Due Process - GEC_OZY
Summary:
An update to many gameplay systems, mostly Gunplay related stuff, but also some door anti-spam. ADS and Brace timings for all guns have been adjusted slightly. Doors now cannot be spammed open and closed. Some fixes to some gunplay related bugs and a few other things.

We have been tweaking the Gunplay after 3.0 released and are still working on improving aspects of the Gunplay to get the feeling of the core system to it's intended place. Expect more in the future, in the form of improvements as well as fixes on some issues we are still tracking down.

Added door anti-spam:
  • Doors have a .65s cooldown when an interaction occurs with a door (about how long it takes for a door to close or open)
  • Open, close, and shotgun interactions all generate the cooldown
  • Exception: If the last interact was a DEFENDER and and ENFORCER tries to OPEN the door, it will bypass the cooldown for the ENFORCER only
  • This allows the ENFORCER to counter a DEFENDER door close tactic and pursue a DEFENDER before the door closes or locks
New reload scheme keybind TACTICAL RELOAD (HOLD):
  • Separate keybind from the RELOAD, EMERGENCY RELOAD, and TACTICAL RELOAD keybinds in the Input Mapper
  • Tap R for emergency reload, hold R for tactical reload
  • Intended as a replacement for people looking to reverse the tactical/emergency reload scheme
ADS and Brace delay tweaks:
  • Fixed longstanding issue where guns would erroneously gain full weapon accuracy during brace animation before laser was engaged
  • The above is expected to primarily have a gameplay effect on the shotguns and SABR back-up ironsight, but affects all guns
  • Timings for most guns have been adjusted for the following gun animations:
  • - Hip to Brace
  • - Hip to ADS
  • - Brace to ADS
  • ADS timings increased marginally, with a 0.025 to 0.050s increase on most guns
  • ADS timings for pistols reduced from 0.200s to 0.150s
  • Brace timings on non-pistols increased from 0.100s to either 0.150s or 0.200s for most guns, except the SABR which was increased to 0.225s
  • Transitioning from brace to ADS on most guns now takes the full ADS time for accuracy to kick in
Fixed some more lingering issues with Gunplay 3.0:
  • Fixed delay with kick interaction event
  • Kick will stop momentum if player attempts to jump away; they will not be able to leave the interaction zone
  • Shotgun bug fixed - ghost firing event could occur if shotgun is fired immediately after breach loading
  • Shotgun bug fixed - rack bug could occur if reloading immediately after firing out of a full magazine
Other:
  • Round GUI: Added new visuals for spectating players in the round status and removed the eye icon.
  • Fixed an exception caused by map icon renderer noted in player logs
Known bugs still lingering from Gunplay 3.0:
  • Shotgun bug - Rack bug occurring if firing near end of shotgun unholster animation (fix in progress)
  • Shotgun bug - Floating shotgun shell bug occurring if firing shotgun near middle of unholstering animation (fix in progress)
  • Firing bug - Clients sometimes do not properly synchronize firing events with the server, seems to happen most often with stolen equipment after a round change (under investigation)
Full list of timing changes for ADS/BRACE:
ATTACKER:
AP25
  • ADS .2 > .225
  • Brace .1 > .2
  • Brace to ADS .1 > .225
BLK-TAR
  • ADS .2 > .3
  • Brace .1 > .2
  • Brace to ADS .1 > .3
DL-12
  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .3
SAB-R
  • Brace .1 > .225
  • Brace to ADS .1 > .2
PK57
  • ADS .2 > .15
DEFENDER:
F1-LeGros
  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .2
Gruber5
  • Brace .1 > .15
  • Brace to ADS .1 > .15
Gruber6SD
  • ADS .2 > .225
  • Brace .1 > .15
  • Brace to ADS .1 > .225
Ingmar57
  • ADS .2 > .3
  • Brace .1 > .2
  • Brace to ADS .1 > .3
KR82M
  • ADS .2 > .25
  • Brace .1 > .2
  • Brace to ADS .1 > .3
KR82U
  • ADS .2 > .2
  • Brace .1 > .15
  • Brace to ADS .1 > .15
NACK11
  • ADS .2 > .225
  • Brace .1 > .2
  • Brace to ADS .1 > .4 (longer due to grip change)
GAT9
  • ADS .2 > .15
LS45
  • ADS .2 > .15
AUTO SHOTGUN
  • ADS .2 -> .15
  • Brace .1 > .15
  • Brace to ADS .1 > .15
Shorty
  • Brace to ADS .1 > .2
TUB-12
  • ADS .2 > .25
  • Brace .1 > .15
  • Brace to ADS .1 > .25
MAWP
  • Minor Aesthetic Changes
Aug 6, 2021
Due Process - GEC_OZY
The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:




Due Process - GEC_OZY
After we deployed the Gunplay 3.0, there were some issues noted, mostly with unintentional delays on some interactions. Some of the issues were addressed on our end before the weekend; these fixes will be getting integrated into the client today, along with our normal update to integrate our upcoming map pool. There are still some known issues that we are planning to work on this week to address for an upcoming patch.

Changes:
  • Fixed Gruber-SD6 name on description hover text
  • You can now swap weapons to interrupt equipment throw
  • Decrease input delay on reload interactions
  • Fixed large unintentional delay on crouching and uncrouching
  • Fixed Gruber-SD6 equip animation and hand position blending to idle
  • Tuning on gat9 reload sound timings
  • Tuning on TUB/Shorty draw sound timings
  • GECNet also had a backend fix over the weekend aimed at resolving the issue where 5v5 match never finds a server
Due Process - GEC_OZY
Trailer:
VIDEO GOES HERE



Gruber-SD6:
  • Variant of the Gruber-5 sub-machine gun with integrated suppressor
  • Shares magazines and damage with the Gruber-5, but with the added benefits of stealthy operation
  • Useful for off-angle plays and launching sneak attacks
  • Unique model, textures and effects separate from the Gruber-5

KR82-M:
  • Full length modernized variant of the KR82 platform, with folding stock and better recoil control than the KR82-U
  • Shares magazines and damage with the KR82-U, defenders will have to decide how to use their ammunition
  • Better at long range engagements, but less movement speed and much worse brace fire accuracy than the shorter KR82-U
  • Unique model, textures and effects separate from the KR82-U

BLK-TAR:
  • The black tar has been updated for Gunplay 3.0, giving it a new sight picture and integrated suppressor
  • The black tar has a new holographic sight, a new unique model that features a less cluttered sight picture
  • Integrated suppressor has unique effects specific to the BLK-TAR
  • Recoil when shooting in ADS has been reduced by about 30 percent

Gunplay 3.0:
  • All weapons have received updated animation sets for basically all animations
  • Weapon animations include completely new sound effects for all actions, from weapon draws to chambering rounds
  • Weapon effects for muzzle flashes and gun smoke have been updated to help keep the sight picture much clearer while shooting
  • Gruber sights updated, the rear sight had a significant portion removed and the front post's size was reduced, resulting in a total reduction to about 60% of the original size.
  • New audio events such as holstering and unholstering can be heard by nearby opponents
  • Weapon (and body) flashlights have been updated with a new effect

Tactical Reloads:
  • All magazine based guns now feature the ability to perform a Tactical Reload
  • Tactical reloading is when the mag is retained instead of dropped on the ground
  • Emergency reloads, the previous method where the mag is dropped on the floor, can still be performed
  • The "reload" bind now performs a tactical reload by default, but pressing "reload" twice in rapid succession will perform an emergency reload instead
  • Tactical and Emergency reloads now have individual keybinds in the settings, you can unbind "Reload" and set up your own preferred keybinds
  • Attempting to perform a Tactical Reload when your magazine is empty will automatically be converted into an Emergency Reload
  • Emergency reloads are faster than Tactical reloads, giving the shooter a choice between retaining the mag or dropping it when necessary

Suppressed Weapons:
  • Defenders and attackers now have suppressed weapons on each side, opening up possibilities for better sneak attacks and ambushes
  • Suppressed gunshots are much less audible through walls than other gunshots, helping the shooter keep a low profile
  • Supressors don't generate incoming fire warning tracers like unsuppressed gunshots
  • The directional hud indicators for incoming fire do not play, concealing the direction of the incoming shots
  • Note: While certain guns have suppressors permanently attached, this is simply an introduction to suppressors and we still plan to add them as a separate attachment in the future
Weapon related bug fixes:
  • Resolved bug where attackers would be affected by flashbangs
  • When dropping magazines via reload, they should more often be above the ground level
  • Resolved bug where shotguns have a shell sticking out of the gun when loaded resolved
  • Resolved bug where picking up an empty mag could permanently break an inventory slot
  • Resolved bug where picking up an empty mag would break the icons in the hotbar



Attacker Weapons:
Nearly all animations for attacker guns have been reworked, some of the timings for reloads have changed and have been included.
AP25:
  • TACTICAL RELOAD: New: 3.1 (EMG: 2.599s)
  • DRAW: New timing is 0.683s, added 0.283s to DRAW time
BLK-TAR / SAB-R:
  • TACTICAL RELOAD: New: 3.666
  • EMG RELOAD: New timing is 2.899s, reduced EMG RELOAD time by -0.7s
  • DRAW: New timing is 0.983s, added 0.583s to DRAW time
PK57:
  • TACTICAL RELOAD: New: 2.333 (EMG: 1.799s)
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult
DL12:
  • DRAW: Animation updated, no change to timing

Defender Weapons:
Nearly all animations for defender guns have been reworked, some of the timings for reloads have changed and have been included.
RAS12 (Auto):
  • TACTICAL RELOAD: New: 6.2s (EMG: 5.533s)
  • DRAW: New timing is 1.433s, added 0.933s to DRAW time
MAWP:
  • DRAW: New timing is 2.066s, added 1.533 to DRAW time
  • HOLSTER: New timing is 0.966s, added 0.5 to HOLSTER time
Gruber5/GruberSD6:
  • TACTICAL RELOAD: New: 4s (EMG: 3.6s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
Ingmar:
  • TACTICAL RELOAD: New: 4.033s (EMG: 3.6s)
  • DRAW: New timing is 0.983s, added 0.583 to DRAW time
KR82M/KR82U:
  • TACTICAL RELOAD: New: 3.3s (EMG: 2.666s)
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing reworked to help keep target acquisition in ADS
Nack11:
  • TACTICAL RELOAD: New: 2.966s (EMG 2.533s)
  • DRAW: New timing is 0.7s, added 0.3 to DRAW time
  • BRACE: Reworked brace pose to give better context of what the gun is and how it should be used
Legros:
  • TACTICAL RELOAD: New: 4.733s (EMG: 3.933s)
  • DRAW: New timing is 0.966s, added 0.566 to DRAW time
TUB12/Shorty:
  • DRAW: New timing is 0.8s, added 0.4 to DRAW time
  • FIRE: Animations for firing and pumping reworked to help keep the barrel from rising over the target
GAT9:
  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)
  • DRAW: New timing is 0.6s, added 0.2 to DRAW time
  • FIRE: Removed horizontal pull in firing animation that made keeping the sight on target difficult
LS45:
  • TACTICAL RELOAD: New: 2.333s (EMG 1.799s)
Due Process - GEC_OZY
Description
This update mostly is about the changes to the Round Status UI and some other bugfixes for issues. While most of our work has gone to updates that aren't quite ready yet, the Round Status UI changes were nearly complete and we thought we should go ahead and ship this change out to players.


Round Status UI Update
Part of the larger ongoing task for HUD 2.0 listed on our roadmap, this is a subsection of the overall task. Rather than waiting until all of HUD 2.0 was done, this part has been released to hopefully improve readability and get some feedback from players.
  • The in-game player HUD is new with significant changes to the team banner and round timer, bringing them more in like with the main menu UI design language.
  • Weapons and equipment held by teammates now show up next to their icons to give you information about available utilities at a glance.
  • Better indication of who is speaking without completely covering up the avatar of the player
  • Name of players are now included so you don't have to entirely rely on avatars to identify players
  • Killfeed design has changed to reduce space used but still have high readability of messages
  • Improved scaling to better suit most resolutions
Other changes:
  • Fixed a visual bug where certain actions during reloads would cause the wrong mag to be inserted during reload animation.
  • Fixed edge case where players could still get the rejoin banner when moving to a ranked match from a casual match in certain circumstances
  • Added GECNet communication/popup for when a new match starting is waiting on a server allocation
  • Fixed yet another rack bug on shotguns caused by edge case which would primarily affect the attackers
  • Edited a few maps to resolve some problems noted from player feedback
Jul 23, 2021
Due Process - GEC_OZY
The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Reminder of some changes posted in this week's update regarding maps:
  • Killhouse maps from last week which used the Garage Doors have had their buttons moved to the interior; they will now require a charge to be easily used by the attackers.
  • Map rotation balance per map type has been restored closer to something resembling 40 per each map type instead of having radically skewed map counts for cstore and killhouse.
Previews:



Due Process - GEC_OZY
This is a small technical update with a hotfix and some server changes. The update is mostly to keep the cadence with our weekly updates and to make sure the maps will be out and ready for the following weekend. The update will also be slightly larger than normal as a few older maps were updated.

A hotfix came in this week, addressing a grenade bug that users were anticipating might be getting exploited. Some improvements to the server deployments. Hopefully by next week some of our user-facing changes should start trickling into our weekly updates.

Changes:
  • Fix for bug involving holstering already thrown grenade, that caused various issues on client prediction
  • Killhouse maps from last week which used the Garage Doors have had their buttons moved to the interior; they will now require a charge to be easily used by the attackers.
  • Map rotation balance per map type has been restored closer to something resembling 40 per each map type instead of having radically skewed map counts for cstore and killhouse.
  • Changed how maps are stored on the server side which caused...
  • - Server startup time reduced on new server allocations
  • - Memory overhead reduced on the server when loading various levels
  • Refactored logging of events on server side to allow for expansions of more general logging of things besides analytics.
  • Fixed errors with some logging of events
  • Backend change to reduce required downtime when updating servers and to improve efficiency of some operations
Jul 16, 2021
Due Process - GEC_OZY
The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:




Due Process - GEC_OZY
This is a small technical update with a few changes. The update is mostly to keep the cadence with our weekly updates and to make sure the maps will be out and ready for the following weekend.

We are still hard at work on our next big update, feel free to check out the roadmap and look at some of the stuff that's currently in progress, like our progression & customization system, performance, bomb gameplay update, and new map tileset.

Changes:
  • Backend change to "auto-queueing", it will be disabled for now
  • Enemy healthbars are now visible on the "End of Round" phase, which allows you to see their remaining health while waiting for the next round to start
  • Drawing voting has been disabled, the UI popup for hovering over players' drawings now shows the hotkey for reporting players instead without requiring a downvote first
  • Slight adjustment to third person head position
  • Minor adjustment to an existing map
  • Fixed error found in client reported logging

Jul 9, 2021
Due Process - GEC_OZY
The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!

Previews:




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