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As always the community is apprehensive over drastic changes in gameplay and movement retardation, but currently all indications point to this being a bug fix for the game. Now here is the big one in my eyes, something I've thought they should do for a long long time, instead of trying to stop quick switch, ignore it by making the weapons and grenades switch faster in default. Now, when I read the release notes I'm confused to what they means. When the Developers say 200ms do they mean the time you press your button to the time the action is started, or 200ms total time for the action to be preformed? I guess we will have to wait and see although I am more apprehensive due to the fact that 200ms is nearly a quarter of a complete second, could we really switch weapons that fast, or if not where does the number play in. As for the patch, we can not link you to anywhere official the date and time of the patch release was announced, all we have is a bug in the official site releasing the patch information at 2am last night and a history of patches being released at 12:00PM PST / 3:00PM EST in the afternoon. Below we have compiled a list of the fixes that will aid competitive players, and different map tweaks. It is also worthy to note that a player on the aaotracker site says he had already downloaded the patch from a file server that mistakenly put it up early, again this has happened in the past, and that the patch is 876mb. Competition Friendly Fixes * Reduce the player action delay to 200ms related to quick swapping to improve a player's mobility when coming under enemy fire. * MOUT McKenna: There are various tire stacks throughout the level that can cause a player to get stuck. * Insurgent Camp: A player can get stuck in 2 different places while lying prone on the top roof of the fort * SF Hospital: Player is able to look through the ceiling and view the 2nd floor. * Tunnel: A player can get stuck on a mysterious volume in both the assault and defense hallways. * Urban Assault: Player can get to an area that should be inaccessible * Weapons Cache: A player is able to walk on a fence that is intended to be inaccessible. * Include Insurgent Camp, SF Dockside & Steamroller in the release * Block 3rd party Add-ons via unauthorized DLL Loading - Client and Server * Scoreboard should distinguish fire teams in a manner similar to AA 2.3.0 and earlier. * Add a progress bar to the level loading screen when the user is using the D3D9Renderer. * Allow all players who are medic trained to apply a personal field dressing to reduce the bleeding rate. * When using the D3D9Renderer textures appear to have a rainbow affect applied to them because CompressedLightMaps are enabled by default in ArmyOps.ini Recommended System Requirements * 3-D graphics card with 256 MB memory and support for hardware transformation and lighting * 3.0 GHz processor or equivalent * English version of Windows(r) 2000/XP Operating System with all updates * 1 GB RAM * 3.5GB of uncompressed hard disk space for game files * 4X DVD-ROM (not required for downloaded installation) * Windows 2000/XP compatible system (including compatible 32-bit drivers for CD-ROM drive, video card, sound card, mouse and keyboard) * DirectX(r) 9.0 * 100% Compatible DirectX 9.0 soundcard * Broadband Network Connection * NVIDIA(r) nForce(tm) or other motherboards/soundcards containing the Dolby(r) Digital Interactive Content Encoder required for Dolby Digital audio Download Links * Fileshack (Account Req) * Filefront (No Account) * GameDaily (No Account) |





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- 21 Comments» This story has had 21 comments posted since September 06, 2007 at 2:19 PM EDT.