
新特性: 叙事任务 - 本次更新通过引入“Kill the Feed”序章,标志着我们开始深入尼尔·布洛姆坎普构建的世界观。 我们正通过一系列相互关联的任务,将故事直接融入核心游戏循环。这些任务旨在让玩家跨比赛进行游玩,提供了一层新的元进度系统,能更好地解释游戏的背景故事并扩展《绝地潜兵》宇宙。 对于那些喜欢深入了解背景故事的玩家,这些战役任务为进入竞技场提供了一个引人入胜的新理由。现在,除了成为岛上最优秀的猎手外,你还有了另一个行动动机。无论你在一场比赛中最终排名如何,每局游戏都会为你的战役进度贡献力量,确保你始终能获得令人满足的成就感,并与游戏世界建立更深的联系。 闪避:核心移动能力升级 - 所有玩家都将获得移动能力的大幅提升,这得益于全新核心技能“闪避”的引入。玩家现在可以在地面和空中向任意水平方向执行即时闪避,使用三个可再生的充能。此功能旨在确保所有玩家在任何情况下都拥有动态的移动选择,使战斗更加流畅且反应灵敏。闪避提供了一种通用但较弱的机动性,类似于专用义肢的移动能力,这意味着在高等级游戏中,移动义肢的必要性将降低。闪避是一种即时爆发,与“追猎者”(Roadrunner)的渐进加速风格不同,并且可以轻松衔接滑铲和跳跃等其他动作。 新义肢:“止痛杀手”(PainKilla)治疗无人机 支援型玩家将获得一个强大的新工具——全新义肢“止痛杀手”。这是一种全新的手臂,能够召唤治疗无人机。部署后,无人机会扫描区域并锁定位置,激活一个即时的范围效果(AoE)治疗领域,以绿色光芒为标识。该范围内的所有盟友(包括玩家自身)每秒都会逐渐获得持续的生命值和护甲恢复。最为关键的是,技能范围内所有被击倒的队友将自动复活。无人机将在设定的持续时间内保持激活状态(例如,根据稀有度不同,持续15-27秒),显著提升战术支援能力。 职业进阶 - 游戏的进度和内容结构正在大幅扩展。玩家现在可以获取永久性的OTG Achievements,完成后将获得可在个人资料卡片上展示的徽章(最多可展示三个)。战斗通行证现已改为线性模式,确保每一级都能获得奖励,并且在100级后新增了“无限”奖励轨道,可持续获取奖励;战斗通行证现在也可与订阅服务分开单独购买。新内容 - LeBobo 内容包 由廉价毛绒玩具和致癌填充物缝合而成。咧嘴笑是用有毒树脂画上去的,皮毛的柔软就像过去的石棉那种“柔软”。Le Bobo 的拥抱如同癌症,依偎如同腐烂——他唯一能提供的安慰,就是让你知道你的血液会比汗水更快浸透布料。 包含: - 全身 LeBobo 皮肤 - 新的游击队员变体 - 专属表情及更多内容!

窒息与玩笑战斗通行证 前有正经事,后有派对狂欢。哪个是哪个?别问我们。今年万圣节,我们可不闹着玩,全新的“瘸子麦克”与“法克尔斯先生”战斗通行证角色套装,助你尽情演绎幻想与糗事。屏幕前的观众不会评判……好吧,或许会有一点点。 包含: - 法克尔斯先生套装物品 - 瘸子麦克套装物品 - 狂风·轰溅(Squall Honksplatter) - 马温加·球塞(Mavinga Ballgagger) - 地狱马戏团表情及更多 - 肉偶表情及更多!

Core Gameplay & Movement:Movement Improvements Improved mid-air mantling speed and increased range. High mantle now only triggers mid-air to prevent accidental mantles. Improved initial jetpack speed on activation to avoid stalls. Increased jetpack overheat when ascending rapidly or spamming activation, reduced cooldown recovery speed. Added land roll when hitting the ground too fast or just after jetpack use. Removed fall damage, except when knocked down. Increased unarmed movement speed (same speed as fastest weapon/attachments). Added zipline momentum, inheriting character speed and pulling the character along while attaching, with more gradual acceleration to maximum pull speed. Reduced extreme slide acceleration on steep slopes slightly. Increased minimum time before slide/crouch can be cancelled. Wall Jump now breaks glass. Fixed sliding land roll not blocking the same actions as normal land roll. Improved character turning animations, adding smoother apex turns and quicker fast turns for more responsive looking movement. Added a new animation for changing orientation while running.Camera Added settings for min/max field of view scaling outside of aiming down sights. Added landing camera shake for balance and feel. Added scaling shake strength based on speed for sliding and sprinting. Added new camera shake intensity setting for reducing non-essential shakes.Combat Improved character visibility at distance by increasing contrast against the environment and adding a subtle outline. Improved melee fluidity and consistency, added slight knockback vs. unshielded or living targets. Successful finishers now also restore all limb cooldowns. Increased Adrenoshot self-revive time to 7s (was 6s) to make finishing enemies of a coordinated teams easier. Removed hold breath, compensated with reduced sway. Improved character hit reaction animations. Weapon swap now cancels and blocks armor kit use. Improved aiming animation stability while turning. Reworked reload animations to maintain aim direction and improve grip.Interactions All interactions and finishers can be buffered by holding the button while moving into range. Faster limb attachment/swap animations. Added syringe drop animation to teammate revive. Blocked detaching the last limb (prevents accidental suicide).Weapons: ADS Camera: The ADS camera has been pulled back slightly in third-person ADS to provide more peripheral vision in combat situations. Fixed some vertical offsets with Third Person ADS cameras when Scopes were attached to weapons. Zone of Mayhem: In an effort to bring close-range weapons such as Sidearms, Shotguns and SMGs more viability in more situations, we have adjusted their ranges and damage drop-off distances and damage reduction percentages which should result in these weapons being more viable between short and mid-range encounters. These amounts vary by weapon family and weapon class but should result in shorter range weapons feeling less like their damage just evaporates past certain distances, as well as making them feel more usable in more locations.Weapon Balancing: Assault Rifle Recoil: To bring back some of the feeling of weapon class identity, Assault Rifle Recoil has undergone changes to their None-Uniform Recoil. For ARs specifically, their recoil has been inverted, which means that the shots earlier in the magazine are closer together and become more erratic and difficult to control the longer you shoot. This should result in ARs being more usable at longer ranges. Attachments: Based on the AR Recoil changes above, all AR Lightweight Barrels have had their recoil penalties reduced: Horizontal Recoil increase is now +40% (was +60%) Vertical Recoil increase is now +50% (was +70%) Additionally, all AR Heavy Stocks have had their recoil reduction bonuses reduced: Horizontal Recoil reduction is now -25% (was -30%) Vertical Recoil reduction is now -15% (was -20%) NPC Weapons: Weapons used by Teardrop NPCs (such as the Nuestros Diablos faction) are now rebalanced and should result in more consistent damage between different weapons. Nuestro Diablo" NPCs' accuracy has been increasedSpecific Weapon Balancing: Base Weapons: Type227: Damage increased to 86 (was 75) Base Spread slightly reduced RPM reduced to 340 (was 380) Flenser: Base Damage increased to 49 (was 38) Headshot Multiplier reduced to 1.3x (was 1.5x) Variants: Ninja Kestrel: ADS Time reduced by 20% to fix an accuracy issue when scoping in quickly. Vulture Solana: Increased vertical recoil by 6% Damage Range bonus reduced to +10% (was +15%)Cyberlimbs:Balance & Design Adjustments Buzzkilla Drone Now works as a companion, constantly follows the player, and automatically attacks targets within its line of sight. Recon Drone Improved detectability and wallmarking. Auto-destroyed if a second drone is spawned from the same limb. Paralyzer Arm Dodge is now blocked inside the projectile area. Tripmine Arm Enabled linking between teammates’ mines. Bouncebomber Arm Reduced charges and tweaked cooldowns. Grapple Hook Players can now swap weapons while grapple pulling. Kinetic Shield Basic melee attacks now damage the player through the shield. Slamfist Arm Adjusted Slamfist dash distance based on vertical angle. Mirror Breaker Clone now copies the direction of the player’s movement. New visualization for friendly characters. Increased Charge Count to 3 for Rare Limb. Increase Mirror Lifespan to 12s for Epic Limb. Decreased cooldowns by 3s for all rarities. Roadrunners Legs Now gradually accelerates and decelerates speed on use. Reworked cooldown after reaching zero percentage. Allows activation while mantling. Cancels during jetpack and no longer cancels from the slide. Stops acceleration during slide/dodge/shooting/aiming/reloading. Skunkpaw Now can be ignited by any explosion from limb abilities, causing it to detonate and provide extra damage. Painkilla New arm that summons drone that repair armour and heals HP of its owner and allies in radius, and also revives them if they are knocked down. General Trip Mine, Bouncebomber, Thumpers, Phosphorous Dart and Javelina no longer do explosion damage to the owner and teammates. Allowed Sprint and Roadrunners for aiming cyberlimbs. Performing a melee attack cancels active cyberlimbs.Economy & Match Flow:Loot & Inventory: Loot: In game-currency (RIP) loot drops have been adjusted and overall drop more often and higher amounts, the smallest support container always drops currency Inventory: Lowered default inventory capacity and amounts added by backpacks, all but one backpack now grant the same capacity increase. Added new Hoarder's Backpack for carrying the most amounts of armor kits and ammunition. Removed the common basic backpack from the game. Cost: Balanced loadout item costs; attachments are now more expensive, but backpacks are cheaper.Match Flow: Zone damage increases the longer players are in it, this effect slowly cools off after leaving the zone. Overhauled respawn loadouts for Extraction Royale game mode Added loot progression through the match. Players will have higher chances for finding lower-tier loot at match start and higher-tier loot at match end. Added High Tier loot Zones at the start of the match. Kills now grant 350 RIP Added cooldown for manual redeployments. Increased deployment speed.Rewards & Monetisation: Match rewards adjusted. Increased GUN rewards in Daily Challenges. Adjusted decoding costs. Introduced listing fees on the marketplace. The fee is returned to the seller on a successful sale and OTG Pro subscribers will have reduced fees. Daily rewards for subscribers.Technical and Quality of Life ChangesAudio: Implemented HDR Audio, making overall loudness dynamically adjust to the loudest sound present. Added spatialization presets to improve 3D audio effects. Increased enemy movement audio (e.g. footsteps, jetpacks) compared to teammates Added wind noise when enemies move at high speed (e.g. falling, jetpack, Roadrunners) Added new voiceover phrases to Loadout Ladder.HUD/UI: Added Player Profile images to Escape and Endgame Menus. Moved squad and kill count from under the minimap.Controls Improved default controller + keyboard bindings (may reset some inputs, please check your settings).Various Bug FixesUI & HUD Fixed knockdown markers on minimap. Added consistency to Cyberlimbs panel indicators. Fixed viewpoint markers to avoid overlaps and appear more clearly. Fixed an issue that displayed your own team on enemy Recon when in spectator mode. Fixed a display issue when selecting attachments in the loadout menu. Fixed an issue where player level wasn’t updating in real time on your Display Badge.Audio & Announcements Fixed incorrect voice lines when target is killed by another team. Fixed no Cobra announcements on Combat DJ start.Camera & Spectator Fixed an issue where Camera remained on teammates corpse if they had a redeploy backpack equipped. Fixed Camera positions when a player performs a finisher. Fixed Camera Position when being grappled from high ground. Fixed Camera positioning when legless near an exploding Bouncebomb.Gameplay & Core Systems Fixed an issue where you would get squad wiped when a player was being revived by adreno shot. Fixed an issue where it displayed “switching player” upon respawning. Fixed interaction prompts with ziplines and redeploy terminals when having no arms.Missions & Rewards Fixed bad locations and container behaviour for Supply Run. Fixed misleading reward info for Corporate Sabotage. Fixed Sky Navigator rewards for teams of 2. Removed unneeded loot containers from Deathmatch.Cyberlimbs Fixed an issue where Cyberlimb charges were not accurately updating according to their cooldown timers. Fixed an issue where Kinetic Shield would display incorrect damage taken if Shield was equipped on the other arm. Fixed an issue where Roadrunners would not deactivate correctly on climbing. Fixed an issue where the Ripper would pass the Kinetic Shield and still cut off limb when from a certain angle. Fixed an issue where the leg attach animation was longer than the leg swapping animation. Fixed Thumper usability when Buzzkillas were deployed in the area. Fixed an issue where Paralyser would stop displaying boxes when leaving and returning to an area.Weapons & Animation Fixed an issue where the knife would detach from character in the melee animation. Fixed an issue that made sliding appear less smooth on start. Fixed Pierser Mouse reload animations. Fixed weapon ADS animations when standing close to objects.Visual & Character Models Fixed an issue where the limbs would fly in the air when opening a crate. Fixed an issue where previous appearance options appeared on appearance screen when exiting. Fixed an issue where character’s arms displayed incorrectly when returning to main menu. Fixed a garbage texture issue in Stork City. Fixed a tree in Marshlands.
2026-02-13 09:00:40 发布在
Off The Grid
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