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Игры по онлайну и скины по объёму продаж

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Меню

Small update

Bug fixes

  • Fix for Rhino concussive impulse not triggering from drop ship landing.

  • Fix for being able to drop weapon while holding quick melee dash.

  • Fix for Hyper audio triggering on death with Body 150.

  • Fix for drop shield hud text showing on death.

  • Fix for Dragon Ground slam still gaining explosive range from deprecated Hardware passive.

Changes and additions

  • Changing loadouts (including edits) or switching team, will remove all placed devices and projectiles (not detonate).

  • Any Core charge reduction applied on deploy no longer triggers Unstable Core detonation.

  • Body 150 Hyper cooldown from 10 > 15 seconds (a little too frequent).

  • A few Dragon tweaks, following multiple discussions and opinions from both sides and some investigation.

    • Dragon Ground slam knock down range from 2 > 1 meter (too easy for a free kill, combined with the above bug fix more precision will be required).

    • Air dash duration no longer allows input control to full maneuver speed (this was actually an outlier for all maneuvers in the game and what I expect is the cause for most of the issues players have. Effectively meant during the air dash window you could change direction with full stunt speed just by holding a direction, rather than just a launch like all other maneuvers. This also allowed to override the momentum loss from full direction change by just holding a direction input).

    • Maneuver to hover delay from 0.25 > 0.5 seconds (again to make it more inline with other transitions).

  • AAP turret now only targets projectiles that deal damage (not anchor etc.)

  • AAP turret is now only active while attached and after the activation delay, including every subsequent attach.

  • Tweak to laser sight and foregrip stats.

  • Angled grip weapon mod is now available to some weapons, an alternative to foregrip boosting alternate aim accuracy.

  • Some more CPU optimisations that may reduce frame drops for players in firefights.

  • Firecracker secondary explosions from 5 > 10 damage.

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