|Ryuuku
Just Monika
- Iscritto dal
- 24 Apr 2009
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novità dell'ultima patch
per chi non si vuole leggere tutto sto popo di roba vi riassumo le cose principali
nerfati i cecchini ad alto impatto, ovvero non shottano piu le super se hai max armor, ridotto l'aim assist e aumentato il rinculo quando stai sparando un cecchino con la tua primaria (sia ringraziato il cielo
)
nerfato il range all'aculeo (non che fosse necessario però stanno facendo di tutto per rendere il suo "ritorno" meno indolore tra nerf e counter ovunque //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif)
rip telecomando universale
buffati gli automatici a media cadenza
sidearm tutte uguali e buffate qua e la
buffate le ricompense in pattuglia
cambiati i punteggi a recupero
aumentato lo scudo al respawn in frattura per evitare lo spawn kill indegno che facevano i bimbiminkia del cazz.o per alzarsi il rateo e credersi bravi
personalmente sono molto soddisfatto dei cambiamenti, c'è qualcosa qua e la da sistemare ma davvero il cambio ai cecchini sarà molto evidente essendo ora come ora troppo facili da usare e poco rischiosi da usare
ora nerfassero gli assaltatori con la spallata e lo scudo e direi che ci siamo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Weapons
Read our detailed review of weapon change philosophies.
***Auto Rifles***
Reduced the maximum magazine size for highest rate of fire auto family (all weapons in the Doctrine of Passing family)
Increased damage to middle rate of fire Auto Rifles by 1.5%
***Pulse Rifles***
Increased rate of fire for Häkke pulse rifle Lyudmila-D
Increased damage for middle rate of fire family pulses (Nirwen's Mercy) by 2%
***Hand Cannons***
Fixed an issue where the hand cannon Zaouli's Bane's rate of fire stat would display incorrectly
Fixed an issue where the Taken King Vanguard and Armsday Hand Cannons (Down and Doubt 00-0, Kumakatok HC4) stats would display incorrectly
***Shotguns***
Immobius: decreased spread on Titan class Shotgun (0.1 zoom factor increase), increased base stability (60% increase)
Increased high rate of fire and middle-low rate of fire Shotgun damages by 2%
Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected
Sniper Rifles
Reduced damage on the middle-high impact (1000-Yard Stare family) of Sniper Rifles by 6.95%
Middle-high impact snipers can no longer reliably kill high armor guardians in super
No Land Beyond is not affected by this damage reduction
Reduced Target Acquisition for LDR 5001/Y-09 Longbow Synthesis to bring in line with other snipers in the middle-high rate of fire family
Increased the starting strength for aim deflection (aka Flinch) when players take damage while scoped in from 30% starting to 50% starting
With every subsequent hit, the strength of deflection increases until you hit 100% max deflection
Overall Sniper ADS aim deflection multiplier increased to 1.9x (was 1.85x)
Fixed an issue where Eirene UI stat bars showed an incorrect rate of fire
***Sidearms***
Unified damage for all Sidearm types
Increased damage for existing Häkke Sidearm families by 3% for lowest rate of fire and 7% for higher rate of fire
Decreased damage for non-hitscan Sidearms by 5% for Vestian Dynasty and Queen's Choice
Minor extension of damage falloff point for Sidearms across the board (+0.5meter)
Minor increase of stability for Sidearms across the board
Added damage bonus in PvE (20-30% dependent on combatant tier)
To accommodate two new faster firing Sidearm families releasing in Rise of Iron, all current Sidearm rate of fire bars will be slightly shorter
This is to allow more bar space to display rate of fire differentiation
Does not change the actual fire rate, just the stat bar representation
Fusion Rifles
Accelerated coils correctly reflects damage reduction now on the UI stat bars
No change to gameplay effect, UI only
Fixed an issue where stat bars on Techeun Rage displayed incorrectly
Rocket Launchers
Extended damage falloff distance on Cluster Bomb perk's explosions (should more reliably damage enemies now)
Grenades and Horseshoes perk proc radius reduced (1.3->1meters), Truth is not affected
Machine Guns
Increased damage on highest rate of fire Machine Guns by 4%
***Weapon Perks***
**General**
Magazine perks now give range bonuses
Removed impact stat bonuses that had no effect on base damage and only on the UI bars
Armor Piercing Rounds: adds +4 range, reduces -4 handling
High Caliber Rounds: adds +3 range, reduces -5 handling
Skip Rounds: adds +5 range, reduces -3 handling, adds +5 inventory
**Take a Knee**
Now activates after 0.5 seconds of crouching
Added flinch reduction (25%) and increased aim down sights speed by 25%
**Exhumed**Added an extra +5 seconds (15 seconds total) of effect time
**Cascade**Functional change: melee kills automatically reload a portion of the magazine
**Surplus**Now increases carried ammo capacity
**Grave Robber**Increased proc chance to 25% (was 20%)
**Guerilla Fighter**Increased stability and range bonuses by 200% (think of it as bonus Hammer Forged and Perfect Balance when the perk activates)
**Unflinching**Decreased efficacy of the perk from 25% flinch reduction to 15% flinch reduction
**Firefly**Possible fix for crash related to special effects triggered by the Firefly perk
***Exotic Weapons***
**Universal Remote**
Exotic Perk range bonus reduced by 75% (no longer guarantees maximum shotgun range)
Increased rate of fire (decreased damage as a secondary effect)
**Fabian Strategy**
Kills with this weapon now automatically load a portion of the magazine
Increased base range by 16%
Increased base stability by 44%
**Thorn**Reduced base range by 25%
**Dreg’s Promise**
Increased damage by 8%
Increased magazine size by 3
**Touch of Malice**Touch of Malice’s self-damage infliction now removes Blessing of Light
**No Time to Explain**Added intrinsic perk Headseeker
**Boolean Gemini**Added intrinsic perk High Caliber Rounds
Armor
***General***
Fixed a bug causing +1 armor perks to sometimes fail to function
Class items can now accept shaders
Activities
Public Events
1st Daily Public Event Gold completion:
1x Legendary Engram(once level 40; upgrade engram before)
15x Destination Materials
15x Legendary Marks
5x Motes of Light
Very low chance of Exotic Shard
4k XP – core, subclass, gear
25x Vanguard Rep
Repeated Gold Public Events:
200x Glimmer
Chance of 2-5 Destination Materials
Chance of 1-2 Motes of Light
1.5k XP
Green/Blue Engram
25x Vanguard Rep
Repeated Silver Public Events:
100x Glimmer
Chance of 2-3 Destination Materials
750 XP
Repeated Bronze Public Events:
50x Glimmer
Chance of 1-2 Destination Materials
500 XP
Quests
Quest menu has been changed and renamed to Progress
Record Books have been moved from the Materials on the Inventory menu to their own location in the Progress menu
Quest, Bounty, and Reputation displays have been adjusted
Crucible
General
Legendary Engrams have been removed from the Crucible PGCR, so Crucible Legendary Weapons will drop significantly more often
Fixed an issue where Crucible activity tooltips where showing the wrong icon
Beowolf, Cicero and Gilgamesh Shaders can once again be acquired by completing Crucible matches
Fixed some reward logic associated with vanity items from Shaxx Weekly package
The Crucible Quest "Factions" New Monarchy will no longer ask the player to earn points in the Salvage playlist
Crucible Quartermaster Weekly bounties have been removed
Free Sterling Treasure from Weekly Crucible and Postmaster will be discontinued
Sterling Treasure is still available from Prison of Elders and Eververse
***Game Types***
**General**3v3 gametypes gives slightly less Heavy Ammo per brick
**Trials of Osiris**Trials of Osiris for Year 2 has ended. Trials of Osiris will resume in Rise of Iron on 9/30
**Elimination**
Heavy Ammo now only appears at one central location in Elimination matches
Fixed a bug where the Heavy Ammo could persist through rounds if the Heavy Round ends before it can spawn
**Salvage**
Reduced initial Relic Capture spawn delay, from 15 to 10 seconds
Reduced time between Relic spawns, from 25 to 15 seconds
Reduced countdown time on enemy probe, from 45 to 30 seconds
Increased interaction radius on enemy probe, from 3 to 5 meters
Increased successful sabotage score from 150 to 200 points
Changed scoring so that now only the interacting player gets points for a successful sabotage
**Rift**
Added an overshield on player spawn to cut down on spawn-camping
Extended runner damage resistance when picking up spark by a few seconds
***Maps***
**Rusted Lands**Added invisible physics to stop players from escaping intended playable area
**Vertigo**Added invisible physics to stop players from escaping intended playable area
**Pantheon**Rotated lower Heavy Ammo crate to keep ammo from falling off the map
**Crossroads**Added invisible physics to stop players from escaping intended playable area
**Blind Watch**Moved Elimination tiebreaker zone indoors to avoid bias towards Bravo
UI
Fireteam and players in current game session list have been combined and will display 12 players without needing to change pages
Clan Roster has been added, but will not be immediately available
The Inventory menu has been modified to add Ornaments
Abandoned Quest Kiosk menu pagination now allows users to view more than the first page
per chi non si vuole leggere tutto sto popo di roba vi riassumo le cose principali
nerfati i cecchini ad alto impatto, ovvero non shottano piu le super se hai max armor, ridotto l'aim assist e aumentato il rinculo quando stai sparando un cecchino con la tua primaria (sia ringraziato il cielo

nerfato il range all'aculeo (non che fosse necessario però stanno facendo di tutto per rendere il suo "ritorno" meno indolore tra nerf e counter ovunque //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif)
rip telecomando universale
buffati gli automatici a media cadenza
sidearm tutte uguali e buffate qua e la
buffate le ricompense in pattuglia
cambiati i punteggi a recupero
aumentato lo scudo al respawn in frattura per evitare lo spawn kill indegno che facevano i bimbiminkia del cazz.o per alzarsi il rateo e credersi bravi
personalmente sono molto soddisfatto dei cambiamenti, c'è qualcosa qua e la da sistemare ma davvero il cambio ai cecchini sarà molto evidente essendo ora come ora troppo facili da usare e poco rischiosi da usare
ora nerfassero gli assaltatori con la spallata e lo scudo e direi che ci siamo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Ultima modifica da un moderatore: