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Mardi 30 juin 2015  
 
Patch 1.19.2 (753)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

4th July Event

America's 4th of July celebrations are just around the corner and to celebrate we have some goodies for you all to earn during the 2 week period.  We are not offering one new item, but we are offering two new items. Uncle Sam Jacket and Bald Eagle Mask that can be added to your characters collection.

zJNDZ42.jpg

You want these pieces?  Then here are the rules for the upcoming event:

The Rules for July 4th Celebration

Setup

New in game progression for Enforcers and Criminals

Task

During opposed missions in Action Districts, use any dropped weapon from an opponent and:

    Kill an opponent with a dropped weapon earns 1 kill point 
    Kill an opponent with their own weapon earns 2 kill points 

Example:

Player 1 (Enforcer) kills player 2 (Criminal): Picks up dropped weapon (No kill point earned). Player 1 uses Player’s 2 weapon and kills player 3 (Criminal) in mission (1 Kill Point Earned), Player 1 then kills Player 2 using his original dropped weapon (2 Kill Points Earned). Player 1 switches to his original weapon and kills Player 3 again (NO Kill Points Earned - Not Used Dropped Weapon).

Total Kill points earned: 3

Role & Prizes

    Earn 100 Kill Points Stars & Stripes: Level 1 (Stars)

      Prizes

        Bald Eagle Mask
        Title: Stars

    Earn 250 Kill Points Stars & Stripes: Level 2 (Stars & Stripes)

      Prizes

        Uncle Sam Jacket
        Title: Stars and Stripes 

Note: Clothing items are character bound and not account bound.

Other Changes & Additions

Weapon Prototype District

    Some more changes have been made to the N-TEC.

Titles

    Added the new 'Rainbow' and '#LoveWins' titles.

Roles

    The description of the Cop role has been changed to appear more consistent with other roles.

Bug & Exploit Fixes

Weapons

    The descriptions on the Bullshark and Ogre modifications are now correct.

Client Crash

    Fixed a crash that could occur when a player enters the Garage Editor.

Modifications

    Some mod descriptions have been changed to correct any double negatives or double positives (e.g. Norseman Runes, and Magazine Pull).
 
Tiggs


Lundi 29 juin 2015  
 
Here comes the July 4th weekend

Hello Citizens,

America’s 4th of July celebrations are just around the corner and to celebrate we have some goodies for you all to earn during this 2 week period. We are offering not one, but two new items, the Uncle Sam Jacket and Bald Eagle Mask that can be added to your character’s collection.

You want these pieces? Then here are the rules and info for JULY 4th CELEBRATION:

Duration

From July 1st to July 15th - 9 AM UTC

Setup

New in game progression for Enforcers and Criminals

Task

During opposed missions in Action Districts, use any dropped weapon from an opponent and:

    Kill an opponent with a dropped weapon earns 1 kill point 
    Kill an opponent with their own weapon earns 2 kill points 

Example:

Player 1 (Enforcer) kills player 2 (Criminal): Picks up dropped weapon (No kill point earned). Player 1 uses Player’s 2 weapon and kills player 3 (Criminal) in mission (1 Kill Point Earned), Player 1 then kills Player 2 using his original dropped weapon (2 Kill Points Earned). Player 1 switches to his original weapon and kills Player 3 again (NO Kill Points Earned - Not Used Dropped Weapon).

Total Kill points earned: 3

Role & Prizes

    Earn 100 Kill Points Stars & Stripes: Level 1 (Stars)

      Prizes

        Bald Eagle Mask
        Title: Stars

    Earn 250 Kill Points Stars & Stripes: Level 2 (Stars & Stripes)

      Prizes

        Uncle Sam Jacket
        Title: Stars and Stripes 

Note: Clothing items are character bound and not account bound.

So jump in during the time of the event and work your way to titles and goodies.

Till later citizens and enjoy your July 4th holiday weekend.

MoK

 
MoK


Mardi 23 juin 2015  
 
Summer In San Paro Designer Contest

Time to show off your hot bods with sexy and fun summer wear and spruce up your car with some summer time themes!

Create a complete outfit and/or car design that represents your idea of Summer In San Paro!

    3rd place

      500 G1C

    2nd Place

      1,000 G1C

    First Place

      1,500 G1C

How to submit your entry

    1. You can post as many entries of an outfit and/or a vehicle design as you like.  You also must post basic information for the avatar that is being submitted as an entry, including the character name, the server and the faction posted at the top of your entry as well as which outfit slot the entry is located in your locker.  You MUST be the owner AND creator of this design or be disqualified.
    2. Next, post up to 5 pictures MAX for each entry to display your themed Outfit and/or Vehicle
    3. Use the "Spoiler Tag" to post your pictures
    4. No reserving space, all entries should be posted as a final submission.
    5. As with any contest, plagiarism, copying or any form of cheating is prohibited and can lead to a disqualification.  NO COPYRIGHT/TRADEMARK MATERIAL. No real world branding or sponsorship symbols are allowed. No materials that violate TOS.  In game branding and sponsorship such as Birth and Ophelia Customs are allowed. Failure to follow will result in disqualification.
    6. Put your entry under the appropriate thread started for this contest which will be announced in the APB Forums.  Submission for the contest will be closed:  JUNE 30th, 2015 with winners announced shortly after.

Judging

Once submissions have been closed, a panel of judges is selected and they will vote for the top three favorite designs.  Judges consist of a panel of the following people:

    1. Community Manager, Tiggs, as well as other APB developers and staff members
    2. Several random APB volunteers in the group of SPCM, SPCT and APB Moderators.
    3. Several random APB players (these people will not be chosen ahead of time, will be randomly selected from both the Forum and in districts on each server and will be asked for their vote immediately upon being asked)
 
Tiggs


Mardi 23 juin 2015  
 
Patch 1.19.2 (746)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes and Additions

    Weapon Prototype District Changes

      Minor tweaks to the N-TEC.
      The recoil has been tweaked on the ALIG and the SHAW. The ALIG's recoil is no longer bugged.

Bug and Exploit Fixes

    Vehicles

      The descriptions of the 'Romulus' and 'Remus' Coywolf variants now have an additional paragraph to describe their mods.

    Weapons

      Fixed a minor typo in the description of the SAS-PDW.

    Hud

      Team member's points of interest (i.e. Ammo Boxes, Field Suppliers) are no longer shown to off-mission group members.
 
Tiggs


Mardi 16 juin 2015  
 
Patch 1.19.2 (744)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours. 

Weapon Prototype District Changes

The following weapons have graduated from the prototype district. This doesn't mean we're done tweaking them, but that the changes in the prototype district bring significant improvement to the balance of the weapon and are safe for a live environment:

    COBR-A
    OCSP
    NFAS-OGRE
    FFA-Bullshark
    VAS-C2

The following weapons now have prototype variants to play with in the prototype districts:

    SHAW-556
    ALIG-762
    N-SSW
    M-1922

    'Weapon Caches' have been renamed to 'Balanced Bundle Boxes'

Balanced Bundle Box

    The 'graduated' weapons have been removed from the Balanced Bundle Boxes, and we've now added two surprise weapons.
    These consumables now have their own unique icons.

Bug and Exploit Fixes

    UI

      Added the Joker SR15 to the weapons listed in the welcome message shown when players enter the Weapon Prototype District.

    Titles

      The Trailblazer titles now have descriptions.
      The 'Underboss' and 'Brigadeer' titles now have tooltips.

    Weapon Skins

      Certain flag skins were renamed to appear more consistent with other flag skins (specifically, the 'Saltire', Spanish, Norwegian, Irish, Mexican, Japanese flag skins).

    Weapons

      Casings now appear to eject from the correct part of the NCR-Anubis.
 
Tiggs


Mardi 16 juin 2015  
 
Balanced Weapons, Creative Competition Winners and Phase 2 of the Juggernaut Strike Pack.

Hello Citizens,

We have just passed the halfway mark for the month of June. I have a few announcements prior to our live update for tomorrow, regarding a few things we have in store for you.

Balanced Weapons

On my last post, I shared some info on our Weapon Test District as well as providing statistical info and description changes in the forums.  It was good to see that people enjoyed the forum thread and we are happy to say the following weapons have been migrated into the main districts:

    COBRA-A
    OCSP
    NFAS-OGRE
    FFA-Bullshark
    VAS-C2

With the above weapons returning a new batch of weapons will be included into the Weapon Testing District, these will be:

    SHAW-556
    ALIG-762
    N-SSW
    M-1922

All the new weapons listed will be included into the Balanced Bundle Boxes, which we are using to provide those who do not own a testing weapon, a chance to try them out and provide feedback.

Creative Competition Winners

After careful review, we at Reloaded Games have selected the winners of the Creative Competition that was created in May.  Below are the grand prize winners, the 2 runners up and links to view their submissions.

Video Winners

    First Place



sluttles

    Runners Up



Janeconstatino



thelinux

Music Winners

    First Place



JungleFlaco

    Runners Up



Havok5

Art Winners

    First Place




supfinal

    Runners Up






incbox


jossin

I wish to congratulate those that were chosen, and thank everyone again for their participation and look forward to next year’s competition.

Phase 2 Juggernaut Strike Pack

On the 24th of this month the Second Phase of the Juggernaut Strike Pack will be available for those who purchased the PassPhase 2 includes the exclusive weapon and skins pack:

    Frenzy Assault Rifle (Fanatic Brother Collection)
    Strike & Blend Skin Pack

Don’t miss out on these exclusive items, you still have a chance to purchase a Pack Pass and still receive bonus Joker Mystery Boxes.  For those that are only interested in the following Espacio Vehicle Kits:

    Bighorn
    Mammoth

These will also will be available in the Armas store on the 24th of June.

So in summary, we have the return of balanced weapons, winners of the creative competition and the Phase 2 release in the Juggernaut Strike Pack Pass.  Please feel free to join us in the Weapon Test district and help us make APB Reloaded better each and every month.

Till next time,

MoK

 
MoK


Mardi 9 juin 2015  
 
Patch 1.19.2 (741)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Weapon Prototype Districts Changes

    Deployable

      Weapon Box

        We've added new deployable weapon boxes to the Weapon Prototype Testing District. You can win these from completing the Testing Event and they will dispense random rebalanced weapons when used.

    Weapon Balancing

      Re-balanced versions of the Joker Carbine,  ISSR-A/B, NFAS-OGRE are now available for testing in the Weapon Prototype district.

    Gameplay

      Players will now automatically drop picked-up weapons when they run out of ammo.
      We've increased the number of kills required per player in order to make the Testing Event last slightly longer.

    UI

      Added error messages when a player tries to equip a weapon, modification or consumable that's disabled in the current district (or enters a district with disabled items equipped)

Note: Be sure to check out our blog for more detailed information on the Weapon Prototype Districts.

Other Changes and Additions

    Art

      The Air Mech advertisement banners in the Social district have been reverted to their original artwork.

Bug and Exploit Fixes

    Client Crash

      Fixed a rare crash that could occur upon disconnecting.

    Weapon Balancing

      You can no longer perform a jump shot with the prototype HVR.

    Weapons

      Male and female characters now hold the EOL and the FFA-Bullshark correctly when standing idle or sprinting.

    Gameplay

      We've slightly increased the time between failing to fire and the automatic retry in order to combat 'ghost shotting/weapon jamming' issues
 
Tiggs


Mardi 9 juin 2015  
 
Hit Squad - Stand Together Or Fall Divided

ePuxGIj.jpg

It’s time! Gear Up with your clan and prove your team is the deadliest of them all.

    Event Begins: 06/11/2015 12:01 AM PDT
    Event Ends: 06/21/2015 11:59 PM PDT

Rules

    Players earn 1 point for every opposed mission (1/2 point for Fight Club) they play with a Full Clan Group (4 members all in the same clan)
    Players can earn increasing rewards (listed below) by earning points throughout the event. Rewards given out within 3 business days of the end of the event.
    The top 3 clans from each district will be showcased in a sticky thread in the forums, along with a screenshot/graphic of their choice (we reserve the right to deny a screenshot and screenshots must be submitted to support within 3 business days of winners announced).

Rewards

    55 Points

      7 days Premium
      2 Joker Box 10’s

    75 Points

      500 Joker Tickets
      2 Joker box 11’s

    100 Points

      100 G1C
      2 Joker box 12’s

    150 Points

      2 Mok’s JMB
      2 GM’s Joker Box
      500 Joker Tickets

    250 Points

      2 Power Joker Box 13
      2 Power Joker Box 14
      2 Power Joker box 16
      150 G1C
 
Tiggs


Mardi 9 juin 2015  
 
Weapon Rebalance Description

We mentioned the Weapon Test District in last month’s Q&A post. We are gaining larger and larger amounts of data which is being gathered in order to solidify changes that may be made to some weapons in a future patch. For those interested in participating, head to the Advanced tab of the District Select Menu. Now that you've had some time to play with the pre-selected 10 weapons, let’s go into exactly what has changed, along with some insight into what data we've gathered, our conclusions from that, and where we are potentially going with the next set of changes.
Firstly, a couple of thoughts and caveats about the data below:

    Data only really becomes valid with tens of thousands of data points. While we get millions of kills each week, only a fraction of these are in Prototype Districts and as such this preliminary data will be somewhat incomplete. This can be clearly seen by 'Spiky' graphs.
    We're comparing ALL weapon data vs Prototype weapons in Baylan only. It's a lot faster and provides us more info gathering everything to compare against, rather than comparing against like weapons in Baylan Fight club. As we move on and get closer to our desired results we'll be running longer, slower comparisons that are more accurate. At this stage, 'fast' comparisons that let us know we're going in the right direction are good enough and let us iterate faster.
    We gather metrics based on the point of death. Specialized weapons, such as Rocket Launchers and Sniper Rifles for instance will have higher than average Kill Death Ratios since players will often have switched to their side-arm when caught unawares and thus more likely to die.
    A lot of APB kills across all weapons come from 0-4m, regardless of the weapon. Through both our environment and vehicles, opportunities arise for players to get close, and almost every weapon can be effective at point blank range.
    What's Next?

As we move forward with the accumulated data, refinements will be made.  Once we feel a weapon(s) has been properly balanced, an announcement(s) will be made providing the live date of submission as well as a final description of changes. New weapons will be made available in the Weapon Test District as rebalanced weapons become closer are removal.

Weapon Rebalance

NTEC

What we've done and why

The current version of the NTEC is by far the most popular weapon in APB Reloaded. On a chart of combat events using weapons (total kills + deaths) we can see that the NTEC is used in 14% of cases:

HnCX1gD.jpg

Even against the STAR, the weapon used at one point by every character, the NTEC dominates in terms of use, and this is stifling weapon variety during missions. A major point of this ubiquity is its ability to tap fire at near full speed and not lose any accuracy. We don't feel this is the ideal use for an assault rifle, and the primary goal for our changes have been to reduce its ability to keep full accuracy under near-cyclic tap fire, while moving it more to a weapon that benefits from being fired in short bursts. 

The first part of this was reducing its overhead. By reducing the damage down from 19% to 18.5% we remove the ability to use Heavy Barrel 2 without a major downside. 

Secondly we reduced the initial accuracy loss and recoil when firing, and had it increase over time. This makes the weapon much more effective at burst firing (the second shot is almost as accurate as the first) while making tap fire less accurate as you need to wait longer to allow the accuracy exponent to reset.

The accuracy of the NTEC at 10m from the hip when firing fully automatically looks like the following (the Y axis is centimetres, X is bullet fired). 

l5j6CIr.jpg

Aiming from Marksmanship mode is a multiplier on accuracy, so the graph will look the same but with a contracted Y axis.

What Effect has it had?

HRTVJ3n.jpg

Above is the graph of percentage kills at various ranges taken from the last week's data we've been gathering. The prototype values are Orange lined. It's important to note that the data for the prototype weapons is not enough to draw any conclusions from yet, but it is useful for early thoughts. Of all the data gathered, the NTEC by far is the one we have the most data on, so we can at least make some conclusions. From the above graph, we can see that percentages of kills at 4-24m are down, and the percentage of kills from 30-60 are up, so it's losing out to weapons at closer ranges and/or winning more at mid-ranges.  The Kill / Death ratio is also slightly down, though it's within a range that could be attributed to variance. Note that a K:D of less than 1 is perfectly acceptable for a non-situational weapon, as gravity, suicides, accidental team kills and vehicles take their toll.

HVR-762

What we've done and why

The big problem we had with the HVR was its ability to be fired accurately and quickly when ambushed. This allowed it to be used in close ranges when attacked, and also tangentially to be used for quick switching. The first thing we did here was to add a short delay on accuracy gain whenever you would gain any (for instance from switching states from running to stationary, or into marksmanship). This adds an element of preparation to using the HVR, making it useful for a area denial and suppression tool rather than a directly offensive weapon. We then added a minimum accuracy on switching weapon to the HVR, ensuring that a player couldn't immediately switch to it and fire at full accuracy. This new addition also allowed us to reduce the base accuracy from the hip and improve the marksmanship modifier instead to ensure the weapon needs fired from marksmanship to be useful at range. 

One thing we were not wanting to change with the HVR was its base damage. At 85% it is the big hitter in APB, and we felt reducing this would heavily remove from its desired role as an assist and suppression weapon. By pushing it more into a support role, we hope to increase the amount of users using other sniper rifles, but we want to keep the HVR-762 as a valid choice, rather than have players wholesale switch over to the 243.

What Effect has it had?

The distance kills graph for the HVR-762, and pretty much all weapons that isn't the NTEC, looks somewhat spiky. This happens when we don't have enough data, as we need tens of thousands of data points to gather consistent information. Over time as we gather more information these graphs will become more accurate and readable.

D2LDjkU.jpg

The graph here doesn't show us much yet. Mid-range kills are up and long range kills down but this is almost certainly due to all our kills with the test version of the 762 being in Baylan, where there aren't many fights happening above 80m. The K:D has dropped as well, as desired, meaning it's less useful in a direct fight. Note that longer range weapons tend to have much higher Kill / Death ratios than others, since you engage outside of other's effective ranges, and if they get close you'll switch to your sidearm (our metrics at the moment count what weapon you died with, so if you die with your sidearm out it'll count as a death for that rather than your primary).

VAS-C2

What we've done and why

The VAS-C2 series was designed as an SMG-NTEC, meant to be played at short ranges in a similar style to the NTEC. Unfortunately we went a bit too far down this path, and it basically combined the benefits of an Assault Rifle and SMG with only a minor reduction in range. The first thing we've done has been to remove the range benefit it receives over the other SMGs, giving it the same damage dropoff as the OCA/PMG et al. Further to this we've given it the same accuracy degradation as the new NTEC, but more pronounced. While the new NTEC has a significant buff over the previous NTEC for the second and third shots fired fully auto, the new VAS-C2 remains very similar to the old one for the first 3 shots, then gets worse from there. It can still tap fire and finish wounded targets at mid-ranges, but it won't devastate there any-more, and with a slight decrease in its minimum accuracy it ensures at full auto it will lose out against other SMGs at short ranges.

7NI7X2z.jpg

What Effect has it had?

NLRyGNv.jpg

First thing that's good is that K:D ratio has reduced significantly to bring it down to an appropriate level. As mentioned above, a ratio of less than 1 is perfectly good for a weapon that is in the middle of combat due to other non-enemy related deaths. The distance kill graph stays roughly the same, while the slight increase in the average kill distance may be due to the reduced minimum accuracy making it worse in extreme CQC. Either way we won't know until more data comes in and reduces the randomness.

ISSR (A / B)

What we've done and why

The ISSRs have always been very lackluster, and we want to give them their own niche while allowing them to be competitive. For both we've adjusted their accuracy loss and recovery profiles to make them very accurate for the first two slots, then very inaccurate thereafter. This forces players to fire them in 2 round bursts, waiting between bursts to recover. We also increased the ammo count slightly, making it a bit more lenient if you miss a couple of shots.

What Effect has it had?

rA8uVQZ.jpg

Thyr5je.jpg

Neither live nor prototype districts have enough data to provide us enough to gain valuable insight here. It looks like K:D has gone up significantly on the B variant, but we really can't gain conclusions from this as it could just be variance.

OCSP

What we've done and why

As with a lot of these weapons, the accuracy profile has been adjusted significantly for the OCSP. It starts very accurate and maintains this for around the first 4 rounds, it then begins to quickly lose accuracy. This makes it great for a short-mid range finishing weapon, or a harassing weapon, while not being too great at finishing people off. It provides the niche of a fast firing agile marksman secondary that we are somewhat missing (most of our semi autos are fairly inaccurate)

What Effect has it had?

2CU7MpA.jpg

The increased ability to land at least the first few rounds of the magazine have appeared to make it a bit better at competing in sub-10m ranges. Importantly the K:D has increased significantly.

FFA-BullShark

What we've done and why

The Bullshark now starts at a 2 round burst, and if you quickly fire it again, it will add an additional bullet into the burst (up to 6 rounds, as 7 rounds kill and we don't want it to 1-shot). Also reduced the damage reduction on the mod from 25% to 10% (this won't show up right now, as the description is shared with the live version). As bursts increase, the weapon becomes harder to use at longer ranges due to accuracy and recoil taking effect more noticeably, but the additional damage helps it up close.

In our normal servers, the Bullshark is essentially a less fun OBIR. By making its bursts increase over time we provide a unique spin on a similar concept to the OBIR while making it more in tune with the other Joker Boxes in having fun, off-beat functionality that makes them different, but not better than our standard range of weapons.

What Effect has it had?

0Rern6s.jpg

As predicted, it becomes better at close ranges, but worse at long. This might not be accurate however as there aren't that many Bullsharks being used, resulting in not much data to work with. Though it's likely just randomness, it's interesting to note that the K:D ratio has increased slightly to 1.23, which is the exact same ratio as the OBIR.

COBR-A

What we've done and why

As with a number of the other weapons, this loses accuracy and increases recoil over time. Uses the same curve sets as the VAS-C2, though increments along them at different rates due to its fire rate. It also recovers on the curves slightly faster, allowing for longer bursts before a short recovery. Again we want these weapons to be able to tap fire at the extents of its range, but in most situations we want short-bursts to be better (tap firing should really be the domain of the Rifles). We also significantly increased its fire rate (we accidentally did it to the live version as well when testing this a couple of weeks ago. Oops!)

What Effect has it had?

uJ18woF.jpg

The improved fire rate has helped the weapon hold its own a little better in the <15m bracket. The K: D of the weapon has also increased significantly, raising it to a respectable 0.96.

VBR

What we've done and why

While fine for balance, the live version of the VBR essentially plays identical to the Joker Carbine and sees little play. We wanted to provide it a unique play-style that befits a JB weapon. Its defined role now is as a mobile mid range skirmishing weapon fired primarily from the shoulder while moving. For this the following changes have been made:

    Crouch Modifier worsened from 70% to 90% accuracy.
    Run modifier worsened from 200% to 275% accuracy.
    Marksmanship speed increased from 1.39ms to 3.5ms (fastest in-game)
    Accuracy loss is reduced over continuous shots, providing an accurate initial shot for tap fire with a hard accuracy loss, with follow up shots becoming having less of a detrimental effect.
    Average Recoil remains steady over firing, but recoil variance becomes much lower, making it more predictable.

What Effect has it had?

8XQpf4R.jpg

With the new focus on marksmanship mode, the average kill range is pushed out a little, but there's not enough data yet to be sure. K:D ratio stays within a healthy value, dropping slightly. All in all nothing has really changed much in terms of balance, with only the feel of the weapon changing.

NFAS-Ogre

What we've done and why

The OGRE is a weapon that essentially plays like a big NFAS with a fairly major downside. While it can be good in Bronze and Green matches, the wind-up timer tends to neuter it at silver and upwards. A Slight reduction in the wind-up timer from 0.65 to 0.59 will allow it to survive slightly better when ambushed. 

What Effect has it had?

rTzv0gy.jpg

The NFAS Ogre really doesn't have enough data to draw conclusions, and its viable range is so tiny that you can't even draw anything from the distance graph. The K:D ratio shows something interesting though; The few players that use it in our normal districts are actually getting really good results in it, we're guessing through use in lower threat tiers. In the prototype district though, it still loses quite heavily. 

NCR-Anubis

What we've done and why

The NCR is a fairly effective rifle, but it is hampered by both a lack of niche (the DMR fits in pretty much where it is meant to be), a suppression by the HVR, which outclasses all the rifles, and by a crosshair that somewhat obscures what you are aiming at. To improve matters we have pushed the weapon to fit into a more unique niche, acting as a long range sustained suppression weapon by improving its qualities as you continue to fire. Shots past the first gain lose slightly less accuracy, allowing for sustained shooting. Recoil (Pitch) decreases heavily with subsequent shots, benefiting sustained firing. We've made some minor tweaks to the crosshair for the time being, reducing opacity of various parts, though our goal is to replace it in time completely.

What Effect has it had?

F5ICTLp.jpg

Nowhere near enough data to make a valid conclusion here.

 
Tiggs


Mardi 9 juin 2015  
 
Weapon Test District Update and a bit more

Hello Citizens,

We start the second week of June with an announcement regarding the new weapon test district and changes we have in store with tomorrows update.

Weapon test district update

Your play testing has provided us with valuable data regarding the 10 weapons we selected for testing.  Performance data and changes can be found in the forums later today.  In order to gain the best info possible, all changes we implement will be provided shortly after a weapon has been included for balancing.  The reason for this is to avoid preconceptions which allows us untainted feedback. Many thanks to Qwentle for his work on analysing the data, implementing the changes and providing the descriptions of what has been done in order to balance the weapons better.

And a bit more

We also provided the weapon drop system for those players wishing to participate and test, but do not have the weapon presently in their inventory.  These can be used until the player switches weapons, the weapon is dropped or on player death.  Future plans call for Weapon Caches Boxes, many players have seen this mechanic before with last year’s Christmas Event.  But Unlike Christmas, these weapons will be available to the player and for others to use. As we move forward with testing more and more weapons, the weapon drop system will also be refined in order for us to include it into the main game.  Consideration is also being taken for changing the Weapon Test District from Baylon, over to a modified Open Conflict District.

Next week will also include the announcement of the Creative Competition Winners.  I wish to thank everyone that has submitted their work and appreciate their patience in waiting for the final results.

Announcement of the Q&A live stream will also be provided this month once the date and time has been confirmed.  Details will be provided to you once everything is ready to go.

That’s all she wrote for now folks.  As changes occur, announcements will be made here or on the forums.

Till next time Citizens,

MoK

 
MoK


Vendredi 5 juin 2015  
 
New NA Server LIVE and Action District First Look

As of Wednesday 6/3 we finished bringing our two NA servers together into a new, centrally located server located in Dallas. Just like with the Citadel in the EU, the merge creates a larger and more diverse population, which means better matchmaking and more chances to make new allies (or enemies) throughout each district. You might notice that it's currently named 'Union' - but don't get too attached; our NA players are in the middle of a final voting process that will most likely result in a new name by next week.

Early Merge Rewards

If you have a character on Colby or Joker and haven't already merged a prior EU character, simply log into the new server before Tuesday, July 14th to claim your exclusive Early Bird merge reward! The special gift includes 3 X Joker Mystery Box 17's, 5 X Premium Days and a special Trailblazer title for each merged character that displays its original server name.

Improving Network Performance

Now that the bulk of the merge work is done, we're now focusing on optimizing network performance and minimizing latency spikes that some of our players have been experiencing over the last couple of days. Specifically, all the districts are now centrally located in Dallas, but it appears that one of the network providers is having intermittent connection issues that has lead to random lag spikes, and our engineering team has been working with them to sort that out.

In a pretty extreme move, we are moving all the Waterfront districts to a different provider early (tomorrow) Saturday morning PST, and then we will be running an ongoing comparison on the performance between Financial (current provider) and Waterfront (alternate provider) for the rest of the weekend and next week. If the alternate network shows significant improvements, then we will be switching everything over to that by the end of next week.

A First Look at the Upgraded Financial District

Many of you have asked for a shot of an Action District using the new upgraded engine, so here it is! Enjoy an early look at a familiar Financial location, and the difference is night and day (no pun intended =) ):


Jobs

 
Jobs


Lundi 1 juin 2015  
 
Patch 1.19.2 (734) US Server merge and EU / HAN downtime

US World Merge Start: 12:00 am (PDT) / 8 am (BST) / 7 am (UTC)

US servers will be taken out of service for the US Merge of Joker and Colby servers. EU and Han are not affected by the merge and will be online until the patch.

EU and Han Maintenance begins: 6:00 am (PDT) / 2 pm (BST) / 1 pm (UTC)

Maintenance is approximately 2-3 hours for EU and Han. There is no estimated down time for the US server merge. 

Changes and additions

    Weapon test districts

    Players will now drop their weapon when they die. Other players can then pick them up by pressing [F] (by default).
    These can then be used until

      Death
      Ammo runs out
      The weapon is manually dropped (by either switching weapon or pressing [X])

      N-TEC

        Has received some balance tweaks to its bloom recovery.

      HVR

        Tweaks have been made to make this weapon more responsive.
 
Tiggs

 

 

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