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Update 1.4 is Live

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Jun
17
  • PBS

As usual we will setup some exclusive maprotations on our servers:

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  • POWERBITS GAMETEAM MIXED 60HZ#1 : 145.239.149.56 :58001
  • POWERBITS GAMETEAM MIXED 60HZ#2 : 145.239.149.56 :58601
  • POWERBITS GAMETEAM MIXED 60HZ#3 : 145.239.149.56 :58501
  • POWERBITS GAMETEAM MIXED 60HZ#4 : 145.239.149.56 :58101
  • POWERBITS GAMETEAM MIXED 60HZ#5:145.239.149.56 :7777



The Da Nang Air Base (Also known by its French name of “Tourane”), was a major staging point for the American air power to quickly respond to threats coming from North of the DMZ with flights from both the US Air Force and Marine Corps. The base suffered many attacks from both the NLF and PAVN forces over the years

As a territories map, Da Nang will feature a defending Marine team attempting to hold off an NLF force as it works its way into the perimeter, aiming to capture the center of the base.


    [*]Khe Sanh



Khe Sanh takes us along the DMZ to the border of Laos and the US Marine garrison stationed there. The battle for this base lasted over a month and drew in much of the South’s resources to help defend it at all costs, believing it was the prize the North sought to achieve before returning to the negotiation tables. Many now believe it was a diversion to take away attention and manpower from NLF build up further south in what would then become the Tet offensive.

With the Marines once again on the defense, the attackers of this territories map will be the PAVN.


    [*]We have rebalanced VNTE-Demilitarized Zone and VNTE-Apace Snow, increasing the tickets across the board for attackers and defenders on both maps.





Weapons


    [*]K50M




The K50M submachine gun was a product of taking a Chinese Type 50 (based on the PPSH-41), rechambering it for 7.62 and shortening the barrel length along with improving the sights. It could be produced in large numbers in simple workshops set up as needed to support equipping both the NLF and PAVN forces. PAVN Sappers will find this under their loadouts with Update 1.4.

Character Customization DLC






With the release of 1.4 comes two new DLCs.


    [*]Sgt. Joe’s Support Bundle
    [*]Specialist Pack



Gameplay


    [*]On VNTE-Saigon we have modified the spawn protection so that defenders cannot move too far up the objective




    [*]Reacting to community feedback we have readjusted the amount of ammunition available to the Cobra gunner, reverting the AK1G Turret to the original 50 grenades. We have also reduced the distance at which an enemy is automatically spotted from the Cobra  
    [*]We have decreased the time that the Molotov Cocktail flame is on the ground. The main pool of fire has been reduced by 20 seconds and the additional fire spots have been reduced by ten seconds



Bug Fixes

Gameplay

    [*]Fixed an issue where players were dying immediately after exiting a helicopter
    [*]Fixed an issue where Molotovs were able to be thrown into spawn points and subsequently kill players during spawn
    [*]Fixed an issue with the ammo resupply force cooldown taking place before all ammo was restocked  
    [*]Fixed an issue with spectating where scrolling the mouse wheel locked camera movement whilst online
    [*]Fixed an issue where players were unable to vote kick spectators
    [*]Fixed an issue where it was possible for players to hit an air vehicle with an RPG and not do non lethal damage
    [*]Fixed an issue where the scroll wheel action whilst using all of the hand guns in iron sights performed inconsistent actions



Maps

General

    [*]Fixed a variety of issues on VNTE-Khe Sanh and VNTE- DaNang from our community test branch playtest. As always, thank you to everybody who attended and provided feedback!
    [*]Fixed an issue across all of our maps where the team select menu would flicker when Anti Aliasing was turned off



AnLao Valley

    [*]Fixed an issue on VNTE-AnLao Valley where a section of wooden wall was floating on Objective A  
    [*]Fixed an issue on VNTE-AnLao Valley where players far behind enemy lines were still able to shoot after Objective D or Objective E was captured



Asau

    [*]Fixed an issue on VNTE-Asau where a step was floating on Objective B
    [*]Fixed an issue on VNTE-Asau where there was a hole in the terrain underneath the bunker near Objective E



Borderwatch

    [*]Fixed an issue on VNTE-Borderwatch where there was a seam in the rice paddy terrain to the south of Objective B



Chu Chi

    [*]Fixed an issue on VNTE-Chuchi where there was a hole in the map just outside of Objective A
    [*]Fixed an issue on VNTE-ChuChi where the fruit stand meshes outside of Objective B were being culled out too soon



Compound

    [*]Fixed an issue on VNTE and VNSK Compound where a column north of Objective A did not have correct collison
    [*]Fixed an issue on VNTE-Compound where the back wall of Objective C would cull out too soon revealing players on the other side
    [*]Fixed an issue on VNSK-Compound where the bloom was too high across the whole map
    [*]Fixed an issue on VNSK-Compound where foliage was clipping through an arch near Objective B



Demilitarized Zone

    [*]Fixed an issue on VNTE-Demilitarized Zone where players could get snagged on a sandbag on Objective A
    [*]Fixed an issue on VNTE-Demilitarized Zone where there were holes in the terrain on either side of the ammo resupply point on Objective A



Dong Ha

    [*]Fixed an issue where players could be snagged on some hidden collision between Objective A and Objective B
    [*]Fixed an issue on VNTE-Dong Ha where one of the attackers radios would not deactivate after team swap



Firebase

    [*]Fixed an issue on VNSK and VNTE-Firebase where players standing to the south west of Objective B would see their character go completely black



Firebase Georgina

    [*]Fixed an issue on VNTE-FirebaseGeorgina where a vine ladder did not glow to the north of Objective C
    [*]Fixed an issue on VNTE-FirebaseGeorgina where snipers on the towers at Objective F were seeing buildings being culled out in the distance  
    [*]Fixed an issue on VNTE-FirebaseGeorgina where there was a hole in the terrain at Objective B



Highway 14

    [*]Fixed an issue on VNTE-Highway14 where a bamboo ladder had incorrect collision resulting in players being bounced back down the ladder
    [*]Fixed an issue on VNTE-Highway14 where a bamboo tree was floating to the north of Objective E
    [*]Fixed a variety of issues on VNTE-Highway14 where the interior lighting was very dark
    [*]Fixed a variety of issues on VNTE-Highway14 where characters were clipping with the terrain
    [*]Fixed a variety of issues on VNTE-Highway14 where players were not mantaling correctly over objects
    [*]Fixed a variety of issues on VNTE-Highway14 where objects were floating above the ground
    [*]Fixed an issue on VNTE-Highway14 where the chrome texture of the scooters to the south east of Objective B was too shiny
    [*]Fixed an issue on VNTE-Highway14 where the metal texture on a barrel nar Objective J was too shiny
    [*]Fixed an issue on VNTE-Highway14 where a seam was visible in the terrain on the bridge near Objective J




Hill937

    [*]Fixed an issue on VNTE-Hill937 where if Objective A was capped whilst a player was standing close by then the player would be pushed to an out of combat area and would be able to walk into and shoot into the US Spawn site
    [*]Fixed an issue on VNTE-Hill937 where players were unable to mantle over a number of fallen trees
    [*]Fixed an issue on VNTE-Hill937 where players were able to place a tunnel on top of a bunker on Objective C  
    [*]Fixed an issue on VNTE-Hill937 where trees were floating on the north side of the map
    [*]Fixed an issue on VNTE-Hill937 where the candle flames were to the side of the candlesticks on a table on Objective A
    [*]Fixed an issue on VNTE-Hill937 where there were holes in the terrain on Objective C
    [*]Fixed an issue on VNTE-Hill937 where a tree was floating near the US Spawn on Objective A



HueCity

    [*]Fixed an issue on VNTE-HueCity where there was a hole in a wall asset that players could see through on Objective C
    [*]Fixed an issue on VNTE-HueCity where grass textures were clipping with the steps on Objective C  
    [*]Fixed an issue on VNTE-HueCity where a wall was clipping into itself on a bridge near Objective C
    [*]Fixed an issue on VNTE-HueCity where some cars were floating slightly on the bridge near Objective C
    [*]Fixed an issue on VNTE-HueCity where a tree was clipping with itself near the first US Spawn
    [*]Fixed an issue on VNTE-HueCity where the sidewalk textures near Objective A were erroneously shiny



LongTan

    [*]Fixed an issue on VNTE-LongTan where a broken tree mesh caused rubberbanding and was unable to be mantled over
    [*]Fixed an issue on VNTE-LongTan where there were floating branches at the Vietnamese Spawn to the south of Objective A



Mekong

    [*]Fixed an issue on VNTE-Mekong where players could access an out of bounds roof on Objective C
    [*]Fixed an issue on VNTE-Mekong where players were able to stand on punji stakes on Objective C
    [*]Fixed an issue on VNTE-Mekong where some textures were not flush with the terrain on Objective B
    [*]Fixed an issue on VNTE-Mekong where there were a number of small holes in the terrain outside of Objective D



Operation Forrest

    [*]Fixed an issue on VNSU-OperationForrest where the smoke from the M18 grenades would incorrectly appear to be blue
    [*]Fixed an issue on VNSU and VNTE-OperationForrest where two terrain types meeting was causing dark spots on a rock on Objective A



QuangTri

    [*]Fixed an issue on VNTE and VNSU-QuangTri where players were snagged against a wall outside of Objective D
    [*]Fixed an issue on VNTE and VNSU-QuangTri where there was a hole in the map outside of Objective A
    [*]Fixed an issue on VNTE-QuangTri where players were able to mantle in to an out of bounds area to the north east of Objective A
    [*]Fixed an issue on VNTE-QuangTri where grass was floating outside of the playable area
    [*]Fixed an issue on VNTE-QuangTri where player’s could jump off a balcony and into an out of bounds area
    [*]Fixed an issue on VNTE-QuangTri where the candle flames were floating above the candlesticks on a table in the cellar of Objective C
    [*]Fixed an issue on VNTE-QuangTri where a number of cards were flickering on the floor inside a building to the west of Objective B



Resort

    [*]Fixed an issue on VNTE-Resort where a US spawn point was not on the ground
    [*]Fixed an issue on VNTE-Resort where a rock pile on Objective A had incorrect collision resulting in players being able to hide inside them
    [*]Fixed an issue on VNTE-Resort where viewing Objective A from a helicopter would cause the texture on the rice fields to become distorted



Riverbed

    [*]Fixed an issue on VNSK-Riverbed where the return to the combat area arrow was not pointing towards the playable space



RungSac

    [*]Fixed an issue on VNTE-RungSac where a pile of rocks near Objective B  had no collision and players were able to hide inside



Saigon

    [*]Fixed an issue on VNTE-Saigon where the Objective E icon was not centered on the volume objective
    [*]Fixed an issue on VNTE-Saigon where, there was overhanging collision on Objective F  that didn’t align with the mesh of the building creating areas where players could be tripped
    [*]Fixed an issue on VNTE-Saigon where there was an erroneously placed blocking volume on Objective C
    [*]Fixed an issue on VNTE-Saigon where there were cracks in the floor on attackers spawn point on Objective A
    [*]Fixed an issue on VNTE-Saigon where players were unable to dismount a ladder in the tunnels under Objective B
    [*]Fixed an issue on VNTE-Saigon where the windows on Objective F had blocking volumes which prevented players from walking up to them
    [*]Fixed an issue on VNTE-Saigon where the bloom shine effect on the chrome surfaces of the Renault and Caddy cars was too high
    [*]Fixed an issue on VNTE-Saigon where some of the craters in the attackers spawn on Objective A did not have destroyed edges
    [*]Fixed an issue on VNTE-Saigon where a paper asset was stuck inside a wall on Objective A
    [*]Fixed an issue on VNTE-Saigon where the draw distance of two lights on Objective C would cause them to cull out too early
    [*]Fixed an issue on VNTE-Saigon where there was a gap between the sidewalk and the road terrain to the North of Objective B
    [*]Fixed a variety of floating objects on VNTE-Saigon
    [*]Fixed a variety of collision issues on VNTE-Saigon
    [*]Fixed an issue on VNTE-Saigon where players were unable to mantle over a broken pot plant on Objective A
    [*]Fixed an issue on VNTE-Saigon where a flag pole on Objective D was culling out too soon
    [*]Fixed an issue on VNTE-Saigon where a pile of bricks had a hole in the mesh outside of Objective C



SongBe

    [*]Fixed an issue on VNTE-SongBe where the third person animations would break when moving up steep slopes
    [*]Fixed an issue on VNTE-SongBe where the radios found on Objective A would not deactivate after the objective was captured
    [*]Fixed an issue on VNTE-SongBe where there was a hole in the map outside of Objective D
    [*]Fixed an issue on VNSU and VNTE-SongBe where some punji sticks were floating to the north west of Objective D
    [*]Fixed an issue on VNTE-SongBe where the first two radios for the Vietnamese were not disabled as the objectives moved forwards
    [*]Fixed an issue on VNTE and VNSU-SongBe where grass assets had been placed overlapping one another outside of Objective D  
    [*]Fixed an issue on VNTE and VNSU-Songbe where a sandbag was floating on Objective G
    [*]Fixed an issue on VNSU-SongBe where a patch of grass was floating on Objective C
    [*]Fixed an issue on VNSU-Songbe where a soil texture was the wrong color on Objective B
    [*]Fixed an issue on VNSU-SongBe where a rock was clipping into the ground in the trenches on Objective B
    [*]Fixed an issue on VNSU-SongBe where some of the houses around Objective A were missing floor textures
    [*]Fixed an issue on VNSU-SongBe where foliage was clipping into a tunnel to the north east of Objective C
    [*]Fixed an issue on VNSU SongBe where the bloom effect was too high on fire across the map
    [*]Fixed an issue on VNSU-SongBe where a patch of grass was floating near Objective A
    [*]Fixed an issue on VNSU-SongBe where a fence post was clipping into a wall near Objective A
    [*]Fixed an issue on VNSU- SongBe where leaves were floating on Objective E



Temple

    [*]Fixed an issue on VNSK-Temple where players were able to flank through an out of bounds area due to small parts of the area being incorrectly within the bounds of play
    [*]Fixed an issue on VNSK-Temple where an incorrectly placed blocking volume was obstructing player movement on Objective B



Audio

    [*]Fixed an issue with VOIP audio where players were hearing teammates and squadmates at low volume levels
    [*]Fixed an issue where the L1A1 was not playing an audio cue when a magazine is inserted into the weapon during an ammo check



Art and Animation

    [*]Fixed an issue with weapons that have collapsible bump stocks, where the third person animation broke whilst iron sighting
    [*]Fixed an issue with the M1919 LMG where reloading when the end of the belt was visible would show the new belt at the length of that the old belt was when it was reloaded
    [*]Fixed an issue with the RP-46 third person animation where the finger did not fully squeeze the trigger when firing
    [*]Fixed an issue with the M2 Browning and the DShK where the weapon jerked at the end of any movement
    [*]Fixed an issue with the third person Claymore animations where the player did not grasp the detonator correctly
    [*]Fixed an issue where if white phosphorus was placed in front of a smoke grenade then the smoke from the white phosphorus would appear in front of the smoke from the smoke grenade
    [*]Fixed an issue where the fougasse mine dig animation would continue to play after the trap was already placed
    [*]Fixed an issue with the first person Stakeout Shotgun animation when shot from the hip the attachment for the sling would not move around
    [*]Fixed an issue with the third person animation for the F1 SMG where the bolt reciprocates whilst firing erroneously
    [*]Fixed an issue with a variety of our scopes where the field of view and magnification were inconsistent



UI

    [*]Fixed an issue with the Campaign map voting where players were able to jump the vote counter to the maximum number of votes by changing teams
    [*]Fixed an issue where players were unable to double click on squad tunnels to respawn on them
    [*]Fixed an issue where the SxS Hunting Shotgun, Coach Gun, and Sawn Off Shotgun were classified as pump action shotguns in the load out description
    [*]Fixed an issue where opening the overhead map after closing the escape menu would cause the overhead map to lag
    [*]Fixed an issue where the auto select feature on the deployment screen did not recall player’s previous choice of spawn location
    [*]Fixed an issue on the server browser menu where the right click menu on the server would start with all the options disabled
    [*]Fixed an issue where the text on artillery marks on the overhead map would not always appear with a drop shadow
    [*]Fixed an issue where opening the stats screen from the main menu caused log spam
    [*]Fixed an issue on servers with the message of the day screen enabled where certain UI elements were not scaling on certain resolutions
    [*]Fixed an issue where Squad Leaders who are under level fifteen and are demoted by a higher level player would not receive a message stating what had occurred
    [*]Fixed an issue on the ‘Player View and HUD’ settings menu where selecting ‘Reset To Defaults’ would erroneously cause all the sliders to move to the left
    [*]Fixed an issue on the primary weapon drop down menu where the MAS-49 with grenade launcher attachment image was missing the grenade at the end of the barrel
    [*]Fixed an issue where level 99 rank emblems on the role select menu would appear at a lower rank  
    [*]Fixed an issue where the back and apply button arrows on the settings screen when viewed in a 4k resolution would be cropped
    [*]Fixed an issue with the commander overview screen where elements were cropped off in certain resolutions
    [*]Fixed an issue where when the radioman has been killed the option to spawn on the commander lags behind the other options in the spawn menu



Misc

    [*]Fixed a multitude of crashes throughout the game
    [*]Fixed an issue where players would cause log spam by picking up a dropped weapon and jumping at the same time
    [*]Fixed a variety of issues with our localisation, in all languages, including incorrect translations and abbreviations, localisation not existing for specific text, and fonts that were too large for the UI



As always, thank you for your continued support!

Antimatter Games & Tripwire Interactive

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  • #30025

    Powerbits
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    The Da Nang Air Base (Also known by its French name of “Tourane”), was a major staging point for the American air power to quickly respond to threats
    [Please see the full post at this link: Update 1.4 is Live]

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