quote

Combat Update Notes:
For those that don’t know me, my name is bronstahd (Garrett Fern), and I’m a combat and gameplay designer working on H1Z1: King of the Kill. Tomorrow we are releasing an update we’ve internally termed “the combat update” which is the result of a focused push toward improving combat and related gameplay systems. I wanted to spend some time talking about several of these changes in greater detail to give some insight into what’s changed and why we’re excited about this update’s release.

Shotgun
We’ve continued working to improve the consistency of the shotgun. Our goal is that the shotgun should be a powerful, up close threat. This update further tightens the shotgun’s spread of fire, making it more powerful up close. In addition, the shotgun’s damage will fall off over distance, so it isn’t too powerful at range. The feedback we’ve seen has been positive so far, so we’re really looking forward to seeing these changes on the live servers.

Cone of Fire
Recently, we added Cone of Fire adjustments based on your character's movement state. We did this because, put simply, guns were performing far too accurately when running and jumping. Philosophically, our belief has always been that aiming down sight should be the most accurate method of aiming; this change made sure that's the case.
However, it was also possible to aim down sight while jumping, which also allowed for tremendous accuracy in a way that didn't make sense. This update addresses that issue by preventing ADS while jumping or falling. This has also allowed us to ease up on some previous combat restrictions around movement and it will now be possible to shoot and ADS directly from sprint. You'll no longer have to wait for your character to slow down and suffer a delay when trying to shoot.

General Weapon Polish

This update also contains a lot of general weapon polish. In no particular order, here's what you should expect to see:
Historically, melee weapons have been underwhelming and of little use. As a first step toward addressing this, we've increased melee weapon damage across the board. This won't entirely fix melee weapons, but it should be a noticeable improvement:
  • Fists: 4.5 damage -> 9 damage
  • Combat Knife: 10 damage -> 21 damage
  • Machete: 12 damage -> 25 damage
  • Wood Axe: 16.5 damage -> 34 damage

Since our last change to the AK-47 we've been listening to the community and the feedback has been pretty clear: it's not powerful enough when compared to the AR15.
We've been internally testing a faster fire rate for the AK-47 which we'll be rolling out with this update. Here's what you should expect to see:
  • The AK-47 should be faster than AR15 in full auto fire, but more difficult to control.
  • The AK-47 should be closer in speed to the AR15 when tapping.
  • Specifically, the delay between shots has been reduced from 160 ms -> 145 ms.

We think this change will create nice some trade-offs between the weapons and make the AK-47 a compelling choice once again.
Increased the damage of the R380 from 15 -> 17 to reduce the number of shots required to kill with it by one.
Decreased the damage of the M9 from 19 -> 18 to allow time to apply healing after taking five shots. Previously it wasn't possible to apply any type of healing before bleeding to death.
We've made some adjustments to the M47 Gas Grenade that should make them far more viable as a thrown weapon option:
  • Damage increased from 1/tick-> 3/tick.
  • Duration reduced from 60 seconds -> 20 seconds.

Depending on the weapon, it used to take anywhere between 0.5 seconds to 1 second to change from one weapon to another. This time has been reduced to 0.15 seconds for all weapons.
Weapon slots will always be assigned the same number, regardless of whether or not there are weapons in other slots.

Damage Log
We believe that when a player dies it should be very clear to them what killed them. That’s not always the case currently. As a first step towards remedying this, we’ve added a damage log to the death screen that will display how much damage the attack that killed you did and whether or not it was a headshot. Moving forward, the plan is to re-work the death screen so we can display even more information about cause of death.

Body Armor
We've also made some changes to the way Armor works that should improve the reliability of body armor:
The upper body (including arms) is protected by body armor.
Legs take reduced damage, but are not protected by body armor.
Helmets still protect the head.

Hit Reactions
Hit reaction animations would cause the other character's head moved, often preventing a quick follow-up shot from registering as a headshot when it should. Other characters will no longer flinch out of the way when shot.
Camera & Reticle Improvements
We've made a couple of improvements to the reticle.
We’ve added a new element to the reticle that increases in size to display Cone of Fire information based on player movement.
Improved color saturation and added clearer outline which should make seeing the reticle, even small reticles, much easier.
In most cases, projectiles now originate from the camera rather than the weapon model. This change significantly reduces projectile collisions with medium-height cover like fences, rocks, cars, and similar objects and also improves projectile performance when fighting uphill or against players on top of buildings.
In some cases, it was possible for one player to have clear line of sight on another player, due to the camera being offset above their head, while actually being obscured from the other player’s view. We felt this would be unfair, and in these cases (generally, when your character is very close to medium-height cover) projectiles will still originate from the weapon model. We’ve added feedback to the reticle to make it clear when this is happening.

General Gameplay
KotK Crafting
In this update we're also adding some new crafting recipes to King of the Kill.

Makeshift Armor
We're pretty happy with the current scarcity of Body Armor, and like that finding it feels special. However, the changes to Body Armor outlined above meant that players without Body Armor would be at an even bigger disadvantage than before when fighting against an armored player. For that reason, we've added a new crafted armor, Makeshift Armor, which will block one shot and can be worn as a fall-back to Body Armor.
  • Components: 1 Duct Tape, 1 Tan Military Backpack.


Procoagulant
Procoagulant is a quick-use item that can be used to quickly stop bleeding without any additional healing effects.
  • Components: 10 Bandages, 1 Tactical First Aid Kit.


5x Explosive Tipped Arrow
Obviously, explosive arrows are very powerful, so we'll be keeping a close eye on feedback for this recipe and monitoring its impact on game balance.
  • Components: 5 M67 Frag Grenades, 5 Wooden Arrows, 1 Duct Tape, 5 12 Gauge Buckshot Shells.


There are some small item spawn changes that support the additions to crafting:
  • Duct Tape now spawns on the map for use in some of the new crafting recipes.
  • Explosive Tipped and Flaming Arrows no longer spawn on the map.


Footwear Changes

With these changes we wanted to create some more interesting choice when selecting footwear. To accomplish this, we're introducing a new type of footwear and making some tweaks to the existing options.

Stealthy Shoes (New!)
  • Replaces boots as new starting shoes.
  • Similar in volume to bare feet.
  • 2% faster than bare feet.
  • Reduce falling damage by 5%.


Heavy Shoes (boots & variants)
  • Loudest shoes.
  • 7% faster than bare feet.
  • Reduce falling damage by 40%


Speedy Shoes (conveys & variants)
  • Louder than stealthy shoes, quieter than heavy shoes.
  • 16% faster than bare feet.
  • Reduce falling damage by 15%.


Interaction Responsiveness
We’ve long had problems with delays in picking up items. It isn’t really a combat related thing, but it was a big enough deal that we wanted to pursue a fix for this update. The time it takes to pick up items, open doors, and perform other interactions has been greatly improved and is now nearly instantaneous.

Additional Patch Notes:
  • Items should be more consistently highlighted during looting
  • Removed dynamic weapon slot numbers from the UI
  • The team auto-fill button is back and should behave correctly
  • Fixed a bug where hit-markers would occasionally get stuck on
  • Fixed a bug where players could not melee others on ATVs
  • Fixed a bug where explosions could damage players through structures
  • Fixed a bug where the Molotov’s fire effect would sometimes be invisible
  • Corrected Molotov behavior so that they damage vehicles but do not cause them to burn
  • Fixed an issue where players would render incorrectly if they exit a vehicle at certain distances
  • Fixed a bug where thrown grenades could go through players
  • Fixed a bug where equipping a weapon while inventory is full could cause the player to lose the weapon
  • Fixed an exploit where swapping backpacks a specific way could create infinite bag space
  • Fixed a bug where the UI would make it appear that multiple hits were registering at once
  • Fixed a bug where character would appear to be falling when strafing against concrete barriers
  • Fixed a bug where the reloading the AK-47 while firing could prevent the reload animation from playing


Thread originates here:
Please login to see this link
Get registered or Log in


Expand
Back to top
View user's profile Send private message Visit poster's website
HeadShot Domain, Been in buisness for over 10 years...
Display posts from previous:
Post new topic  Reply to topic   printer-friendly view   Thank Post HeadShot Extreme Forum Index ->  H1Z1 News All times are UTC - 7 Hours [DST enabled]
Page 1 of 1
 


 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum

Related topics
 Topics   Replies   Author   Views   Last Post 
No new posts WarFace closed beta coming back online 0 coRpSE 1067 Mon Aug 19, 2013 10:58 am
coRpSE View latest post
No new posts Im back 3 ironman607 1559 Sat Apr 06, 2013 5:38 am
Spartacus1968 View latest post
No new posts Guess who's back??? :) 6 Itachi 2265 Thu Oct 18, 2012 10:49 am
Itachi View latest post
No new posts Back, Again o-o 7 NiX 2784 Sun Apr 01, 2012 5:23 pm
NiX View latest post
No new posts good to be back! 3 Ruphus 1738 Thu Feb 16, 2012 1:49 pm
coRpSE View latest post
 




Powered By: phpBB © 2001 - 2008 phpBB Group
SimpleBlack V2 By: killigan
© DarkForge Graphics 2008 - 2009 All Rights Reserved

Googlepage: GooglePullerPage
DFG
DFG DFG DFG
Forums ©
Copyright © HeadShotDomain 2016 By: coRpSE
SimpleBlack V2 By: Killigan
Powered By: Evolution-Xtreme