Happy Thanksgiving to our American fans! We are very thankful for our dedicated community, and especially your patience waiting for the next update... which we have for you today!
We begin the process of refining what we have built. This update introduces some significant game mode changes, co-op improvements, brand new weapon, recoil overhaul, squad and class structure tweaks, and a cornucopia of bug fixes.
Click here for a detailed change list.
I will use this space to explain a few of the changes with more depth.
Weapons:
AKS-74U - The very popular and requested weapon has finally arrived.
Recoil - We have implemented a system that makes your weapon feel like it has weight and reacts to gravity. Hard to describe - you have to feel it!
Supply points - At the end of the round the better players of the winning team are awarded with 3 supply, the worse players on the winning team as well as the best players on the losing team are awarded with 2 supply, and the worst players on the losing team are awarded with 1 supply.
Maps & Game modes:
Updates to Contact, Ministry, Market, Siege and Heights.
Co-op - AI behavior and the maps are vastly improved with this update. Checkpoint has destructible cache objectives, and when you are securing a capture zone, the AI will counter-attack. Be sure to play the improved District, Ministry, Siege, and Heights.
Skirmish - A weapons cache objective has been added for both teams (Objectives A and E respectively), while the middle three B, C, and D, can be secured in any sequence. Teams gain an extra reinforcement wave for every objective they secure, until their cache has been destroyed. At that point, only the remaining waves and instant reinforcement upon objective completion will keep their team in the game.
Firefight - Weapons cache objectives have also been added to this mode. The difference from Skirmish is that there are no additional reinforcement waves provided. Teams respawn only when they complete objectives.
Strike - The attack and defend weapons cache mode has a few changes. The attacking team has 5 locations they must clear to find caches, but only 3 have the objectives. For every cache that is destroyed, the attackers gain 1 reinforcement, the defenders lose 1 reinforcement, and there is 90 seconds added to the clock.
Search & Destroy - We changed this mode to have the identical objective layout as Strike, however there are no additional waves. It's kind of like the difference between Skirmish and Firefight. Teams only respawn when an objective is completed.
Push - The classic fan favourite remains relatively unchanged, although we are seeking the right balance of reinforcement waves to ensure the rounds last long enough to not feel frustratingly long or too short.
VIP - Received a new extraction zone icon. Otherwise, this mode is unchanged gameplay from last update. With only one life per round, it remains incredibly intense to play!
Squads & Classes:
There are now weapon limitations based upon your chosen class within a squad. This means Support for Security is the only class that can use the M249, etc.
Alpha squad is now 8 players, while Bravo and Charlie is 4. Remember, you can communicate using VOIP with your squad mates across the map, but use proximity comms with both friendly and enemy players.