Patch 20238

TO4: Tactical Operations

Tactical Operations is a round based fast-action first-person shooter with classic controls. Built using the Unreal Engine 4 – Welcome to TO4!

[h2]Added[/h2] [list] [*] Hidden, Right handed & mirrored weapon mode [*] Steam Achievements [/list] [h2]Changed[/h2] [list] [*] Lower volume reload saiga, ak [*] Add 18% random offset to individual spray pattern shot [*] Bomb speaker range 38 -> 46m [*] Hostages receive 25% more damage [*] Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players) [*] Reduce falling damage threshold / multiplier [/list] [h3]Weapon balancing[/h3] [list] [*] Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article) [*] Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS [/list] [h3]Movement balancing[/h3] [list] [*] The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations [*] Player gravity 2.025 -> 2.130 [*] Running speed 600 -> 610 [*] Braking Deceleration 400 -> 1500 (player stops faster) [*] Ground Friction 9.5 -> 8.5 (faster direction changes while running) [*] Acceleration 1950 -> 2025 [/list] [h2]Fixed[/h2] [list] [*] Nade spawn clipping through thin walls [*] Delayed nade spawn into next round possible [*] Map switch bug (CTF / TDM servers) [*] Minimap hacking panel marker not visible [*] SpecHUD scope overlay [*] Outline visible in water [*] Init money after swap teams, inverse round winner array & swap team score [/list] [h2]MAP-Blister[/h2] [list] [*] Fixed the LOD (popping effect) on the carpets on the floor (plum0) [*] Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0) [*] Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck) [*] Fixed the hole in the wall on palm tree area (ccKane) [/list] [h3]Smoothen movement / blocked obstacles: [/h3] [list] [*] Board on the wall on the outside ring of lower bombspot (ghosty) [*] Little area on SF side, where you enter the tunnel of middle area (ghosty) [*] Wall segment in the tunnels near palm tree (wingah / ghosty) [*] Lower wall on high bombspot in sniper lane (ccKane) [/list] [h2]MAP-Drought[/h2] [list] [*] Changed skylight bpadded a bit more light to the map in general [*] New light positioning on both terror and sf entrances [/list] [h2]MAP-TrainYard[/h2] [list] [*] Windows on the train now block bullets (Kummelmuck) [*] Removed the hole in the floor towards the main entrance on bombspot A (ccKane) [*] Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck) [*] Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus) [*] Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5) [/list] [h2]MAP-TrooperII[/h2] [list] [*] Changed Mid building floor (nades where getting slowed down) [*] Corrected a blocking volume at the elevator [*] Rearranged boxes on elevator corridor [*] Reduced elevator delay time by 0.3 (Kummelmuck) [*] Blocking volumes blocking nades fixed (pLum0, koystikojo) [*] Getting stuck on spawn fixed (pLum0) [*] Getting stuck on lower mid building on the stairs [*] More damage added, decals and props [/list] [h2]MAP-Followthemoney[/h2] [list] [*] Removed the collision in the staircases, where you could walk on the ledge (kummelmuck) [*] Added breakable glass to some interior windows (testing phase) [/list] [h2]MAP-Fueled[/h2] [list] [*] Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck) [*] Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck) [*] Added some extra details to the canals [/list] [h2]MAP-RapidWaters[/h2] [list] [*] Block railing on Terrorist side of low water ladder exit (ccKane) [*] Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side [*] Changed the plants on the high-bridge, giving better sight on all sides [*] Made the water entrance on Terrorist base smaller; easier to spot enemies [*] Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing [*] Gave the door meshes a little more thickness [*] Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus) [*] Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus) [*] Removed some water plants for better sight underwater [*] Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane) [/list] [h2]MAP-Arena-LockDown[/h2] [list] [*] Gave general light a little boost - easier to spot enemies [*] Gave a minimal amount of light to the little tunnel in the middle (it was pitch black) [*] Fixed the broken material of the little stuff laying on the floor (Remus) [/list] [h2]MAP-Arena-RGB[/h2] [list] [*] Changed the box material back to standard grey (Remus) [*] Fixed the strange seam on the material when boxes where on each other (Remus) [*] Added an extra cover box, directly left from SF spawn [*] Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box [/list] [h2]MAP-Arena-KillThemAll [/h2] [list] [*] New Look WIP [/list] [h2]Weapon balancing comparison[/h2] [url={STEAM_CLAN_IMAGE}/30932217/c30805fd47eb0d996e040775a94012d3b5b1c79c.png][img]{STEAM_CLAN_IMAGE}/30932217/d37aab6b25468d43e5591b89f8b416ff5a2e2d67.png[/img][/url][url={STEAM_CLAN_IMAGE}/30932217/87af14d452fda3799b54288a976da26860a31754.png][img]{STEAM_CLAN_IMAGE}/30932217/6de0cf8063d56e769b190cced66a906b23db8e13.png[/img][/url] TTK [url={STEAM_CLAN_IMAGE}/30932217/570535febc3070f0f388ed1c8c2d1aefd13c3a30.png][img]{STEAM_CLAN_IMAGE}/30932217/a3804e750de1da87412150c49f808e48d219064e.png[/img][/url][url={STEAM_CLAN_IMAGE}/30932217/787c97fbb878a290d7b8616091bd198014081fda.png][img]{STEAM_CLAN_IMAGE}/30932217/202462b776d59b3d1035a5e446e462bfb44b9d7f.png[/img][/url] Weapon spread [url={STEAM_CLAN_IMAGE}/30932217/a46dc68ed16ea583317fdb7078501a351221445f.png][img]{STEAM_CLAN_IMAGE}/30932217/2b87462b733367c7a413340f6382243e0005d9f6.png[/img][/url][url={STEAM_CLAN_IMAGE}/30932217/0208024263a402990734b7201b8be4ff139a8f2d.png][img]{STEAM_CLAN_IMAGE}/30932217/6baecaba1b9c131146d0b652b1bf48aedd60fa32.png[/img][/url] Base damage [url={STEAM_CLAN_IMAGE}/30932217/686036755e9440c54c1dd6120def54c58d57457c.png][img]{STEAM_CLAN_IMAGE}/30932217/37c2437d1cd04553d5396abf48d1601ba0e32f3c.png[/img][/url] RPM