Introducing, Dam! Our biggest ever Bomb Defusal and Control Point map to date! Alongside a new map, we’re also introducing a new feature called “Death Recap”, we’re having a new batch of balancing changes, and as per usual, a new wave of fixes and improvements. For the full list of changes, additions, including bug fixes, check the dev-log channel in our [url=https://www.breachersvr.com/discord]Discord[/url]!
[h1]Introducing, Dam![/h1]
Dam is a map full of industrial hallways where long sight lines can be held, and where treacherous angles can result in a tragic loss. Whether the enemies hide near the turbines, the generators, in the security office, server room, or control room, one thing is for sure; you’re in for an intense battle.
[img]{STEAM_CLAN_IMAGE}/43245638/61feaf60aa2079e22898ee1ac1ef0ad0766935c8.png[/img]
So, what’s the story? The electricity that's generated in this power plant directly supplies ESTF weapon factories in the region, and local wildlife has suffered at the hands of the construction of this complex. With all this in mind, revolters have infiltrated the dam to destroy it.
Take back control of the dam as enforcers, or complete your destructive objective as revolters. Either way, victory is ripe for the taking.
[img]{STEAM_CLAN_IMAGE}/43245638/b5b4010e0508aeac432dd69a73d90aa3b03a0e59.png[/img]
[h1]Say Hello to Death Recap![/h1]
We don’t only have a new map to show off. We're thrilled to introduce a new feature to the game: Death Recap. Previously, we had a kill tracer feature, which allowed players to see a red line indicating the trajectory of the shot that killed them. We decided to build on that.
Players will now also see a snapshot of themselves and their killer at their moment of death. Additionally, we also added UI elements to display how much damage was taken in each body part, and which weapons were used to inflict that damage.
[img]{STEAM_CLAN_IMAGE}/43245638/3ea0cbbcca874a648217a40ae2879e9210c4ac7b.png[/img]
[b]Note:[/b] Because of technical limitations, the visual information (what you see in the death recap) is an approximation and might be a little off, especially when playing with high ping or against players with high ping.
[h1]Balancing Changes Are Back![/h1]
We didn’t do any big balancing changes during the competitive update, as it didn’t seem fair to introduce changes when Season 0 was about to start. However, with our eyes on an upcoming update where individual performance will affect SP gain/loss from a competitve match, we’ve made some changes to how player score is calculated.
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[*] [b]Damage:[/b] 1 point awarded for each point of damage dealt to an enemy player.
[*] [b]Kills:[/b] 150/130/110/90/70 points will be awarded for a kill depending on how many enemies are still alive when you scored the kill.
[*] [b]Multiple kills:[/b] 50 extra points will be awarded for every additional kill you score in the same round.
[*] [b]EMP:[/b] 200 points will be awarded for planting or defusing the EMP.
[/list]
That’s not all, because we’ve also done some weapon changes!
[list]
[*] [b]Spray patterns:[/b] Omen, RCP, Auril, and Marui recoil patterns have been adjusted and, just like the Viper, their vertical recoil no longer caps out after a set amount of bullets.
[*] [b]Incendiary Grenade:[/b] Damage interval has been halved, essentially making them deal damage twice as often. However, the damage per tick was reduced to compensate for the increased tick-rate. Overall, damage output has increased with 30%.
[/list]
For the full list of changes, additions, including bug fixes, check the dev-log channel in our [url=https://www.breachersvr.com/discord]Discord[/url]!
As always, let us know what you think in our Discord. See you, in the game!
-Triangle Factory