Frost's Super 90 Shotgun falloff damage now begins earlier
We tweaked the falloff damage of Frost’s shotgun. The falloff previously started at 5 meters. It will now begin at 3.5 meters, making it roughly on par with the M1014. We have made this choice because Frost’s Super 90 had too much range, making Frost too powerful alongside her Nitro Cells and Welcome Mats.
Buck’s Skeleton Key’s environmental destruction has been enhanced
We have designed Buck with the intention of having him be a versatile Operator that is able to go wherever he desires. We do not believe that the state he currently is in reflects this.
The initial intent was to use his underslung shotgun as a tool and not so much as a weapon. As the pros have shown us in the Pro League, it is working as a tool, but it could definitely be more efficient and useful.
Therefore, we have decided to increase the environmental destruction of Buck’s underslung shotgun. As the following series of .
SMG-11's recoil increased
We have increased the SMG-11’s recoil. The weapon was too powerful as it was, with recoil that was too easily controlled given the weapon’s rate of fire. We have opted to alter it in two different ways for PC and for consoles:
- For PC, we tweaked the SMG-11 in two ways: first, the weapon will not center back after a shot quite as fast as it did before (0.08 seconds -> 0.2 seconds). Second, the recoil will be more unpredictable now. We made that decision because we felt the recoil was too vertical, often giving easy headshots since that weapon’s rate of fire is very high.
- For consoles, we have increased the value for the rate at which the camera rises. We have roughly doubled that speed. What that means is that the player will have to compensate downwards more with the joystick in order to control the vertical recoil. We also applied the same tweaks to the vertical recoil as explained above for PC controls.
Balance: Spawn Killing Countermeasures
Spawn Location Tweaks
In the last patch, we had altered multiple spawn positions and covers within spawning location areas in order to ensure that players spawning within them are protected from the Defenders.
We are continuing to monitor and improve on this and have added more spawn killing countermeasures with this patch:
Yacht: added an ice block to prevent spawn killing on Snow Mobile.
While we do have longer-term plans, which we’re already working on, for improving on hit registration, we had some advancement with this latest patch.
We’re glad to share that lag compensation has been improved in order to give the advantage to lower ping players vs. higher ping players. This means that the "peeker’s advantage" has been reduced and players who are hidden behind cover playing with a low ping will be less vulnerable to high ping players.
We also have improved monitoring of hit registration so that we can better track and diagnose what to improve on further.
Finally, several bugs related to hit volumes on characters, shields and barricades have been corrected. What this means is that from now on, what the players see and experience should more accurately reflect what actually happens on the servers.
Ranked Matchmaking Improvements
We are aware there are multiple issues at the moment with the Ranked playlist, and we’re working on several iterations to make this playlist what it deserves to be. The following fixes are the ones that could be delivered short-term, which we believe will have the biggest impact. Keep in mind that there are several other improvements in our plans for the future – read the top issues section of the known issues list, under ‘Ranked Matchmaking’ for additional information on said plans.
Ranked matches will now only start if there are 10 players in the lobby.
Our intention is that Ranked matches should be fair. Having matches start without having two full teams of 5 goes against the promise of this playlist. Therefore, we have altered the flow of Ranked matches so that if a players leaves during match countdown, the countdown will now reset. The lobby will stay open with the remaining players and the matchmaking will proceed to find new players to refill said lobby.
We do anticipate a problem with this flow: because players can see the rank, K/D ratio and W/L ratio of other players in the lobby, there tends to be lots of “dodging” during this phase. Because of this, we’re currently investigating two other elements that we might revamp in the future:
UI: we will most likely hide some players information in the lobby, as we don’t think they’re necessarily relevant for this specific portion of the match flow.
Abandon system: we’re investigating making it so that abandoning a lobby that is full will count as an abandon – there is additional development needs for this, which is why we couldn’t have this feature in time for this update.
Ranked reconnection mechanics have been improved.
Multiple reconnection bugs have been fixed. In most cases, when players disconnect involuntarily, the reconnection flow does not function as intended. We’re pushing lots of fixes in this update that we believe should address the biggest part of those bugs. We will keep monitoring and pushing this further.
The reconnection flow has been reworked to triggered more frequently and easier to access. Our objective is to let players reconnect to their Ranked matches as long as they’re still running and encourage players to play them till the end.
Reconnection now possible in all circumstances: the new flow will allow players to reconnect no matter how they got disconnected – even if they left for the main menu or quit the game.
Force player commitment to Ranked matches: if a player leaves a Ranked match that is still ongoing, he or she will not be able to queue for another Ranked match. Selecting “Ranked” in the Multiplayer menu will reconnect him or her to the ongoing match, instead of launching matchmaking for a new one.
Abandon penalty to be re-evaluated: if a player leaves a Ranked match and fails to reconnect before it ends, they will get the already existing abandon penalty, which prevents from queuing for Ranked matches for 8 minutes. Note that we do not think this punishment is strong enough to be fully effective, and we intend on increasing it in the future – but we need the reconnect system to be satisfactory before we can move to this step.
Casual Matchmaking Improvements
The general philosophy for the Casual playlist since the launch of the game has been to favor quick matchmaking. We still believe in this philosophy, but we also see an opportunity to improve the balance between teams in matchmaking, for a more pleasant experience, while having little impact on waiting time.
In the March 3rd server side update, we applied a first update to the casual matchmaking criterion. The main effects of this update are that the system now begins with a much stricter skill rating criterion, relaxes them very fast (exponential function), and ends with a cap (a maximum skill rating difference).
What this effectively changes in your Casual matchmaking experience depends on your skill level:
If you’re in the middle of the skill ranks (Bronze to Gold), there should be a global improvement in the balancing of your Casual matches with very little difference in wait time.
If you’re at the bottom or top of the skill ranks (Copper, Platinum and Diamonds), depending on where and when you’re playing, you might be waiting a bit longer on average than you did before. However, it should almost never happen that players will be matched against the other side of the skill rank range. Keep in mind that the Casual and Ranked skill ratings are different, and that squad matchmaking prevents us from avoiding extreme cases completely.
The matchmaking quality metrics that we’re looking at since the March 3rd update are encouraging:
In terms of average wait time, we’ve observed an increase of 7 to 10 seconds (depending on the platform, time of day, data center, etc). Other metrics like cancel rate (the proportion of requests that are cancelled) did not change.
In terms of match quality, we’ve observed a very substantial improvement. Typically on PS4, when about 60% of matches had a team skill difference under 4, this proportion increased to 78% after the update (team skills are between 0 and 50) (the update impact is very similar for Xbox One and PC).
Custom Match Improvements
Reconnection now available in Custom Matches.
We’re introducing the ability to reconnect to Custom Matches in this update. The reconnect will work similarly to Ranked matches: no matter how players disconnect, as long as the match is still ongoing, they’ll be able to reconnect by getting back to the Multiplayer/Custom Match menu (pressing “Custom Match” will automatically reconnect them to the match).
Note that it will be possible to abandon this Custom Match in order to create or join another one. However, if a player disconnects without abandoning, they will need to reconnect to the match in order to abandon it. This is a technical constraint, and not a design intention: we want to improve this by adding the possibility to abandon a Custom Match from the main menu in the future.
Subsequent match within a custom-made playlist is now chosen when the players are returned to the Lobby.
Note that the next match within the playlist is not selected automatically anymore and does not start immediately.
Spectator Camera Improvements
The spectator camera now handles player deaths in a more coherent way.
We changed the transition so that now when a player that is being spectated dies, it switches to a 3rd person view of said player dying instead of immediately cutting to the Tactical View, which caused confusion.
We have intensified color highlights on player cards in order to help with team identification.
By watching our matches spectated in the Pro League, we have noticed that the current Spectator Camera way of displaying teams could be clearer. Therefore, we have opted to intensify the player cards coloring. This is a temporary solution, as we intend to completely revamp the player information display for the Spectator Camera.
Cheating Counter-measure Improvements
As previously announced in this forum post, we have expanded our criteria to identify potential cheaters. If identified as a potential cheater, that player will be immediately removed from the game and receive a temporary suspension, now accompanied with the following messages:
FairFight™ - You have been temporarily suspended for 5 mins - Level 1 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 hour - Level 2 Monitoring Active
FairFight™ - You have been temporarily suspended for 24 hours - Level 3 Monitoring Active
FairFight™ - You have been temporarily suspended for 48 hours - Level 4 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 week - Level 5 Monitoring Active
FairFight™ - You have been permanently suspended
For additional insight into our plans to counter cheating, read the ‘Cheating Concerns’ section of the Known Issues list.
Main Bug Fixes
Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs.
- The incorrect amount of remaining health is displayed for the victorious Operator when a defeated player is viewing the KillCam replay. – FIXED
- Idle players on a team will receive an idle kick from the match if the other team quits during Preparation Phase. – FIXED
- Players are able to clip through unbreakable walls by running at a wall and lifting a gadget in front of them at the last second before hitting the wall. – FIXED
- Thermite can't place an Exothermic Charge on a damaged wall with a hole big enough to fit the charge. – FIXED
- Montagne can shoot before finishing the animation for unextending the shield. – FIXED
- Parts of Glaz's scope will disappear while entering ADS mode. – FIXED
- Sledge's Breaching Hammer has a low and delayed controller rumble when used. – FIXED
- Sometimes the drones’ black and white filter is overridden by Mute's colored jammer effect. – FIXED
- Players are rewarded with Renown and XP if the other team quits the session before playing at least 2 rounds. – FIXED
- Terrorist AI end up in a loop between evade and idle reaction for every damage tick received from poison gas. – FIXED