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发布:待定(四月下旬)
[size=150%]Patch 1.85.3
[size=85%]Release: tba (late April)
Status: Announced
Most notably the patch enhances the competitive gaming as well as polishes the game furthermore to improve the fluency of the game.
Ranked Games
The new patch features ranked games. Ranked games use a similar system like ELO. Players can host a game like usual but select ranked match on the "creating game" page. Once you did so the game will filter out all custom settings and will only allow you to select gamemodes that are meant for ranked. After that you can pick an choose factions as usual.
The system:
- You can restart a game within 5 minutes in the case someone drops out and the game won't be counted.
- Leaving a game or restarting a game after 5 minutes will cause a lost match and an early exit in your statistics.
- If you drop out during a game because your internet cut off or similar, it will be counted as a loss as well.
- Team stacking and playing against unexperienced players is being punished by the system mechanics. The more scores you have the less you gain from winning against someone else with basic scores, winning against someone who is much higher ranked than you, will get you a ton of scores and you rank up faster. In team games, the team average counts, so the system promotes to have new players in your team as you will get more points when winning even though you might be high ranked.

Netcode changes
The netcode is now a little bit more demanding on the host side when it comes to connection requirements, non the less average sized games can easily be hosted by average connections. A crucial change is that the netcode isn't synchronizing on several frame sets anymore like 25 FPS but increases the minimum FPS hold during the game from 7 FPS to 15 FPS, which impacts those who have less than 15 FPS and they may experience lag. However the game remains stable for everyone else in the server, which means instead of dropping down everyone in a game only the player with bad performance will experience lag while it runs smoothly for everyone else. We think that especially big match ups will benefit from that, as a single player can't lag down all other 15 players in a 8v8 anymore, at least not on the same scale as before.
Gameplay changes
**s are generally more accurate and use a new accuracy curve calculation that's more streamlined and easier to understand. Next to that we reworked the accuracy drop while moving system which was very complex, unbalanced and impossible to understand by players, not to speak of that it wasn't exactly bug free. The new system features 3 different accuracy levels when moving. **s like Shermans with stabilizers and Panthers with highly advanced suspensions feature the best accuracy while moving. Usual **s feature the medium accuracy while moving but still can hit targets on short to medium range competently. Less accurate are armored vehicles and high speed vehicles during movement or very heavy **s. Now the system is a lot more transparent and we hope that you'll get a much better idea of the system in the future and can use it to your advantage. The core idea behind the changes is to allow players to hit something during movement, but still give a significant decrease in accuracy so that it promotes standing still and aiming slowly for your enemy, not like the previous system that basically forced you to stand still before shooting. We hope this will create even more tactical freedom to ** combat.
Additionally the vision system has been reworked to remove inconsistency and make it easier to understand by players. As well as a reduction of stealth bonus cover provides. Many additional changes and fixes have been done and of course there will be new equipment available. But more details later.

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