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Игры по онлайну и скины по объёму продаж

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Меню

Small update

Wanted to get a few things in sooner rather than later.

Bug fixes

  • Fix for devices staying disabled for extended durations.

  • Fix for being able to throw devices with a bad connection.

Changes and additions

  • Custom player on player 'collision' and avoidance system to try out:

    • Replaces the standard Unreal solid collider with a 'soft zone' which reduces speed and causes players to slides off if intersecting.

    • Part of the client predicted movement system, so no longer affected by inconsistencies of player locations between server and clients.

    • Hopefully removes, or a least greatly reduces, any rubber banding or other weirdness from body impacts and melee encounters.

  • Akimbo adjustments to push away from just being pure mindless burst damage, and also allow all sidearms to be made viable:

    • Damage modifers per weapon rather than global (will allow easier balancing adjustments as needed).

    • Firing is now always sequential, even while aimed (weapons dont fire at the same time, less burst more sustained fire).

    • Increased spread penalties, but now only while not aiming.

    • Increased Core generation bonus.

  • Temporal suspension can now only be triggered during dive and rolling maneuvers while airborne (dive, air dive, wall flip, somersault etc.).

  • Recovery speed reduction from 0.25 > 0.5 m/s.

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