Warface: Clutch - Runabel


Soldiers!

Do you have an active NVIDIA GeForce Now subscription? If so, claim your gift in Warface and boost your combat powers to the fullest. Active service members can now get a full Warlord gear set for 15 days that will diversify the gameplay and make your battles even more enjoyable.

UPD: due to technical reasons, emails from Nvidia containing personal codes will be distributed starting from the 11th of February 2021 (exact time will be announced later). The promotion will be live until 20:59 UTC (21:59 CET) on the 11th of March 2021.

Please note that rewards are distributed on first come, first served basis and not guaranteed for all. Look out for a special email from Nvidia with your personal code and redeem it on the game website.

Redeem the code


Redeem a PIN-code and get a special gift including the following items:

  • Warlord Helmets for Sniper, Medic, Engineer and Rifleman (15 days)
  • Warlord Vests for Sniper, Medic, Engineer and Rifleman (15 days)
  • Warlord Gloves (15 days)
  • Warlord Boots (15 days)
  • M60E4 rifle (15 days)



Please note that only the existing audience of Free/Founders GFN members are eligible for the promotion; the PIN-code will be active until 20:59 UTC (21:59 CET) on the 11th of March 2021.

UPD: CODES WILL BE ACTIVE UNTIL 20:59 UTC (21:59 CET) ON THE 11TH OF MARCH 2021

No more worries about saving memory space. Time to enjoy the fast paced combat in Warface on maximum settings even on low-end PCs.

Tame the force of high-end technologies for your entertainment!

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Warface: Clutch - Runabel


Soldiers!

Great news, everyone: the festive Winter Operation page will be active for one day more so that you can exchange the currency earned in the event and get the desired prizes.

Starting from 15:00 UTC (16:00 CET) today, the 1st of February 2021, and till 15:00 UTC (16:00 CET) tomorrow, the 2nd of February 2021, the operation page will be open and offering a limited number of functions. You will have a day to exchange the operation currency for themed prizes.

Please note that the task progress will no longer get counted, and you will only be able to spend the already gained currency by purchasing themed rewards.

EXCHANGE THE OPERATION CURRENCY FOR PRIZES TILL 15:00 UTC ON THE 2ND OF FEBRUARY



Glacier weapon series

The "Glacier" guns boast original looks and a colourful frosty animation. Beware, the arms are ice-cold, do not forget to put on gloves!



Naturally, killing blows made with these weapons will grant you sleek achievements!

All rewards

The Winter Operation rewards include the weapon series "Glacier", "Winter Camo", "Radiance" and "Evil Santa", themed Christmas items, Arctic Squad camos and cards for crafting new arms. Some of these rewards are temporary while many of them are permanent!



You can find a complete list of rewards in the crate description. In some cases, items may repeat. Read more in F.A.Q. on the operation.

THE REWARDS GAINED IN THE OPERATION CANNOT BE SOLD ON THE MARKETPLACE

Participation in the operation will not give you access to the Marketplace, if you did not have it before.

Have a nice game!

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Warface: Clutch - Runabel


Soldiers!

If you haven't yet managed to reach the maximum level in the Battle Pass "Swarm" nor collected all the rewards or if you have just recently joined us, here is great news: the Battle Pass will be prolonged during the maintenance next week! Thus, you will be able to continue completing tasks and receiving unique rewards until March 24, 2021. So there is enough time to challenge the Swarm and claim its loot.

BATTLE PASS SWARM WILL BE PROLONGED UNTIL MARCH 24, 2021

As for the Swarm, you are in for cool guns of the "Chitin" and "Toxicity" weapon series, unusual skins of the "Arachnid" squad , themed weapon charms, stripes and achievements. Full Battle Pass access holders will be able to get their hands on the skins of the elite "Arachnids" squad and a total of 1000 free cards for crafting! Learn more about the Battle Pass "Swarm" and its rewards in the dedicated article.



Challenge the Swarm!

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Warface: Clutch - Runabel


Soldiers!

The January update has been installed on the Warface servers. It brings fixes to the abuse of the "crouch/stand up" and "prone/stand up" mechanics, expanded "Great Gatsby" weapon series, fixes to some bugs and much more. Hurry up to check the list of changes and try them out in game!

Reworked mechanics

We often received requests to rework the key mechanics related to the character's movement while shooting. Surely you have found yourself in a situation when the enemy actively uses the “crouch” and “prone” positions; as a result, the animation of the model is fully played even if the action is performed partially. In the current update, we have reworked the logic and mechanics of these positions. Details.

"Crouch/stand up" positions

The character position now depends on one of the chosen mechanics of using the command - "to hold a key" or "to press a key". Two main points have been revamped: the synchronization of animations in the first and the third person views, and the effectiveness of the “crouch” command and its fading upon repeated activation.

  1. If the player presses the key, the character model will crouch completely, and if the button is held, it will perform the action depending on the time the key is being pressed. If it is a short-term action, the crouch animation will be partial and the character will soon return to its standing position. Upon a fleeting holding of the key, the enemy silhouette will practically not change in size - it is not easy to notice a change in the enemy height by a couple of centimeters.
  2. Each subsequent short-term key holding will be less effective, and at a certain point it will stop working altogether - the character will not take the "crouch" position. The ability to use the command will be restored after a few seconds of inaction.

"Prone/stand up" positions

The "prone" position has an intermediate "crouch" animation stage. Some players used to abuse this mechanic and deliberately skip the mentioned movement in the "prone/stand up" commands. In this case, the character animation looked jerky and abrupt. Now, it will be impossible to skip the intermediate "crouch" stage. This will also apply to those situations when the player performs various movements alongside the action; for example, uses an instant exit from the "prone" position through a jump.

Improved logic of slide sounds

If the player performed an action and collided with an obstacle (a wall), the sliding sound continued to be played and did not stop; some players deliberately exploited this in combat. Now, the sound is synced to the active action. If the slide gets interrupted ahead of time, the sliding sound will also stop playing.

New Content

Expanded "Great Gatsby" series

One of the most beautiful weapon series has been replenished with 6 models: the assault rifle CZ 805 BREN A2, the shotgun Kel-Tec KS7, the submachine gun AMB-17, the sniper rifle SV-98, the pistol TEC-9 and the Gerber Tomahawk. The "Great Gatsby" guns sport powerful specs as well as sleek looks that you will definitely love. The luxurious novelties will take their rightful place in the collections of true esthetes!

The owners of these sleek guns will be able to receive unique expert stripes for eliminating 2,500 enemies.

Content changes

Important

  • Optimized algorithm operation of various player actions in matches. We expect that this change will partially reduce the load on the server and the client sides while counting game achievements.
  • "Platform": updated the surface type on the second floor of the location. Previously, the sounds of moving around the floor were similar to those played on the first floor; now the sound of walking on the second floor will be different - more sonorous ("metallic") instead of dull. We'd like to learn you feedback on this change - be sure to share you impressions in the comments.
  • The PvP map selection in Quick Play has changed. This week's rotation features the following maps: Capture: ”Longway”; FFA: “Forest” and “Bunker”; Storm: “Blackwood Base”; Domination: “Armageddon”; TDM: “Motel”, “Crossing” and “Shuttle”.

Learn more about other changes. Details.

Have a nice game!

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Warface: Clutch - Runabel


Soldiers!

We are launching a new season of our Top Gun event - the one where you can get one or even two great permanent guns for free! Become the king on the battlefield wielding powerful golden weapons - it's just what you need for a tough combat!

Participate


Rules for Season 8

General

  • New permanent rewards: Golden Enfield L85A2 Custom, Golden Fabarm STF 12 Compact, Golden SCAR-L PDW, Golden AS50;
  • The season lasts for 30 days;
  • You can earn tokens by completing a PvP or a PvE task;
  • PvP task: 50 kills within a day in any PvP mode;
  • PvE task: 200 kills within a day in any Spec Op;
  • You can only complete 1 mission a day: a PvP OR a PvE one, not BOTH of them.

Token progress

  • You get 1 token for each completed task;
  • For each 5 completed tasks (not necessarily in a row) you get 3 extra tokens and a Mega VIP booster for 1 day;
  • You can get the maximum of 48 tokens in the course of an event (30 for daily tasks + 18 extra).

Rewards

Each permanent weapon costs 20 tokens, so you can get the max of 2 permanent weapons from the list.



Participate


Persistence pays off!

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Jan 21, 2021
Warface: Clutch - Runabel


Soldiers!

Warface FAQ #19 is here. Get the answers to the most burning questions and don’t forget to check out our previous articles:

Warface FAQ #16
Warface FAQ #17
Warface FAQ #18

  • Do you plan to decrease the price of card exchange?
The exchange rate of the crafting cards has been significantly decreased in the previous update. We’re currently monitoring our internal stats and your feedback to see what effect on the in-game economy it had.

  • Do you plan any PVE-event?
The upcoming season of TOP GUN can be completed in PVE. Stay tuned!

  • Do you plan to expand the vendor items line-up?
The developers do not plan to expand the vendor line-up as they consider crafting a more interesting progression system. However, your feedback about adding new vendor items was forwarded.

  • Any info on when the eSports platform goes back up?
We apologize for the delay, the platform maintenance is at its last stage, we’ll let you know when it becomes available.

  • Is there new information about EU and NA merge?
Currently, we don’t have any updates on the merge. Please follow the news.

  • Is there any new information on the loadouts?
As mentioned in the end of 2020, they are being tested. The developers are doing their best to fine-tune them for release ASAP. We appreciate your patience.

  • Will you add more crafting weapons such as AK 12, Marlin, LWRC and AX-308?
The developers have no plans to add all “old” weapons to the crafting system, however you can expect some of them to be available in Crown or WF$ Random Boxes in the future.

That’s it for today! Join our Social Media and don’t forget to leave your feedback:

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See you in game!
Warface: Clutch - Runabel


Soldiers!

EU and NA servers are back up. Here is what’s changed after the restart:

  • PVP maps rotation:



  • NA server: the pop-up that allows you to search for matches in all regions will now appear after a shorter period of time. We’re closely monitoring the situation and will do our best to decrease the matchmaking time. Thank you for your patience.

See you in game!

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Warface: Clutch - Runabel


Soldiers!

The themed "Swarm" Ranked Matches season is back. Fight a mutated life species and enjoy awesome memorable rewards. Join the fun - the new season of heated pro battles has already started. Demonstrate your skill and get to the top.

Details

The new Season will last till 08:30 UTC (09:30 CET) on the 17th of February. You will fight on the maps of "Plant the bomb" game mode and Blitz except for "Platform". SEDs are excluded from the Ranked.

Seasonal Rewards

By advancing between leagues, you will be able to grab temporary weapons of the "Chitin" series and boxes for crafting "Parasite" guns. The higher the league, the better will be the box you can receive. The most valiant fighters will be rewarded with up to 1000 cards for the desired gun. Don't miss the chance to replenish your arsenal with cool arms!



The list of possible rewards includes the "Spectre" gear ("Beta") for each class. The reward will be available for all RM participants who have reached the fifth league or a higher one at the end of the season. In total, you can get two boxes: the first one with the gloves and the second one with the boots. The contents of the box are randomly selected. There is a certain possibility to get permanent "Beta" items.

Rewards for reaching certain leagues are special season-related camos. Those players who reach the 3rd, the 2nd or the 1st leagues will get two boxes: one contains the Sapphire, Spades or Snow Leopard camos, the other - the Jade Dragon skins.



Details.


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Jan 14, 2021
Warface: Clutch - Runabel


A hotfix for one of the December updates has been installed on the game servers. It features the weekly map rotation and fixes for a bug related to freezes in combat. Be among the first to download the current client version and check out the changes in the game!

IMPORTANT

  • The PvP map selection in Quick Play has changed. This week's rotation features the following maps: Capture: “Vault”; FFA: “Train”; Storm: “Black Mamba”; Blitz: “Platform”; Domination: “Subzero”; TDM: “Farm”, “Shuttle” and “Downtown”. Details.

BUG FIXES

IMPORTANT

  • Players no longer experience in-game freezes, while changing the attachments of the Ruger Mk IV Lite series versions.

PVP

  • Fixed a bug due to which the "Residence Xmas" map was lacking in the "Clan Wars" mode.

Have a nice game!

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Warface: Clutch - Runabel


Soldiers!

As promised, we'd like to share with you detailed information regarding damage in the game. In this article, we will analyze the most common cases that are not clear to players. Moreover, we will share the statuses or plans for the improvement of each of these points.

The "crouch/stand up" and "prone/stand up" commands

If you are an active participant of the Ranked Matches or of other dynamic game modes, you have surely faced players using the “crouch/stand up” and “prone/stand up” commands (spamming the X/Ctrl buttons). These actions lead to the following situation: from the player's point of view, when crouching, the character model barely moves, while from the third person view, it starts to twitch more noticeably. It is difficult to hit such a fighter not only during a face-to-face shootout, but also when they crouch behind an obstacle (the enemy crouches and sees you, while you do not see the opponent).

Status: active work is well underway; it is aimed not only to radically change the animation, but also to rule out the very possibility of using these commands repeatedly. You can learn details in a separate publication.

The enemy did not shoot, but made a kill

You could have found yourself in situations when the enemy killed you although there was no shooting animation. You did not understand how this could have happened, so you may well think that no damage was dealt to the enemy. In fact, the shot was missing only from the graphical point of view (the animation was lacking). In other words, it was out of sync with the visual effect; it is a game bug that used to occur due to the work of the network code.

Status: the bug has been fixed, so this is unlikely to be encountered now. However, if you notice something similar, please report it to our technical support.

Player positions

You may have encountered situations when an enemy killed you, but you saw them only when dying. This is partly due to the geometry of objects and characters. For example, some parts of the character's body (the top part of the head, elbows, knees, etc.) can be visible to the enemy although you do not see that from the first person view. Upon dying, you can see only what the kill camera shows you; so you may consider that a kill behind an obstacle, although the enemy had just jumped up, seen part of your character and made an accurate shot. There is another case when a character model may be visible to the enemy before you see the opponent.
The thing is that your character's head is shifted to the right like in real-life aiming conditions. That's why, at some points, the enemy standing in front of you sees you a bit earlier than you can spot them. It is worth taking this fact into account to choose the best shooting position.

Status: these are not bugs, but the normal physical conditions of objects and characters. We will continue to change the geometry of objects to eradicate such cases. For example, in one of the previous updates, the geometry of objects on in-game levels was tweaked.

Kill behind a wall

Sometimes the enemy kills you after the character model has already gone behind the wall. This problem is encountered in all shooters, including Warface. It is due to latency. To put it simply, this is a certain time interval that often appears due to latency if the user has a poor Internet connection or low-end hardware. In this way, you see your character model already hidden behind the wall, although the enemy had spotted you before and managed to shoot. In perfect conditions, this system works well when the player enjoys a good connection, but we cannot significantly limit those users who do not have a perfect connection. We have to look for some kind of the golden mean to ensure a comfortable environment for all players. That's why cases of kills behind the wall can seem more frequent in our game.

Status: we go on in our work aimed to improve synchronization. We would like to remind you that last year the speed of information exchange between the client and the server (TickRate) was increased to 60 Hz, which improved accuracy of character positioning in PvP matches.

I made a shot, but it did not get registered

Sometimes your shots may not get registered. In this situation, there is blood, but in the first person view, the the player sees no damage indicator. This is indeed an issue; in this case the damage indicator and blood are not synchronized. It becomes more difficult for you to understand what happened in the battle. At the moment, we advise you focus on the damage cross as a more reliable metric because it is validated by the server.

Status: we have already started working on improvements, so we will try to eliminate this problem in the near future. Later on, we plan to transfer blood and cross metrics to the server side. Then the damage dealt will be shown only when the server part of the game confirms the hit. This is how the damage cross indicator works. The following logic will apply: there is damage indicator, there is blood, meaning that the server registered the hit.

Sometimes damage really doesn't get registered

The error when there is no damage at all looks different: the enemy does not die for a very long time when being impacted, and the damage cross is absent. Such situations can now take place only when one of the players has packet losses while being connected to the Internet. If you find yourself in such a situation, be sure to send a video and information about the match (its approximate time) to our technical support. We will promptly respond to reports and identify what went wrong.

Status: we do not like the fact that well-connected players find themselves at a disadvantage in such situations, so fixing the issue is very important. At the moment, we are not aware of any cases when all players had excellent connection, but still there was no damage registration. Enable in-game indicators to track your connection and other metrics. They will help you determine packet loss due to a bad connection.

What about dealing damage to lagging models?

Previously, you could come across players who twitched or even got teleported. Indeed, damage dealt to them was hardly registered, which caused a lot of inconvenience.

Status: currently, players with bad connection are not displayed as lagging. At the beginning of 2020, the server parts of the game were fine-tuned and this problem was solved. If you observe a different situation and still encounter lagging character models, please send information on such occurrences to our technical support.

Kill lag

After one of our updates, players used to experience a kill lag. It was manifested by the fact that the player performed a shot, and the damage cross appeared on the screen in a few seconds (there was also a delay in making a kill).

Status: the bug is now fixed and should not be reproduced if your Internet connection is stable. This was due to the limit on the number of received packets in the firewall.

Shotgun damage

In social networks and on the forum, we have seen reports that damage dealt with a shotgun does not get registered. We would like to clear up the situation. The shotgun is a unique and hard-to-predict weapon. The pellet spread when firing is now random, so there is a chance that you will have 95% of your scope aimed at a character, shoot, but all pellets will hit the remaining 5%, and the enemy will not die. Thus, you may conclude that the damage did not get registered, although this happened due to the shotgun shooting mechanics, which at the moment interferes with the gameplay.

Status: we don't want to improve it via changing the amount of blood, because damage is more informatively displayed with the help of a damage indicator. We plan to make the shotgun pellet spread more predictable. We are developing a system that will be based on the following rule: the more accurately you aim at the enemy, the greater the probability of killing him or her. For example, if a medic aims 80% of the crosshair at the enemy and shoots, 80% of the pellets will hit the target, which significantly increases the chance of killing.

It's worth noting that a number of algorithms have recently been reworked; and now the response of the damage indicator when firing shotguns has accelerated. Previously, when hitting an enemy with a shotgun, damage was registered separately for each pellet. So, in some cases, the processing time increased and there could be delays in the damage cross display.

First-person view camera

Many of you follow your allies via the first-person view camera. You can observe the damage cross, blood, and the player position. However, this information is not always correct. In some cases, the camera shows you things that have already happened a moment earlier before you saw them. Therefore, it may seem that there were some issues with hit damage registration. In fact, it depends only on the operation of the first-person view camera.

Status: in most cases the camera works correctly, but there is still a 1% of false information if the player experiences short-term connection latency.

Kill cam

To begin with, let's explain how the kill camera works. When you are killed, your angle of view (field of view) starts moving towards the killer; this camera movement takes certain time. For example, if you are killed in the back, the camera needs to rotate 180 degrees. During this time, the killer also moves, and when your camera reaches him or her to show the moment of death, the opponent is already located in a different place. Thus, sometimes, it can seem that the killer was behind the wall. In fact, the rival had not been there, but while the kill camera was moving he or she shifted to another point.

Status: we would not like to change the speed of the camera movement, because it can cause inconvenience. We could develop a mechanic that will show only your character, without the enemy. But in this case it can greatly affect the gameplay, because it will be impossible to provide information about the enemy. We would not like to follow this path, so we will further study the matter.

Major improvements of 2020

Of course, last year we introduced important changes that helped us get rid of some problems. Here are the most important ones.

  • Tweaks to the Game Center. We noticed that some fighters (accidentally or on purpose) did not choose the optimal region when starting the game, which hindered comfortable gameplay not only for them, but also for other players due to a large difference in ping. Therefore, to prevent such situations, we prepared an update. Now you will always get matched in the most comfortable conditions: with soldiers from your region or a neighboring one.
  • Reworked damage indicator. Now it is not related to damage dealt by individual hits, and its size reflects the current state of the enemy in combat. The damage cross includes both indicators: damage made to health and damage dealt to armor. The closer the enemy is to death, the larger the indicator gets with each next hit. The full damage cross means the death of the enemy. You can read more about this in the dedicated news.
  • Last year, an important game server indicator - TickRate - has been modified: it was increased to 60. We remind you that this is the speed of data exchange between the server and the game client. The more often data are exchanged, the more accurately actions of a player and of other users are reflected.
  • Improved synchronization system. The system was tweaked to make playing with users experiencing difficulties (for example, with an unstable Internet connection) more comfortable.
  • Eliminated "load peaks" in server algorithms.
  • Some of the root shooting algorithms were completely reworked, and some of them were transferred from the game client to the server.

Why is it important to contact technical support?

First, in the overwhelming majority of cases, the person who discovered a bug is required to provide additional information. A video confirms that the problem does exist; but this is most likely will not be enough to reproduce the bug.

QA specialists say "If an error cannot be reproduced, then it does not exist." And if the localizer forwards to the developers only a video demonstrating a bug, it can take a huge amount of time to reproduce the error.

Your logs which are constantly requested by the technical support come to the developers' aid. These little files can save a lot of effort while identifying exact causes of an error. Thus, the developers will have time to do more useful things for the community.

The same goes for some visual bugs. The cause may well be one specific video card model. In this case, developers will have to check various custom configurations in an attempt to reproduce the bug and find out the cause of the problem, whereas a file with the user's computer configuration, where an error occurred, will greatly reduce the search time.

Please note that in this case, you will spend about the same amount of time filling out the report fields as it will take you to create a thread on the forum.

Second, reports to technical support are one of the ways to collect general statistics on the project. We need to receive tickets in order to understand how many players have encountered a bug. Important: it makes no sense for one user to open two or more tickets on the same error.

We would like to answer the most popular saying "The developer simply shifts responsibilities to players." It is completely erroneous. By contacting technical support, you save time both for the developers and for yourself. After all, the sooner a particular issue is fixed, the sooner the game will become more comfortable for you. The work on fixing bugs will go on without users' requests, but with your help everything will be settled much faster.

Some players say that they cannot record a video because their PCs simply cannot handle the load. Currently, video programs do not require many resources, so if 100% of your PC performance is consumed only by the game, some difficulties can arise precisely due to performance limits.

Thank you for your understanding, we appreciate all your feedback.

Have a nice game!

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