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Update 604: Gunplay 2.0

[h3]This large update has a lot of changes! Gunplay 2.0 is being introduced along with Simultaneous Ranked Queuing, Casual Match Consolidation and Drawing Attribution updates from our roadmap![/h3]

[h2]Gunplay 2.0:[/h2]
  • Weapon recoil has been completely redesigned for all guns
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependent
  • Weapons will auto-readjust back to the starting position after firing, making tap or burst firing easier
  • Note: Manually controlling recoil will negate the automatic recoil return, and will cancel it out
  • New animations for firing on all guns with the new recoil designed in mind
  • Overhaul of tracers, muzzle effects, and smoke effects on all guns.
  • Weapon ammo counter UI overhauled
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the primary pump shotguns, circular pattern on the secondary shorty, and a larger open triangle on the auto
  • Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on targets that are hit by wall-bangs (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Breathing curve added to holding ADS state, after a short period of holding ADS, small camera movements will occur to simulate breathing
  • Brace sensitivity now uses hipfire sensitivity instead of aimed sensitivity slider
  • Shotguns have had a range limit added to opening doors
  • Primary shotgun count reduced on both teams by one
  • Shotgun base damage decreased slightly, headshot multiplier increased, extra bonus damage on all shotguns if point blank
  • Shotgun pellet spread decreased by 40-50% for all shotguns (more accurate)
  • Nack penetration increased to pen Very Thick surfaces, falloff removed
  • Slight decrease in RPM for GAT/LS45 (about 5%), otherwise damage/RPM mostly unchanged on other guns


[h2]Matchmaking:[/h2]
  • The ability to queue for ranked games while playing a casual game
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • Queuing no longer requires a ready up vote, it is now unilateral
  • A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
  • Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
  • Resolved issue with players auto-queueing for ranked when not intended
  • Resolved issue where you could only kick players who were part of your squad during a match
  • A banner will notify players left in a casual match if other players in that match have left for ranked
  • Starting a ranked match now requires a ready up vote from all parties, failing to ready up will bring that squad out of queue
  • Ranked match voting/starting/failing have been given a unique sounds to help alert players that their ranked match is ready
  • Some other changes to the matchmaking UI, such as moving the queue timers and updating buttons/password box UI


[h2]Drawing Attribution:[/h2]
  • Display cursors representing teammates while they're drawing and erasing
  • Render the local client's drawn map cube pixels in yellow, on both map and in-world
  • Establish pools of "ink" per player (as opposed to per team) for map drawing
  • Drawing on raised spawnable surfaces will move map cubes to the highest surface to facilitate drawings above the ground level
  • Add option to mute/unmute other players' drawings and persistently store this information
  • Both old and new drawings for players who are "drawing muted" will be hidden from from the map view
  • Highlight map drawings in black when the cursor is up to 3 pixels away and show who drew that drawing
  • Hovering over other player's drawings allows up/down-voting those drawings which other players can use to agree on a plan
  • Enable reporting offensive drawings on Shift + LMB over another player's drawings, also suggested when downvoting drawings
  • Added hotkey for toggling replacement of Player Icons with generic placeholders UI option
  • Fix bug: Auto-Erase map cubes of non-local spectators


[h2]Content:[/h2]
  • Gunplay 2.0: New tracers and shooting effects applied on guns.
  • Gunplay 2.0: Metal impacts/sparks for weapon hits updated
  • Gunplay 2.0: Updated Ammo GUI for weapons
  • Levels: Lighting for levels updated to properly get dark when the power is turned off.
  • Killhouse: Some thin surfaces were set as no-thickness and are now set correctly
  • Levels: Grate-like mesh added to surfaces like fences that are hard to read at a distance on the map view only
  • Training: Added other throwables - Smoke, flash, frag.
  • Factory: Fix broken occlusion caused by server panel destruction
  • Updated/polished character eye geometry and textures.


[h2]Other:[/h2]
  • Add option to mute/unmute other player's messages in text chat
  • Display muted player's text chat as "muted" in italics
  • Store text-muted players persistently across sessions
  • Misc. optimizations


[h3]Additional Note:[/h3]
Some changes were pushed to Gunplay 2.0 from our previous PTB test, list included:

Change to all weapons:
  • The vertical recoil recovery now starts roughly 50%-100% slower for all weapons (about 1.5x to 2x the Round Cooldown value). The Long range weapons should be a fair bit easier to use with the automatic recovery no longer kicking in before the next shot.


Changes to individual guns: KR82U
  • Reduce Horizontal Recoil.
  • Vertical Recoil sharpened (happens faster).
  • More Recoil in the Camera less on the Weapon in ADS.
NACK11
  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • More Recoil in the Camera less on the Weapon in ADS.
Gruber5
  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • Horizontal recoil slightly decreased in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.
F1-LeGros
  • Increased recoil animation speed by 30%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Vertical Recovery start delayed much longer.
Ingmar57
  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.
BLK-TAR
  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.
SAB-R
  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil decreased by 30% in ADS.
AP25
  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly in ADS.
  • Horizontal Recoil decreased slightly in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.
PK57
  • Removed Horizontal recoil in ADS.
LS45
  • Increased recoil animation speed by 20%.
  • Horizontal Recoil reduced slightly in ADS.
  • Vertical Recovery start delayed much longer.
  • More Recoil in the Camera less on the Weapon in ADS.