World War 3 - [F51] Rozmo
Available in the following languages: PL | RU | DE | FR

Greetings, Soldiers!

Today we’re going to provide you with a brief insight into our damage model. We’re glad that most of you are satisfied with our current TTK (shoutout to Admiral4000 and his buddies), and at the same time we hope that showing you the inner workings of our system will be an interesting read.

Final player damage in World War 3 is a sum of a couple elements:
  • Bullet caliber - each one inflicts a certain amount of base damage
  • Barrel length - long barrel is more efficient on longer distance, while short barrel is geared towards CQC.
  • Distance from target - the further the target, the lesser the damage
  • Helmet/Armor class - heavier/better material = less damage
  • Shot placement - based on hitboxes and their multipliers
  • Bullet type - armour piercing (AP), hollow point (HP) and full metal jacket (FMJ) bullets have different damage multipliers as well
In this article we’ll analyse perhaps the most frequently used assault rifle caliber - the NATO 5.56mm cartridge. It’s what the M4, M416 and one of your favourites - the SA80 is chambered in.

The base damage of the 5.56mm caliber is 31, which means that killing an unarmoured (or lightly armoured) enemy takes 4 shots (3x31 = 94, + 1 shot to finish ’em off).
We can control the damage of any caliber by using a simple, table based tool - just like this one:



As you can see the damage curve goes down at 9000 Unreal Units (basically centimeters), or 90 metres from the shooter. You can check the damage curves out yourself in the customisation menu - once you choose your barrel, you immediately know at what range it’s most efficient.



What this particular curve shows you is that there’s no damage falloff until the 90 metre mark. After this mark the damage decreases to finally reach 26 at the 105 metres mark.

The performance of a long barrel is more consistent, meaning that the falloff is less steep - it goes from 29 at 0 to 90 metres down to 28 at 105 metres, making it a better choice for long range combat.

Short barrels work the other way around - they provide you with increased damage sub 90 metres (in this case: 33), but the falloff after the 90 metres mark is the steepest of all - it falls to 23.

Quite simple so far, right? It would be, if you always scored a clear hit to the guts followed by a proper splatter of blood.



This, however, is not the case because now the armours, helmets and hitboxes come into play.



At this point we’ve got 3 classes of helmets and 4 classes of armours. The general idea is that the heavier a piece of armour is, the more protection it provides. To give you an example - the lightest, HDPE armour won’t do much good against a powerful rifle cartridge, but it will slightly decrease the damage inflicted by a 9mm pistol round. You can always check the performance of a particular armour plate or helmet in the customisation menu.

We’ve performed detailed calculations for every armour and helmet class to make sure proper balance is achieved and retained. Our calculations take into consideration the caliber, bullet type, distance… Literally all the stuff needed to properly design a convincing, well-balanced damage model which - in times of need - is easy to rework or improve.



What you can see on this screenshot is how we handle hitboxes and collisions. The armour protects most of the torso, so shooting the centre of mass (as one usually does on a real battlefield) requires you to take the armour into consideration.





Here you can take a look at how we control the damage modifier for different parts of the body. These are the current values, which we’ve decided upon after lots of testing and in-house discussion.

Using these multipliers it’s easy to count that if the base damage of a 5.56mm bullet is 31, then a headshot to an unprotected head will inflict 93 damage, while a shot to the arm will result in ~21 points of damage. That’s precisely what the game does, when your character gets shot. This info is readily available to you on the killscreen each time you get fragged. The last, decisive hit is marked in red.



3x21 (shots to the left arm) = 63, 1 shot to the armour plate = 26 (the plate deflected 5 points of damage), 1 shot to an unprotected part of the body = 11. 63+26+11 = 100, meaning you just got fragged.

The last thing we’d like to mention today is the bullet type. At this point there’s three of them, each available as additional ammo within the customization menu. You’re free to take one magazine of this ammo onto the battlefield anytime.

  • FMJ: full metal jacket bullets are the standard ammo used in WW3. They retain the base damage of a particular caliber, while penetrating the armour at 20% efficiency.
  • AP: armour piercing bullets retain the base damage while their armour penetration value is increased to 40%
  • HP: hollow point ammo penetrates the armour at only 10% efficiency, but does increase the base damage by 20%, which in the case of the 5.56mm bullet would mean it’ll do not 31 but around 37 damage to and unprotected area of the body, effectively decreasing the amount of bullets needed to kill from 4 to 3.

Carefully timing your shots, proper aiming and the right choice of weapon, barrel and ammo should provide you with a satisfying kill no matter the situation.

We hope you enjoyed this brief look behind the curtain of our damage model, thank you for staying by our side - good times are coming for World War 3, so we please stay with us in the future!

See you in the next Weekly Report!
Jan 17, 2020
World War 3 - [F51] Rozmo
We've been tracking down the server issues and we've got some crashes and disconnects figured out, so here's one for the weekend. There's still at least one client crash that we've found, but without proper testing we don't want to risk pushing it to Live, so expect those issues to be resolved later.

Update 0.8.5 Patch Notes

[BUGFIXES]
  • Fixed deploy screen not showing up sometimes (especially on TDM),
  • Fixed the death fade to black sometimes happening again after respawning,
  • Fixed a crash in the challenge system,
  • Fixed a crash in the HUD,
  • Fixed a crash that occurred on changing cameras in vehicles,
  • Fixed a reload widget crash that sometimes happened when reloading vehicle weapons,
  • Fixed vehicle ammo replication bug - now the ammo count should synchronize properly,
[IMPROVEMENTS]
  • Small improvements to hit replication on the character,
  • Disabled lowering replication rate while dead (should remove unstable timer and low refresh of the deployment map among other things),
[MISCELLANEOUS]
  • Removed holiday flair from the customization menu.
Jan 13, 2020
World War 3 - [F51] Rozmo
First one after the break! The biggest problem right now is the random server disconnects which should be fixed in this patch, but we can't be sure as this is a bug that isn't manifesting in internal testing. Let us know if 0.8.4 helped!

Update 0.8.4 Patch Notes

[BUGFIXES]
  • Possible fix for disconnects (needs further testing),
  • Fixed a server crash,
  • Fixed client vehicle ammo not reflecting the real value on the server (reload bug),
  • Fixed F5 crashing the game,
  • Fixed Scar-H rail not accepting attachments,
  • Fixed other players rubber banding shortly after respawning,
  • Fixed text messages overlapping on the Breakthrough HUD,
  • Fixed incorrect widget position of Squad List Widget,
  • Fixed missing vehicle HUD for 1st person on some vehicles,
  • Temporary fix for death markers (skulls) being left on the map indefinitely,
[IMPROVEMENTS]
  • Switched drone and air vehicles to new HUD system.
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Greetings, Soldiers!

We’re glad to be back after the holiday break, to start this new year with renewed energy and passion. Since last Weekly Report, we’ve had a lot of positive feedback, along with some questions from the community, some of which we’d like to answer.

First of all, we’re really happy with the response we got, we’ve put a lot of work into the new movement system and we’re sure we can get it to a standard that wouldn’t be looked down upon even in a AAA title. There’s still some work to be done with it, but it should be out for PTE testing (at least in some capacity) soon.

We’d like to share with you a few videos about the last Weekly Report:

BigfryTV (EN)

Mestre (PL)

TactiGamer (EN)

Abel Green (EN)

You had a few questions as well, and some of them came up again and again, so we thought it’s a good place to answer them so there’s a singular place to point people that are interested. A few of you asked about the third person animations, which weren’t shown in the last Weekly Report. Those are also brand new and those changes include stuttering while vaulting, and adding cooldowns to laying down and crouching to eliminate spamming of those actions.

The previews you saw do not represent the final quality and it’s safe to say that we will be tweaking them and making adjustments even after the animation system is in your hands.

One of the design goals of the new system was better performance for both client and server, so it should add some FPS back. It probably won’t be a massive difference for most people, but it’ll be there and it will benefit low spec PCs the most.

Humble Winter Sale 2020
For those that don't know, we've joined the Humble Winter Sale 2020, where you can grab a copy of our game for a discounted price. The game is 33% off, so a solid chunk of the initial price! If you want to purchase World War 3 for yourself or for a friend, you can do so here:
https://www.humblebundle.com/store/world-war-3

Once again, thanks for the feedback, comments and questions and see you in the next Weekly Report!

- World War 3 Team.
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Greetings, Soldiers!

We’re glad to be back after the holiday break, to start this new year with renewed energy and passion. Since last Weekly Report, we’ve had a lot of positive feedback, along with some questions from the community, some of which we’d like to answer.

First of all, we’re really happy with the response we got, we’ve put a lot of work into the new movement system and we’re sure we can get it to a standard that wouldn’t be looked down upon even in a AAA title. There’s still some work to be done with it, but it should be out for PTE testing (at least in some capacity) soon.

We’d like to share with you a few videos about the last Weekly Report:

BigfryTV (EN)
https://www.youtube.com/watch?v=QoiZh7n1-qY
Mestre (PL)
https://www.youtube.com/watch?v=iKaZXbkPp-g
TactiGamer (EN)
https://www.youtube.com/watch?v=-IHxfVGoXW8
Abel Green (EN)
https://www.youtube.com/watch?v=Oik2qbOhOOo
You had a few questions as well, and some of them came up again and again, so we thought it’s a good place to answer them so there’s a singular place to point people that are interested. A few of you asked about the third person animations, which weren’t shown in the last Weekly Report. Those are also brand new and those changes include stuttering while vaulting, and adding cooldowns to laying down and crouching to eliminate spamming of those actions.

The previews you saw do not represent the final quality and it’s safe to say that we will be tweaking them and making adjustments even after the animation system is in your hands.

One of the design goals of the new system was better performance for both client and server, so it should add some FPS back. It probably won’t be a massive difference for most people, but it’ll be there and it will benefit low spec PCs the most.

Humble Winter Sale 2020
For those that don't know, we've joined the Humble Winter Sale 2020, where you can grab a copy of our game for a discounted price. The game is 33% off, so a solid chunk of the initial price! If you want to purchase World War 3 for yourself or for a friend, you can do so here:
https://www.humblebundle.com/store/world-war-3

Once again, thanks for the feedback, comments and questions and see you in the next Weekly Report!

- World War 3 Team.
Dec 25, 2019
World War 3 - [F51] Rozmo


After some time on the PTE, we finally got one. It's still not perfect, there are some bugs, but nothing is game breaking and it should be a lot better than 0.8.2. Let us know and happy shooting!

Update 0.8.3 Patch Notes

[IMPROVEMENTS]
  • New Icons for Ammo, Equipment and Med packs to increase visibility,
  • Added Spawn Warnings (Suppressed/No space) for Deployment Widget,
  • Added Markers Objectives Border to ignore progress color,
  • Added new HUD animations and information for Breakthrough,
  • New altitude widget sliders in Heli Drone,
  • Suicide Drone Layout improvements,
  • Static part for tilt widget in Heli Drone,
  • Added new animations for Breakthrough messages,
  • Changed some HUD layouts: (strikes position, inventory widget, player status widget),
[BUGFIXES]
  • Leviathan should no longer crash the game,
  • SCAR-H should no longer crash the game,
  • All TPP and FPP vehicle HUDs are working properly now,
  • Anders is back after extended maintenance,
  • Fixed detonation timer not working properly on Breakthrough,
  • Fixed not being able to plant charges on Breakthrough,
  • Fixed opacity on capture point display on the map,
  • Fixed progress offset for capture points,
  • Fixed opening ESC Menu with opened scoreboard allowing you to control the player,
  • Fixing repair station (out of battle zone) placement on Moscow Warzone,
  • Deleting problematic blocking volume and fixing boundaries of battle zone in east side of Warsaw on Warzone,
  • Removed an option to change role on Breakthrough,
  • Fixed Mini Drone icon on the map being visible for all players on the server,
  • Fixed character leaning too much when next to a wall,
  • Fixed suppress effect not working correctly,
  • Fix for Commando not dealing damage,
  • Stop peeking location of the pawn to spawn on, when character already spawned,
[MISCELLANEOUS]
  • Added holiday flair to the main menu,
  • Added holiday sweaters to customization,
  • Customization - Added missing flag thumbnails,
  • Customization - character skin thumbnails rework,
  • Added challenge modifier for killing enemies with shots in specific bones (no new challenges yet, just an option for us to add them).

- World war 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | FR

Great shooting and movement is the heart of any good multiplayer first person shooter experience. World War 3's shooting system has been favourably rated by most players, however this was not the case with our movement mechanics. We heard your feedback loud and clear, and decided to improve it in order to make the final release a polished and well-received game. We hope you'll come to notice the constant stream of improvements coming to WW3 in many areas, since it's a part of our development philosophy - listen to player feedback and constantly improve your game, learn from mistakes and never give up on polishing and the fixing process. Today we present a first peek at our new movement system we've been working on very hard this year.

The new system (not on public servers yet) is much more playable and responsive than the previous one. It merges TPP and FPP animations into one interactive, parametrised, flexible and complex system. We've spent months building it from scratch, learning and tweaking as much as possible since we understand how important it is to the final FPS experience.

Our new movement system is built on three key pillars:

Responsiveness [be responsive not clunky] - we've heard a lot of complaints regarding the overall clunky nature and feel of the old movement system. This time we made sure you'll have total control of your actions and movement which - while slightly less realistic - results in much better gameplay.

Smoothness [be smooth and playable] - several improvements of the new system might be seen as trying to blend fire and ice - we managed to improve the movement while not getting rid of body awareness. We made sure to make the core part of the new system feel smooth and fluid while also implementing solutions such as making the weapon visible while sprinting, blending the TPP and FPP animations to give you more control over the character, adding new animations for heavy rifles or launchers, improving the weapon switching animations and much, much more.

Flexibility [be felxible at work] - the new system gives us unprecedented possibilities to do basically anything we want with the movement mechanics, which is a totally new thing for us in this respect. New movement system was built entirely in-house, so we know how to fix bugs and overcome problems as they arise, which was not possible while using the "basic" UE4 systems.

We firmly believe we're on the right track to something great, and that the combination of the new movement system and our tried and tested shooting mechanics will bring us to an entirely new level of quality impossible before. Further stress-tests and fixes need to be done on a daily basis until we release it, but today we can honestly say that our effort finally pays off.

WEAPON SCREEN SPACE
The position of a weapon on screen is absolutely crucial for the kind of experience we want to deliver - it connects players with the game world and provides feedback of what the characters are doing and what’s going on around them. Using an efficient positioning tool we were able to rethink how we show you our guns and where they're supposed to be on the screen. We used the Fibonacci curve to identify the most aesthetically pleasing location and tilt for the weapons, while making sure that the weapon models will look as good as possible (including new textures and PBR lighting improvement). You may also notice that the weapons feel slightly bigger - we can assure you that we aim to keep the proportions as close as possible to real life. The screen spaces are also more uniform within classes and weapons of similar size, which results in a more clear and coherent presentation. Extra attention was paid to all the weapons aiming directly towards the middle of the screen with a laser sight attached.
Weapon position based on Fibonacci curve


Weapon positions in practice

REALISTIC DEPTH OF FIELD
To increase immersion we adjusted the blur and depth of field effects for iron sights and red dots. We now feature two different blur settings, one for the weapon’s base hipfire position and another one solely for aiming. Thanks to this we can set up both effects independently and offer both a natural, crisp look of the weapons when firing from the shoulder as well as a realistic depth of field effect when aiming down sights.
New adjusted the blur and depth of field effects in use

IMPROVED SPRINTS
One of the most significant challenges of the new movement system was fixing and improving the sprint and vault animations for both first person and third person views.

Some of you have reported that you don't particularly enjoy the fact that the weapons disappear during sprint, while others considered it alright, seeing it as a more realistic and reasonable approach. To be honest we were testing a lot of different concepts before the Early Access release, but our former movement system wasn't flexible enough to make all the necessary improvements. This is why this issue was put on freeze. Please remember that we've always been trying to blur the lines between realism and fun, adhering to our 'playable realism' approach.

Finally, after getting the new movement system up and running we managed to find a good solution after lots of discussion and brainstorming. It has proven to get rid of past problems and blend in with the body awareness system, while improving the overall movement dynamics.

This results in a proper balance between realism and gameplay, movement and gunfight feel smoother and more fluid. The gun is always a reference point for your movement direction, but you still feel your physical body in close combat engagements. We have also added turbo-sprint, which allows the players to quickly change position should the need arise. It lasts only for a few seconds, but used correctly can turn the tables in any situation.
Sprints showcase – normal sprint, turbo-sprint and crouch sprint

Weapons feature different animations depending on their class and player stance. Now you'll be able to immediately tell whether you're sprinting normally, crouching or dashing - all by just looking at your weapon.

IMPROVED VAULTS, SLIDES & CLIMBS
Smooth vaults, slides and climbs are very important in any good multiplayer FPS, because they give players freedom to use the environment for their advantage and they are an integral part of the movement experience. Those movement actions need to be as smooth as possible to keep players engaged in the actions they are performing, not bring them out of the combat. The mechanics of advanced movement options such as vaulting, sliding and changing your position to on-back prone have been completely redone to accomplish such a task. Some of these actions needed to be tweaked many times in order to improve the overall fluidity, since when they were too fast or too slow, they felt artificial and clunky in comparison with the rest of the new system.
Vaulting in action

Reworked sliding

Transitions between poses

You can also vault-slide over longer obstacles such as tables or sandbags with your guns blazing - we haven't decided yet it will stay in game, but it give us a lot o fun and is quite useful in gunfights ;)
Volt slides test

SPECIAL MOVEMENT - TOR ANTI-MATERIEL RIFLE
We managed to carry out our long-delayed plan of implementing dedicated movement settings for special purpose weapons the like of anti-materiel rifles. These extremely cumbersome sniper rifles are designed for long-range, stationary fire support against light and medium vehicles, eliminating auxiliary vehicle modules (cameras, RCWS etc), as well as against infantry behind heavy cover. Previously, without any special mechanics the TOR - our first anti-materiel rifle - was impossible to balance. It was essentially a cheap one-shot kill against infantrymen every single time. We decided to remove it for a while and now we reintroduce it as the first weapon of its' unique class.
TOR AMR special movement preview

Anti-materiel rifles are carried with the barrel pointed downwards since they're too heavy to be efficiently used while standing or moving. In order to be able to take aim and fire you need to go prone. This results in a brand-new niche: an anti-materiel sniper, a very distinct role on the battlefield. This playstyle requires a lot of patience and spatial awareness, which better reflects the real-life tactics for a special purpose weapon.

We're also considering to add a proper bipod mechanics, so you could be able to brace your weapon against an obstacle or a window.

MOVEMENT STRESS TEST
Finally, here's a sample of our improved movement system in action. It's still very much a showcase video, but it should give you an idea of what to expect. This stress-test was created to test any possible kinds of player movement under different gameplay circumstances - for your information, this stress-test is not as easy as its looks on the clip, but it's a very good sample, which shows the overall improvement in comparison with the old system.

As you can see the long and hard development was well worth the wait - at least we hope so. This overhaul made World War 3 feel like a whole new game now - we believe it is one of the most significant improvements to our project and we really don't want to screw up this time. We have a lot more to show but today we wanted showcased a key (in our opinion) improvements who make a major differences between the new system and the old one. Last but not least - new system was already tested online internally in last few weeks and the results were very good :)

All this was made possible by your constructive criticism and feedback - we're humbled to have such an amazing community and none of what you’ve seen could be possible without your feedback and help!

Merry Christmas and Happy New Year from the whole World War 3 team, thanks for staying by our side!

We won't have a weekly report until January, so see you then!

- WORLD WAR 3 TEAM
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | FR

Great shooting and movement is the heart of any good multiplayer first person shooter experience. World War 3's shooting system has been favourably rated by most players, however this was not the case with our movement mechanics. We heard your feedback loud and clear, and decided to improve it in order to make the final release a polished and well-received game. We hope you'll come to notice the constant stream of improvements coming to WW3 in many areas, since it's a part of our development philosophy - listen to player feedback and constantly improve your game, learn from mistakes and never give up on polishing and the fixing process. Today we present a first peek at our new movement system we've been working on very hard this year.

The new system (not on public servers yet) is much more playable and responsive than the previous one. It merges TPP and FPP animations into one interactive, parametrised, flexible and complex system. We've spent months building it from scratch, learning and tweaking as much as possible since we understand how important it is to the final FPS experience.

Our new movement system is built on three key pillars:

Responsiveness [be responsive not clunky] - we've heard a lot of complaints regarding the overall clunky nature and feel of the old movement system. This time we made sure you'll have total control of your actions and movement which - while slightly less realistic - results in much better gameplay.

Smoothness [be smooth and playable] - several improvements of the new system might be seen as trying to blend fire and ice - we managed to improve the movement while not getting rid of body awareness. We made sure to make the core part of the new system feel smooth and fluid while also implementing solutions such as making the weapon visible while sprinting, blending the TPP and FPP animations to give you more control over the character, adding new animations for heavy rifles or launchers, improving the weapon switching animations and much, much more.

Flexibility [be felxible at work] - the new system gives us unprecedented possibilities to do basically anything we want with the movement mechanics, which is a totally new thing for us in this respect. New movement system was built entirely in-house, so we know how to fix bugs and overcome problems as they arise, which was not possible while using the "basic" UE4 systems.

We firmly believe we're on the right track to something great, and that the combination of the new movement system and our tried and tested shooting mechanics will bring us to an entirely new level of quality impossible before. Further stress-tests and fixes need to be done on a daily basis until we release it, but today we can honestly say that our effort finally pays off.

WEAPON SCREEN SPACE
The position of a weapon on screen is absolutely crucial for the kind of experience we want to deliver - it connects players with the game world and provides feedback of what the characters are doing and what’s going on around them. Using an efficient positioning tool we were able to rethink how we show you our guns and where they're supposed to be on the screen. We used the Fibonacci curve to identify the most aesthetically pleasing location and tilt for the weapons, while making sure that the weapon models will look as good as possible (including new textures and PBR lighting improvement). You may also notice that the weapons feel slightly bigger - we can assure you that we aim to keep the proportions as close as possible to real life. The screen spaces are also more uniform within classes and weapons of similar size, which results in a more clear and coherent presentation. Extra attention was paid to all the weapons aiming directly towards the middle of the screen with a laser sight attached.
Weapon position based on Fibonacci curve


Weapon positions in practice
https://youtu.be/Q4zPeYgYhvk
REALISTIC DEPTH OF FIELD
To increase immersion we adjusted the blur and depth of field effects for iron sights and red dots. We now feature two different blur settings, one for the weapon’s base hipfire position and another one solely for aiming. Thanks to this we can set up both effects independently and offer both a natural, crisp look of the weapons when firing from the shoulder as well as a realistic depth of field effect when aiming down sights.
New adjusted the blur and depth of field effects in use
https://youtu.be/qR5bdvgWzyg
IMPROVED SPRINTS
One of the most significant challenges of the new movement system was fixing and improving the sprint and vault animations for both first person and third person views.

Some of you have reported that you don't particularly enjoy the fact that the weapons disappear during sprint, while others considered it alright, seeing it as a more realistic and reasonable approach. To be honest we were testing a lot of different concepts before the Early Access release, but our former movement system wasn't flexible enough to make all the necessary improvements. This is why this issue was put on freeze. Please remember that we've always been trying to blur the lines between realism and fun, adhering to our 'playable realism' approach.

Finally, after getting the new movement system up and running we managed to find a good solution after lots of discussion and brainstorming. It has proven to get rid of past problems and blend in with the body awareness system, while improving the overall movement dynamics.

This results in a proper balance between realism and gameplay, movement and gunfight feel smoother and more fluid. The gun is always a reference point for your movement direction, but you still feel your physical body in close combat engagements. We have also added turbo-sprint, which allows the players to quickly change position should the need arise. It lasts only for a few seconds, but used correctly can turn the tables in any situation.
Sprints showcase – normal sprint, turbo-sprint and crouch sprint
https://youtu.be/EKPiObihMaU
Weapons feature different animations depending on their class and player stance. Now you'll be able to immediately tell whether you're sprinting normally, crouching or dashing - all by just looking at your weapon.

IMPROVED VAULTS, SLIDES & CLIMBS
Smooth vaults, slides and climbs are very important in any good multiplayer FPS, because they give players freedom to use the environment for their advantage and they are an integral part of the movement experience. Those movement actions need to be as smooth as possible to keep players engaged in the actions they are performing, not bring them out of the combat. The mechanics of advanced movement options such as vaulting, sliding and changing your position to on-back prone have been completely redone to accomplish such a task. Some of these actions needed to be tweaked many times in order to improve the overall fluidity, since when they were too fast or too slow, they felt artificial and clunky in comparison with the rest of the new system.
Vaulting in action
https://youtu.be/ftphNj2OOpM
Reworked sliding
https://youtu.be/OA7WBxIfFl8
Transitions between poses
https://youtu.be/rG42MFvRd8Q
You can also vault-slide over longer obstacles such as tables or sandbags with your guns blazing - we haven't decided yet it will stay in game, but it give us a lot o fun and is quite useful in gunfights ;)
Volt slides test
https://youtu.be/NICEsADQ8hU
SPECIAL MOVEMENT - TOR ANTI-MATERIEL RIFLE
We managed to carry out our long-delayed plan of implementing dedicated movement settings for special purpose weapons the like of anti-materiel rifles. These extremely cumbersome sniper rifles are designed for long-range, stationary fire support against light and medium vehicles, eliminating auxiliary vehicle modules (cameras, RCWS etc), as well as against infantry behind heavy cover. Previously, without any special mechanics the TOR - our first anti-materiel rifle - was impossible to balance. It was essentially a cheap one-shot kill against infantrymen every single time. We decided to remove it for a while and now we reintroduce it as the first weapon of its' unique class.
TOR AMR special movement preview
https://youtu.be/yB3Ohjo1uwU
Anti-materiel rifles are carried with the barrel pointed downwards since they're too heavy to be efficiently used while standing or moving. In order to be able to take aim and fire you need to go prone. This results in a brand-new niche: an anti-materiel sniper, a very distinct role on the battlefield. This playstyle requires a lot of patience and spatial awareness, which better reflects the real-life tactics for a special purpose weapon.

We're also considering to add a proper bipod mechanics, so you could be able to brace your weapon against an obstacle or a window.

MOVEMENT STRESS TEST
Finally, here's a sample of our improved movement system in action. It's still very much a showcase video, but it should give you an idea of what to expect. This stress-test was created to test any possible kinds of player movement under different gameplay circumstances - for your information, this stress-test is not as easy as its looks on the clip, but it's a very good sample, which shows the overall improvement in comparison with the old system.
https://youtu.be/yau0OID__Ek
As you can see the long and hard development was well worth the wait - at least we hope so. This overhaul made World War 3 feel like a whole new game now - we believe it is one of the most significant improvements to our project and we really don't want to screw up this time. We have a lot more to show but today we wanted showcased a key (in our opinion) improvements who make a major differences between the new system and the old one. Last but not least - new system was already tested online internally in last few weeks and the results were very good :)

All this was made possible by your constructive criticism and feedback - we're humbled to have such an amazing community and none of what you’ve seen could be possible without your feedback and help!

Merry Christmas and Happy New Year from the whole World War 3 team, thanks for staying by our side!

We won't have a weekly report until January, so see you then!

- WORLD WAR 3 TEAM
Dec 23, 2019
World War 3 - [F51] Rozmo

Another one. Some minor fixes for things found yesterday!

PTE 0.8.9 Patch Notes

[BUGFIXES]
  • Changed time left to detonation from calculation to replication (on client side) to synchronize them better,
  • Leviathan should no longer crash the game.

- WORLD WAR 3 TEAM
Dec 22, 2019
World War 3 - [F51] Rozmo

Sunday patch time, we've got just one fix, for crashing servers - but it's a big one.

Please give some time for the servers to restart!

PTE 0.8.8 Hotfix Patch Note

[BUGFIX]
  • Fixed servers crashing due to misconfiguration of challenges.

- WORLD WAR 3 TEAM
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