![]() “Stopping Bleeding” or “Stopping Burning” or both while stopping status effects “Healing Teammate” while using the First Aid Kit on a teammate “Healing” while using Health Stations or the First Aid Kit “Hold” interactions will now display text under the progress circle to indicate which action you are performing: The stats tied to Explosive and Slugs custom ammo have been updated to be more representative of how the weapons work (no changes have been made to the weapons themselves). Winfield 1876 Centennial price reduced to $277 (previously $338) Increased the price of the Slugs custom ammo to $200 (previously $150) This is the winner of the 3 Year Anniversary Weapon Skin ContestĪdded for 0 Blood Bonds (just claim it in the store!) Sparks LRR – Added Full Metal Jacket Custom AmmoĪdded Winfield Centennial Sniper variant for $298Īdded the Legendary Mosin Nagant M1891 “Bears Tooth” When firing slugs, the Auto-5 produces noticeably stronger recoil between shots to balance this out against other weapons and ammo types. Winfield 1887 Terminus – Slug Custom Ammo. It will still be possible to finish off an enemy hunter with an explosive hit, if the first shot was a direct hit, but you can no longer down a hunter will two close proximity shots.Īdded additional Custom Ammo types to the following weapons and weapon families:Ĭaldwell Rival 78 – Penny Shot Custom Ammo.Ĭaldwell Conversion Uppercut – Added Explosive Custom Ammo. This change is based on some recent feedback from a weapons expert reaction video created by Gamespot (Thanks for the tips folks, we really appreciate it!) We have updated the animations of the Sparks LRR family of rifle to be more in line with their real-life counterparts. Slightly decreased the splash damage dealt explosive ammo for the Sprinfield compact variants and the Caldwell conversion Uppercut to make it less likely to be able to "Double-tap" enemy hunters. There will still be a noticeable difference between the small/medium and large barrel shotguns (large barrel remain unchanged with this update), with the large still representing the upper end of shotgun performance, this change just means the smaller cousins will not be left behind in terms of usefulness. ![]() These changes have also resulted in a slight increase to the effective range, but overall, they should behave more in line with expectations. ***Developer note:*** The adjustments made to shotguns (excluding those mentioned above) are aimed at making them more consistent and reliable to use. (originally added in the first test server update but was not added to the patch notes when first posted) Slightly reduced the damage dealt to the lower torso from Slug rounds. The same downsides towards AI still apply so this change is aimed at the ammo type for the Nitro to be less flexible and more tailored to Hunting players.Ĭonsistency pass to all medium and short barrel shotguns:Īdjustments made to make these weapons more reliable and less prone to encounter odd RNG behaviour at longer ranges.Ĭhanges do not apply to the Romero Handcannon and Romero Hatchet. Increased the OHK range for the "Nitro express" Dum-Dum with upper torso shots (extended kill range of 15m). ![]() While this range might feel quite far, in practice this will only really be effective with a precise headshot in close quarters. Slightly reduced rate of fire (but not too much to reduce its semi-auto feel).Ĭan now one-hit-kill (OHK) if enough pellets connect with the head (9m for long/medium barrel shotguns, 8m for small barrel). ![]() As long as the aim button is held, your hunter will not attempt to perform a melee attack. ![]() These improvements will help to reduce the chances of performing unwanted melee attacks when you intend to shoot. We have made some slight changes to the “Hunter” control scheme in the hope to improve the overall smoothness of the setup. This means that that you will be able to reload without losing this extra bullet if you do not have Bulletgrubber, as long as the reload is performed immediately after a shot has been taken. Now, you will no longer lose the bullet if you reload right before the bolt has been cycled. Weapons like the Lebel and Mosin would usually lose a bullet when reloading (if you do not have the Bulletgrubber trait). We have made some changes to the reload logic tied to some of our Bolt-action Weapons. ![]()
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