Refinements are considered updates for the




















Expand your skills. Get new features first. Was this information helpful? Yes No. Thank you! Any more feedback? The more you tell us the more we can help. Can you help us improve? Resolved my issue. Clear instructions. Easy to follow. No jargon. Pictures helped. Didn't match my screen. Incorrect instructions. Too technical.

Not enough information. Not enough pictures. Any additional feedback? Submit feedback. Thank you for your feedback! This is the first iteration of this location. In the future, the territory will be expanded and will include new Bosses. They are a gang of former PMCs who previously operated together. They are well-armed, well trained, and use coordinated combat tactics.

Rogue USECs have taken over the water treatment plant, and entrenched there. Stationary machine guns and grenade launchers are set up along the perimeter, with several fighters patrolling around the clock. When an enemy is detected in a sector of fire or there is a suspicion of enemy presence, the guards open suppressive fire, trying to prevent the enemy from approaching their territory.

They will not open fire upon a USEC player unless the player tries to enter their territory. If the player gets too close, he will receive an order to leave immediately and will be shot if not compliant. If a USEC player engages in a fight with the Rogues, he will be considered a traitor and will be treated as a hostile for the next several raids. Inertia has been added to the game for more realistic movement and actions. Inertia manifests itself in the following situations:.

The inertial force depends on the weight of equipment and the Strength skill level. The more your equipment weighs and the lower the Strength skill level is:. The inertial force increases starting from 0 kg of equipment weight for characters with Strength level 0, and from 10 kg for characters with the Elite Strength level.

The inertial force reaches maximum with 70 kg of equipment weight for characters with Strength level 0, and with 80 kg for characters with the Elite Strength level. Expanded crouching and getting up mechanics. Now the duration of these actions depends on the degree of weight overload.

Getting up drains stamina, the amount of spent stamina depends on the degree of overload and the number of changed stance bars how high the character stood up. Expanded the weapon malfunctions mechanics. Along with misfires, weapons can now suffer the following malfunctions:.

Some types of weapons cannot have certain malfunctions due to their design or mechanism of operation. Now, in order to fix the malfunction, you need to determine its type first. To do this, you need to inspect the malfunctioning weapon via the weapon inspection hotkey. Characters with the Elite level of the Troubleshooting skill will automatically detect the type of malfunction as soon as it occurs, without having to inspect the weapon. Now, after events and actions related to malfunctions malfunction occurrence, determining the type of a malfunction, fixing a malfunction , a colored notification occurs and a sound signal is played.

Weapon overheating and related effects have been added to the game. Weapons heat up after each shot. The heating rate for each shot depends on the cartridge, barrel and other heating-related elements of the weapon receivers, muzzle devices, handguards, etc.

In contrast to heating, the weapon is constantly cooling down. The cooling rate also depends on the barrel and other cooling-related elements of the weapon receivers, muzzle devices, handguards, etc. The degree of overheating can be monitored by the visual state of the barrel and muzzle devices. You can distinguish four stages of overheating in ascending order. Each stage of overheating adds new negative effects.

Improved the mechanics of external ammo ballistics. Now, when calculating the flight trajectory and energy, the initial speed, bullet weight, bullet diameter, its shape and ballistic coefficient are taken into account. Previously, only the initial velocity and bullet weight were taken into account. With this, it became possible to achieve maximum correspondence with the real life data.

Also, the loss of all types of damage, depending on the energy of the bullet at a distance, and the increase in damage and penetration of the bullet from the change in bullet velocity have been corrected.



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