Update
Bug fixes
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Fix for Matrix tooltips appearing behind other UI elements.
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Fix for turning off Dragon hover switching Overseer aim mode to ADS.
Changes and additions
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Jin-Sec dropship deployment WIP, AKA part 1 of the spawn proper spawn system (note that this will likely have issues and require iteration plus some of the testmaps aren't really designed with them in mind, especially Testmap 4).
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On team modes Jin-Sec will only deploy in the dropships (Onryo will still use old FFA spawning until the spider tank and map changes are in).
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Can fire and use devices freely from the dropships but you are unable to move.
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Launching from the dropship can be initiated by pressing the jump key at any point.
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On launching gain Hyper for 5 seconds and the safe fall buff (dropship deployments do not gain Shroud).
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Safe fall allows you to fall with reduced gravity and no fall damage. It is cancelled by using any aerial movement or Hover.
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While in the dropship or with safe fall you take reduced damage.
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Out of bounds limits are removed while safe falling and for a short duration after it ends.
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On FFA modes they become additional spawn points for all players.
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Additional FFA spawn rules implemented. Should no longer spawn when in line of sight of another player (doesn't apply to dropship spawns), and should no longer be able to spawn on a spawnpoint in use.
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Some more gunfire audio cpu optimisation and EQ adjustments (some may sound a little different, hopefully clearer, but will be an ongoing process throughout Early Access).
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Body 150 bonus changed to give Hyper for 2.5 seconds on aux depletion, cooldown from 5 > 10 seconds (already had some overlap).
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Ghost Opportunity gains/retains Amplify for duration (to make it more clear that it is active as it's Ghosts core combat mechanic).
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Ghost Body spec now clears all debuffs on camouflage activation (not just Burn) but with a 10 second cooldown.
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Ghost Hardware spec now applies Desync+ to all enemies within 25 meters, even obstructed.
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Landing / climb start momentum fade duration from 1 > 2 seconds (keep speed for longer).
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A little bit of experimentation for visuals to help convey the speed players are actually moving (subject to change).
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