Update 662: Throwables and Threat Indicator
[h2]Throwables, flashbang occlusion, barbed wire updates, Threat Indicator, lots of other misc fixes[/h2]
A lot of changes to throwables in this update, like audio changes and reduced flashbang effectiveness through walls. Additionally, the Threat Indicator has been updated, there were some networking and weapon fixes and a few other changes. Players have been asking for reduced flashbang effectiveness through walls for quite some time, and this update does just that. More tweaks and changes to this are likely, please give us your feedback!
[h2]Throwable SFX Update:[/h2]
[h2]Flashbang Behavior Changes:[/h2]
[h2]Explosive / Frag Grenade Behavior Changes:[/h2]
[h2]Directional Threat Indicator Updated:[/h2]
[h2]Weapon Changes:[/h2]
[h2]Network Changes:[/h2]
[h2]Gameplay/Other:[/h2]
[h3]A quick and dirty demonstration of the changes to flashbangs[/h3]
[previewyoutube][/previewyoutube]
[h3]Updated barbed wire audio[/h3]
[previewyoutube][/previewyoutube]
[h3]Incoming fire effect picture[/h3]

A lot of changes to throwables in this update, like audio changes and reduced flashbang effectiveness through walls. Additionally, the Threat Indicator has been updated, there were some networking and weapon fixes and a few other changes. Players have been asking for reduced flashbang effectiveness through walls for quite some time, and this update does just that. More tweaks and changes to this are likely, please give us your feedback!
[h2]Throwable SFX Update:[/h2]
- New Pin Pull SFX
- New Spoon Eject SFX
- New Bounce SFX
- New Detonate SFX
- Removed rattlesnakes (how did those get in there anyway?)
[h3]Flash Grenades[/h3] - New Pin Pull SFX
- New Spoon Eject SFX
- New Bounce SFX
[h3]Frag Grenades[/h3] - New Pin Pull SFX
- New Spoon Eject SFX
- New Detonate SFX
[h3]Molotov[/h3] - New Molotov Burning SFX (Now with more firey intensity!)
[h3]Smoke Grenades[/h3]
[h2]Flashbang Behavior Changes:[/h2]
- Flashbangs now look for walls, have reduced intensity when passing through walls
- Flashbangs now take closed doors into consideration, behaving like a wall (open doors do not count)
- Flashbang maximum length is slightly longer for full concussion
- Flashbang minimum length is much shorter, mostly when walls occlude most of the effects
- Flashbang point blank blind duration is shortened
- Flashbang concussion "mouse smoothing" has been changed to a different mechanism, now it amplifies and continues your mouse movements instead of slowing them down. Less intense mouse input is required to get back onto station, but makes high precision tracking harder while still concussed.
- "Walls" that affect flashbangs are generally room dividers that go from floor to ceiling. Factory and killhouse office walls count as walls. Tall props like storefront freezers or brickhouse brick stacks do not count as walls.
- The "white light" that is produced when blind is much stronger to eliminate some cases where the light might actually benefit the defender.
- The "white light" that is produced when flashed should no longer show up on the map view.
- The blind effect should also now apply consistently to scopes and NVGs.
- [h3]TL;DR: Flashbangs are generally more effective inside of the same room, less effective when in a different room.[/h3]
[h2]Explosive / Frag Grenade Behavior Changes:[/h2]
- Explosives can destroy wire that is exposed through a wall if enough of the wire is exposed (like putting a wire halfway through a door)
- Explosives now can detonate wire without direct line of sight of the spool
- Frag grenades now destroy wire more consistently at different ranges
- Frag grenades can now concuss attackers (similar to flashbang concussion, but attackers are still immune to flashbangs)
[h2]Directional Threat Indicator Updated:[/h2]
- Threat indicator arrow plays near compass when being shot at, to indicate direction of incoming fire
- Previously was only visible when in hipfire stance due to a bug, now shows in other stances
- Threat indicator arrow now larger and has movement to help catch attention
[h2]Weapon Changes:[/h2]
- Reloading guns while in the gear up room or attacker truck now causes the magazine to return to the wall it came from if (nearly) full
- Fix bug that would allow players to pick pick up chambered shells from other shotguns and cause a rack bug
- Fix to a bug that could cause a gun to rack indefinitely unless dropped and picked back up
- Fix a couple of errors around shotgun shell ownership and usage
[h2]Network Changes:[/h2]
- Updated networking to resolve two critical bugs that could cause "Lag Detected" on servers, especially with several high ping players
- Network change to help address some cases where players can fall behind and have trouble catching up
- Updated network reliability to attempt to address placement of charges and input for interacting with doors
- Networking change to help improve reliability of fired shots
- Network change to resolve rare edge case regarding interactions
[h2]Gameplay/Other:[/h2]
- Throwables are now being rendered at full framerate instead of at tickrate, so they should fly smoothly through the air
- Barbed wire audio is now more consistent when players pass through it, actual sound used is a placeholder made to be very audible
- Update to loading to reduce time spent waiting when joining a match in progress
- Sanitization of chat input to address exploit
- Change to seat look when standing up out of attacker chair during transition to Gear Up phase
- Fixed bug that minorly affected performance
- Fixed some errors caused by players who have drawn or left behind pucks, then disconnected
- Fixed issue where spectators could not see name of player they were spectating
Media:
[h3]A quick and dirty demonstration of the changes to flashbangs[/h3]
[previewyoutube][/previewyoutube]
[h3]Updated barbed wire audio[/h3]
[previewyoutube][/previewyoutube]
[h3]Incoming fire effect picture[/h3]
