There's a new weapon this update, and extra special thanks to Deika who did the model, animations and sound for it. No doubt it'll undergo some iteration before it reaches it's final form, particularly stat-wise, but I'm extremely pleased with how it feels to use so far (due largely to Deika's sounds). More on this new weapon under "additions".
ADDITIONS:
- New Weapon: "ERC(Electric Ricochet Cannon) 479" Again, full credit to Deika for the model, animations and sound for this weapon. Functionally, this weapon shoots projectiles that bounce off of walls. I suspect it's going to be very difficult to actually land bouncing trick shots around corners, so I've tried to make it competitive as a general projectile weapon, although I'm sure there will be tactical uses for the ricochet functionality (with a certain amount of spamming probably). This weapon is pickup-able in all of the core maps now, and I've made a new slot in the inventory for it, accessible with the "6" key. As usual, the balance is a complete stab in the dark. I've made it kill in 3 hits as an initial guess, which might seem OP for the potential rate of fire, but I'm expecting it to be quite difficult to land shots with, since it's the first real projectile weapon aside from the rocket launcher (which is indeed virtually impossible to land a direct hit with against an airborne target). You can probably expect an update with changes to the balance in the next few days. Here are the stats for now: Fire mode: Semi auto Max fire rate: 7 shots per second Projectile muzzle speed: 6500 cm/s Damage per projectile: 50
- Credits screen, available from the main menu. It's just inanimate text now, and I was planning to wait and do a proper one, but I thought it was important to credit the ever increasing number of community contributions.
CHANGES:
- Weapon switching buttons are now listed in the edit controls menu as "Weapon slot (1-6)", rather than by name. This makes more sense given that sometimes there are different weapons in a slot per map.
BUGFIXES:
- Fixed (or otherwise worked around) a bug where the FOV would not apply for a client until they opened the graphics menu in-game.