Uprising 1.4 Patch Notes (Coming September 3rd)

#1STT_ZidanePosted 8/23/2013 6:37:05 AM
Neocom
* We have introduced a new “Recent Updates” screen. This screen will be shown the first time a player logs in each day (with the day rolling over during downtime). It contains: mail notifications, SP progression, augmentation countdown and a main panel that switches between market, event news and daily bonus
* Added timestamps in chat
* Polished pop-up windows, tuned background and blur effects
* Hooked up the end of match summary screen for the previous battle to the Neocom. Players can now access the last match's stats and player list

Controls
* Mouse rotation speed caps have been removed
* Mouse sensitivity settings have been updated
* Replaced old mouse smoothing with a new system
* Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use
* Overhauled, retuned and reactivated aim assists for the control pad

Movement
* Fixed a bug that was making dropsuit strafe speeds too fast
* Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3)
* Removed rotation modifier on heavy frames - all frames can now rotate at the same speed

HUD
* Added squad leader icon for player tags
* Added RDV drop off location icon for HUD
* Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
* Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen
* HP bars and name tag visible only for what you are aiming/firing at
* Hit indication from allied sources when friendly fire is disabled
* Updated name tags displayed while in the War Barge

Vehicles
* Updated LAV free cam view when using the mouse so that it is more dynamic
* New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi'
* Improved dropship camera view
* Improved turret aiming and camera view

Weapons
* The Amarr Laser Rifle has a new red-dot sight, replacing the old iron-sight
* Increased ADS (aim down sights) aiming speed with the Amarr Laser Rifle
* Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3

Visuals
* Improved animation LOD switching for better visual display
* Added new vehicle shield and vehicle armor effects
* Optimizations made to vehicle models and dropship thruster effects to decrease performance cost
* Made Visual improvements to SSAO, rays and dynamic tone mapping
* Added HUD translucency option
* Environment Mood color values reset to match the corresponding level moods
* Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon
* Fixed shield impact effects for small handheld weapons so it’s visually easier to recognize if you are inflicting shield or armor damage

Modules/Equipment
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5)
* Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5)
* Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
* Made deployed enemy equipment detectable with the active scanner
* Active Scanner now causes detected objects to pulse on the HUD/minimap/overview map so that you can more easily identify scan results
* Updated equipment deployment system to prevent deployment failures

<cont.>
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Now Playing:
Dust 514, UMvC3
#2STT_Zidane(Topic Creator)Posted 8/23/2013 6:38:56 AM
<cont.>

Maps/Environments
* Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map
* Introduction of the “Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets
* Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch
* Added new night mood layer

Matchmaking
* Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing
* Matchmaking will now vary wait times in order to try and build better teams
* In conjunction with the new matchmaking system, the Battle Finder has been rebuilt to take advantage of the new matchmaking features
* Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes
* Factional Warfare battles are now available as a queue known as Faction Contracts; players can choose which faction(s) they wish to queue for
* Corporation Battles are now found under Corporation Contracts
* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game

Skills
* New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins)
* All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000
* All heavy weapon reload skills now provide a 5% bonus, up from 3%
* The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level
* The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level
* The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%
* The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants

Corporations
* Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed

Starmap
* The Starmap now has better planet rendering
* Colors on the Starmap have been reassigned and NPC empires will now have their appropriate colors

Bug fixes and polish
* Fixed a bug on vehicles that prevented them from using the correct view distance at certain angles
* More hit detection improvements
* Various visual effect bug fixes
* Resolved voice chat connectivity issues related to Vivox

https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968
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Now Playing:
Dust 514, UMvC3
#3Toho2Posted 8/23/2013 7:50:20 AM
No Logi changes? :D
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-God have mercy on America.-
#4Realtalk_CloverPosted 8/23/2013 10:24:16 AM
* HP bars and name tag visible only for what you are aiming/firing at


Theres your logi change, good luck trying to assess who needs repairs in a firefight when health information is no longer readily available. . .
#5EX_BortthogPosted 8/23/2013 10:31:37 AM
Swarm Launchers: buffed out the ass
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#1 Cactus
#6David_FaustinoPosted 8/23/2013 5:53:46 PM
Realtalk_Clover posted...
* HP bars and name tag visible only for what you are aiming/firing at


Theres your logi change, good luck trying to assess who needs repairs in a firefight when health information is no longer readily available. . .


yeah thats dumb, it should only do that for enemies
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#7deadly_shotzPosted 8/23/2013 8:45:59 PM
right on my birthday!!!!
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#8Lum_the_MadPosted 8/29/2013 9:03:09 AM
I" also a little worried about the attempt to kick iddle players. How long of a wait is it, and what is 'pvp activity'? If it's just moving around I don't think anyone really playing will have a problem. If it's just earning WP it won't be to bad as long as there is a decent timer, though there are times where your running across a big map and might go 5min or more without killing anything.

The real trouble will be though is if you have to kill some one every few minutes to not get kicked from the game. As a logi I'm lucky get a handful of kills in a match. I might earn over 2k WP, but still get maybe 3 kills.

On the whole though most of the changes seem to fix a lot of the long standing problems that CCP seemed to have been ignoring for the longest time. Some of the fixes I doubt took THAT much effort to do, things like the date time stamp on chat messages.
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"That is not just scraping the bottom of the barrel, that is lifting the barrel up and poking some of the slimy sludge growing underneath the barrel."
#9silent0ne456Posted 9/2/2013 11:44:35 AM
What does the fire interval means for swarm launchers?
#10Realtalk_CloverPosted 9/2/2013 1:26:24 PM
The Operation bonus was changed to faster lock-on time, and the cooldown between shots has been dramatically reduced.

What this effectively means is that swarm launchers now do much more burst damage, being able to shoot a whole clip in under 5 seconds. They will have to reload more often, but it still comes out to a huge damage increase.