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Combat

GeneralPVP · Weapons · Gunplay · Combat · Ballistics · Raiding
3 patcheslast touched 122mo ago▲ +5

Power trajectory

Up = buffed, down = nerfed
0+5Feb 19, 2015Jun 23, 2016Feb 19, 2015 — Devblog 48 +2 / -1 (cum +1)Aug 27, 2015 — Devblog 75 +4 / -0 (cum +5)Jun 23, 2016 — Devblog 116 +0 / -0 (cum +5)
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Patch history

  1. Jun 23, 2016·Devblog 116
    • 🎯BehaviorThrown Weaponshacks

      Added protection against a number of throw weapon hacks.

    • 🐛Bug fixMelee Weaponsrepeat rate

      Fixed rare false positives in the server-side melee weapon repeat rate verification.

    • 🐛Bug fixline of sight

      Fixed projectile line of sight protection issues when firing inside caves.

  2. Aug 27, 2015·Devblog 75+4
    • 🔁Reworkhit detectionImproved

      New hit detection system implemented to make combat feel more responsive and accurate.

      Added new and improved hit detection

    • Newprojectile penetrationAdded

      Projectiles can now penetrate certain objects, changing how cover works in combat.

      Added projectile penetration

    • 🎯Behaviorprojectile ricochetImproved

      Ricochet behavior has been improved for more realistic projectile bounces.

      Improved projectile ricochet

    • NewaimingLazy Aim

      Introduced 'lazy aim' to smooth out targeting.

      Added lazy aim

  3. Feb 19, 2015·Devblog 48+2-1
    • 🔁Reworkdamage localizationDisabledEnabled

      Re-implemented localized damage; headshots deal more damage than limb shots.

      Rework

    • 📊NumericTimed ExplosivesdamageIncreased

      Timed explosives now deal significantly more damage.

      Balance

    • 📊NumericArrowsprojectile speedFaster

      Arrows now travel faster.

      Balance

    • 📊NumericArrowsbuilding damageLower

      Arrows now deal significantly less damage to buildings.

      Balance

    • 🎯BehaviorBulletsphysicsLinearDrag/Ricochet

      Bullets are now affected by drag and can ricochet off surfaces.

      New behavior

    • 🔁ReworkBulletsdamageStaticVelocity-based

      Bullet damage is now calculated based on the projectile's velocity.

      Rework