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Patch Notes - Release 2.8.5.4

We are pushing this one out this morning to address the third pass of content from Sept's major changes and a few small addition/fixes from last week's patch. We want to ensure these new features work well for the majority of the community and felt we should address some concerns that still existed with the new features before moving on to other content.

We are aware this may require kbm and controller players to once again adjust their sensitivity/look rate settings and apologize in advance for the inconvenience. The team put together a Q&A for you to explain the situation (see below).

Anyone who experienced issues with their input devices after this patch, should delete their Saved folder from the following location.

../Steam/steamapps/common/H-Hour Worlds Elite/HHourGame

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Patch Notes:

  • Updated movement framework logic related specifically to mouse, so that turn/look rates remain consistent across varying Frame Rates - this will eliminate the rate difference between workshop and official maps
  • Increased Base Turn/Look rates for controllers and adjusted Controller Sensitivity Sliders range accordingly. It is expected that most controller players will need to adjust this to fit their comfortability.
  • Updated mouse sensitivity values in relationship to slider. Same 1-100 slider range, but results in more broad range used by the game in order to accommodate a wide range of hardware. It is expected that most players will need to adjust this value to better match their device. With the move from an FPS based rate, it was required to add this flex for those using a mouse that does not support DPI.
  • Headshots in the Kill feed now display the killer’s weapon as well. As before, Headshots from TeamKills are not displayed.
  • Damage Camera Shake is now scaled to correlate with damage amount (stubbing your toe on a fall won’t seem like you just got shot in the chest by a sniper).
  • Inverting Mouse Y (Look Up/Down) Axis setting now functions as expected

Q/A based on community feedback on patch changes:

Q: Look speed is too fast for a console game

Look speeds are currently allowed at rates that are appropriate to the PC player with PC hardware.

Controller limits are increased to try and lower the gap between the two, but it is impossible for a controller user to have the same control as a mouse user.

To limit KBM players on the PC version to controller rates is not practical as some players use non-DPI mice that severely hamper look speed.

Look & Turn speeds will be more “original” when we move to console.

Q: My sensitivity values are changing with these patches, and using the same as before feels completely different

The same values feel completely different, because they are.

We only have a limited variety of hardware to test upon, and that’s why we rely on input from the community testers (our Early Access Players, aka YOU) and their hardware specs.

What feels perfect to the developers & dev testers, can be completely wrong for other players. We are constantly re-tuning the Options Interface to give a huge range of hardware the same playability.

With this patch, the slider for mouse sensitivity still looks like 1-100; however, the actual results used by the game are very different.

Players with low DPI mice such as your laptop touchpad, or common generic mouse should now get a much higher turn/look speed at the higher end of the slider.

Whereas players with adjustable and/or higher DPI gaming mice, will want their sensitivity slider much lower (e.g., around 20-30).

These updates most often “reset” the sliders to a middle ground, because there is no way of knowing what default value will work for most. As a result, most everyone will need to adjust the sensitivity after an update because most everyone is on different hardware, with different settings. There is no default value that will not need changing unless everyone was using the exact same devices.

As we work towards our console goal, some changes have an unintended negative effect for the PC player, and we have to re-work things to try and cover both worlds.

Q: Why do I have to hold the action button for planting/defusing, can I not just move instead?

Holding the Action button and getting that visual feedback for remaining time is reminiscent to the game’s heritage.

It also prevents the player from accidentally canceling the action during a critical time because they bumped “move” on their KB or Controller.

It makes you focus on the task at hand; while still having to try and pay attention to your surroundings. Things like this that require a little extra from the player are what separated SOCOM from other games.

Q: Is the look Left/Right SPEED different from Up/Down?

Yes and No. It depends on your monitor aspect ratio.

Because we mostly play on wide screen monitors & TVs, having these be the same, gives the player the impression that looking up/down is faster than looking left and right. This is an issue with perception, and not that you’re actually moving at any different rates.

As a result, these values were set at a fixed relationship to each other. With the new engine, we can now allow the game to use your chosen resolution to dynamically set this relationship for you. However, for those that the speeds don’t “feel right”; we gave you more control over this by now being able to alter your Left/Right (X) and Up/Down (Y) sensitivity as an advanced setting feature for both mouse and controller stick.

Having to use these advanced settings doesn’t mean there is a flaw in the game, but that we keep our players in mind and allow them flexibility in making the game conform to them instead of the other way around.