Allied Hydrofoil vision range increased to from Allied Javelin Soldier vision range increased to from Allied Guardian Tank vision range in Target Painter mode increased. Special Agent Tanya Adams' shroud clear range increased to from Soviet Apocalypse Tank vision range in Harpoon mode increased. Soviet Hammer Tank vision range in Leech mode increased.
Soviet Terror Drone vision range in Stasis Ray mode increased. Soviet Base Defenses vision ranges increased slightly. Soviet Bullfrog vision range increased to from Soviet commando vision range increased to from Japan Seawing vision range increased to from Japan Tengu vision range increased to from Japan Commando vision range increased to from Japan Commando shroud clear range increased to from User Interface Enhancements Players who choose random in online play will now have their faction hidden on the "escape" screen during the match.
The wait time to kick an online player with a bad connection has been reduced to 30 seconds from Players who are not on your friends list can no longer whisper you while you're in a match.
Rally points can be reset on airfields by right clicking on the airfield while it is selected. Interface lag irresponsiveness between clicks and keyboard commands has been reduced.
Bug Fixes EVA announcements will no longer play when a disguised spy enters your base. Made several improvements to the way garrisoned buildings and captured structures are reported through shroud in game and on the radar.
The Apoc Tank can no longer move while harpooning. Fixed a bug that prevented Allied airfields from building the appropriate number of aircraft in certain situations. Fixed a bug that prevented units from attacking enemies with very low health. Fixed a bug that allowed the Soviet Crusher Crane to be captured by an engineer without the 3-second capture delay.
Fixed a bug that allowed Soviet players to cash bounty their own deployed MCV and then get a refund by selling it. Fixed a bug that allowed the Mirage Tank and Tsunami Tank's secondary abilities to still function when under the effect of an Aircraft Carrier's blackout missile.
Fixed a bug that allowed structures to be placed on top of Tesla Troopers in their secondary mode. Fixed a bug that occasionally prevented veteran Guardian Tanks from painting targets correctly in their secondary mode.
Fixed a bug that allowed certain units to be frozen despite being under the effects of an Iron Curtain or Chrono Rift. Fixed a bug that caused certain textures to display incorrectly when playing multiple, different community-made maps in succession.
Chrono Swap no longer allows you to move non-amphibious units from land to water. The Shinobi's secondary ability now correctly causes all enemy units who are actively targeting him to lose their target. While inside a Nanoswarm, the Apoc and Riptide can now properly attack other units within the Nanoswarm.
Enemy tanks with the Terror Drone Surprise upgrade will no longer spawn a terror drone when killed by Tanya, as this would kill her instantly. Desolator strikes and Chronospheres will no longer affect repair drones. Time bombs can no longer be cast on walls. Amphibious units may now be sent into a friendly crusher crane on land or at sea. Structures that were under repair when captured will no longer be under repair for the new owner. If a player has multiple Twinblades selected but not all are garrisoned, pressing the secondary ability button will now only cause the garrisoned Twinblades to descend.
Blocked an exploit that gave the Bullfrog's secondary ability the man cannon unlimited range. Blocked an exploit that allowed the Javelin to remain locked-on while moving or when the target goes out of range. Blocked an exploit that allowed unlimited camera zoom-out in online play. Blocked an exploit that gave a Hammer Tank unlimited Toxic Corrosion.
Balance Changes Added a smoke flare delay when using the Magnetic Singularity support power. The IFV base defense is now more vulnerable to cannon damage.
If a King Oni uses his bull rush secondary ability while shrunk by a Cryocopter's S. In multiplayer matches, Allied and Soviet players may now dock their aircraft at any friendly airfield, regardless of faction, to refuel and reload.
User Interface Enhancements Added the ability for hosts to select a random tournament map when playing in a custom match with 2 or 4 players. Players will see the Random Map option on the Map Selection list. Added a community news window that is displayed on game launch. This window can be disabled by selecting "Do Not Show Again" on the news window.
Added a Spanish multiplayer lobby. Bug Fixes Units will no longer occasionally animate incorrectly when crossing a bridge. Fixed an exploit that allowed players to create health, money, or veterancy crates. Fixed a crash caused by saving while a Magnetic Singularity was active on the map.
Updated the credits. Balance Changes Parachuting drop speed has been increased. Allied Vindicator unupgraded reload time increased to 10s from 5s Allied Vindicator upgraded reload time increased to 7s from 3. Allied Apollo speed reduced to from Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos. Allied Multigunner Turret Peacekeeper Garrisoned has had its accuracy increased.
Allied IFV cost reduced to from Allied Aircraft Carrier drone health doubled. Allied Assault Destroyer build cost reduced to from Patch date. Universal Conquest Wiki. WoW Vanilla 1. Burning Crusade 2. Wrath of the Lich King 3. Cataclysm 4. Mists of Pandaria 5. Warlords of Draenor 6. Legion 7. Battle for Azeroth 8. History Talk Minecraft 1. Snapshots 11 Pre-releases 7 View all. Now it can actually understand when it is walking backwards and it stopped doing that weird behavior.
RV-Pre1 3D Shareware v1. Classic Version history Early Classic 0. Indev Version history 0. Alpha Version history v1. Beta Version history Development versions 1. After the patch, I found it easier to get critical damage to sidepods and underbody when passing over high kerbs. Can somebody confirm? It looks like it has been changed mostly from bumps and scraps with walls and crub's to what extent I don't know. I doubt it is as strong with car to car contact but I could be wrong.
I can confirm, it's easier to damage floor and sidepods now after been too aggressive on curb. Lots of ppl are complaining about handling after the patch with tons of understeer.. No clue about that. Set ups have changed and its just taking time to adapt. Myself having to put in over 40 races to get back to happy!
Rain races have been more difficult and am still struggling. Nope, what I mean is that values in forces not in number like 1 - 4 etc for setups are the same springs, arbs, etc , values for drag and DF are the same, only bump stops changed and that won't make that huge difference.
So this is what I complain about, they keep changing handling model without reasons and without notice us Just thinking, would the bump stop damper value changes be related to issues where cars used to get airborne when driving over kerbs? I am thinking that maybe the original values were too hard and when going hard over the kerbs you are bottoming out and the bumbstop were just like "iron", thus causing the odd effects. If I understand correctly, the bump stop pieces are typically rubber or similar material, which is hard, but still bit elastic and act as the "last defense", when bottoming the car.
So these changes don't really affect the handling, except in few extreme situations. In patch 1. They are different. What you marked as "First handling patch values" is Front, and "1. Thank you for point at it, my mistake then.
Anyway this will make things even more weird
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