Page 1 of 5 123 ... LastLast
Results 1 to 10 of 46

Thread: Ghost Recon Phantoms 1.0 RELEASE NOTES | Forums

  1. #1
    Ex Community Manager
    Join Date
    Aug 2013
    Posts
    743

    Ghost Recon Phantoms 1.0 RELEASE NOTES

    Ghost Recon Phantoms will soon be here.! The Phantoms have managed to secure and deliver a truckload of changes and additions to the game in time for this release. Check them out below!

    CHANGES
    • New Look: Characters, Helmet, Lobby
    • Weapon Updates
    • Maps: Name Changes, Relighting and Updates
    • Matchmaking
    • Athena Rank
    • Ordnance Slots
    • Quick Start Guide
    • Gameplay
    • Game Terminology
    • New Green-ping-enabled Territories
    • Steam
    • Other Updates


    NEW LOOK: CHARACTERS, HELMETS, LOBBY

    CHARACTER
    • Each character class has a new look for the default helmets, Tactical Suit and devices

    HELMET
    • Helmets are now resized to fit new character models
    • Goggle lens and sunglasses added to some helmets

    LOBBY
    • Revamped the lobby to enhance player experience
    • No more class selection required upon login
    • Classes are automatically created for new users
    • Class selection is now prompted once a match is found, allowing players to pick their class after looking at their squad composition
    • Players can now view and navigate the store, inventory and profile of each class easily via class buttons on the top left corner of the screen
    • The match lobby now has a new layout to include class selection and a slight increase in waiting time for the match to start
    • Class leaderboards have returned and are accessible from the top navigation pan


    WEAPON UPDATES

    WEAPON PRICES
    • Weapon prices have been lowered in accordance with the Tier changes that have been made to the game


    WEAPON CAMO
    • New weapon camo options are now available for all weapons, including special-edition weapons


    MOD MASTER WEAPON
    • New fully-customizable Mod Master weapons for each weapon type
    • Fire rate is now tied to barrel type
    • All other weapon variants have been removed from the store

    TIER I & II REMOVED
    • Tier I and II weapons have been removed from the store
    • All weapons are now lowered by 2 tiers. For example, the previous Tier III becomes the current Tier I
    • Previous Tier I and Tier II weapons owned remain in the inventory and can still be used in combat as well as still contribute to your weapon proficiency
    • Weapon proficiency is now capped at level 7 instead of 9 (as there are now only 7 weapon Tiers in the store)
    • All player weapon-proficiency data has been saved - if a player currently has a weapon proficiency above Tier VII, the player is able to use their old proficiency if and when additional Tiers are released


    MAPS: NAME CHANGES, RELIGHTING AND UPDATES

    NAME USED

    Previous Now
    Korolyov Towers Towers
    Shearwater 51 The Rig
    Markov Station Metro
    Xinyi District Robytech
    Balaklava Sub-Pen Subpen
    Chertanovo LZ The Nukes
    Tomsk-9 Tomsk
    Attica Heights Attica

    MAP RELIGHTING
    • Metro, Towers and The Rig have been converted to the new lighting system
    • New visual styles
    • Improved performance
    • Fixed various "invisible player" bugs

    OTHER UPDATES
    • Metro: Added a new path between points A and B in the Metro
    • Towers: Added new flanking path for attackers at C
    • The Rig: Major changes to all three points
    • Minimap size is now persistent when changed
    • Expanded Tactical Map UI size for better map visibility on the spawn screen
    • Smoothed the camera transition between spawn targets on the Tactical Map


    MATCHMAKING
    • Match Finder now uses Athena Rank instead of Performance Rank for finding the players to be placed into a match
    • Optimized match search: Speed of parameter expansion for match search is automatically adjusted based on current player activity (number of players online):
      • High player activity = slower, less lenient match search expansion
      • Low player activity = faster, more lenient match search expansion



    ATHENA RANK
    • Increased gear weightage and removed weightage of seniority for the Athena Rank calculation
    • Reduced the maximum quit penalty on Athena Rank from 50% to 30% as 50% is too high
    • Changed the calculation of a player's gear score to use the player’s highest unlocked tier
    • Increased weightage of weapons and armor to gear score


    ORDNANCE SLOTS
    • Explosive loadout slot is replaced by two Ordnance slots
      • Ordnance 1: Accessed in-game by the key [3]
      • Ordnance 2: Accessed in-game by the key [4]
    • Key configurations can be changed in control options
    • Explosive grenades and smoke grenades* are regarded as Ordnances, and can be equipped via Ordnance slots
    • There are two types of ordnances:
      • Lethal: Existing explosive grenades
      • Smoke: Smoke grenades*
    • Ordnances of the same type cannot be equipped in both ordnance slots. As there are only have 2 ordnance types now, the only available combination is Lethal + Smoke
    • Note: Smoke Grenades will be available in a later release


    QUICK START GUIDE
    • New quick start guide pop-up for players logging in for the first time – also accessible at any time by clicking Quick Start Guide on the home screen
    • Device informational videos have been replaced with quick information pop-up


    GAMEPLAY
    • Minor increase to character exposure when performing standing side peek
    • Changing fire mode does not cancel reload
    • Order of fire mode selection is now Auto > Burst > Single
    • Larger blitz shield when deployed, smaller protection area when not deployed

    GAME TERMINOLOGY
    The following table lists several changes to the game terminology

    Previous Now
    Armor Tactical Suit
    Specialist class Support class
    Requisition Points (RP) ATHENA Credits (AC)
    ORACLE SCAN
    AEGIS APS (Active Protection System)
    HEAT ADS (Active Denial System)

    • Device upgrades now fall under 4 categories:
      • Regen Upgrade
      • Speed Upgrade
      • Duration Upgrade
      • Effect Upgrade
    • Armor upgrades now fall under 4 categories:
      • Max. Health
      • DMG. Mitigation
      • Anti-Crit
      • Health Regen


    NEW GREEN PINGED ENABLED TERRITORIES
    • Better-quality experience by expanding “green-ping-enabled” coverage to include more territories:
    • Central and South America (including Mexico, Brazil and Caribbean islands)
    • South East Asia (including Philippines, Vietnam, Singapore, Hong Kong, Japan)
    • Australia and New Zealand

    If a player’s Internet connection allows it, they can have better quality ping in the following geographical zones:
    NCSA EMEA
    Green USA, Central and South America (including Mexico, Brazil and the Caribbean Islands) Europe (Western , Northern, Southern, Eastern) Lithuania, Latvia, Turkey
    Yellow/Green South East Asia (including Philippines, Vietnam, Singapore, Hong Kong, Japan) Australia and New Zealand Russia, Ukraine, Belarus, Georgia, Kazakhstan, Moldavia

    STEAM
    • GRP is now available on Steam™ for both the North American and European builds
    • Players can have both the Steam version and the direct client version installed; logging in from either connects to the same game servers and persona
    • For the Steam version: Ghost Coins and AAA subscription can only be purchased through Steam wallet/payments
    • Players can use their existing login credentials for the Steam version


    OTHER UPDATES
    • Firing range targets now use the armor values of the user in the range
    • ABI is now disabled during warm-up
    • Increased the size of the skull icon that represents dead squad members
    • New icon of laser-designator waypoint to avoid being confused with the Support class icon
    • Added a number value display and adjusted the mouse sensitivity in the control options
    • Improved spawn/deploy button's reliability and usability
    • Reduced waiting time between rounds
    • Initial class setup has been removed
    • Subscription model changed to Credit Card, Paypal or Steam payment instead of GC
    • New users can register/create Uplay account directly in the Launcher
    • The new GI helmets are available to veterans through a coupon
    • All GC packs have increased the amount of GC distributed per package


    BUG FIXES
    • The following issues have been resolved:
    • ARC Weapons no longer have missing camo on the attachments
    • Resolved multiple collision and graphical issues in The Rig (previously Shearwater 51)
    • Resolved collision and graphical issues in Metro (previously Markov Station)
    • Players are now unable to spawn earlier than expected in the beginning of the first round – spawn delay was reintroduced as the exploit has been resolved
    • Players now cannot cancel the bolt animation after firing a bolt-action sniper rifle
    • The number of game round(s) for magnum ammo is now showing correctly in the purchase bundle preview popup
    • AR-21 SD PN now has 36 damage (up from 33 damage)
    • KNOWN ISSUES
    • After a player completes a match and returns to the lobby, the search status may display "Waiting for server" even though the match search has started – Players can cancel and retry search to correctly display the search status
    • Weapon and special-edition camos are corrupted on the P90 iron sight when any type of camo is used
    • The 6P41 LMG does not have a short barrel and will be fixed in a later release
    • MP7 Long barrel has a much larger diameter than the other two
    • Visually the M3A1 Jackhammer short barrel is longer than medium barrel
    • Visually the medium and long barrels are the same length for the following guns:
      • MP9
      • CBJ-MS
      • PP-19

    • Visually the MG36 short and medium barrels are the same length
    • The C-Mag on the MG36 clips through the foldable stock that is actually folded
    • Some weapon combinations have negative control – various options for a fix are being investigated
    • No Capped Stock option available for MP7 C, CBJ-MS C, M960 C ,MK16 CQC – this is by design


    Let us know what you think of this update in the comments below! If you have any questions, feel free to ask them below.
    Enjoy!
    Reply With Quote Reply With Quote

  2. #2
    Senior Member RazorSixTwo's Avatar
    Join Date
    Feb 2014
    Location
    Last place you'll look
    Posts
    631
    this is freakin AWESOME!!!, im wondering if the tactical inserts will fit in the smoke grenades section later in the year? hmmm who cares for now. I do have a question about the tier unlock ranking though, if ive only unlock tier 1 and 2 not 3 for recon but bought a war pack will the game know that im shredding people with a P90 SD war? or will it think im in tier 2? has all unique weapons been taken into account? I really don't mind if they haven't
    Chem please can I have one of these
    Reply With Quote Reply With Quote

  3. #3
    Banned
    Join Date
    Feb 2013
    Location
    somewhere over the rainbow
    Posts
    2,643
    ...
    2 grenade slots, one for detonation, 1 for smoke
    whoopi, more spam, I really think we didn't have enough yet, nono, we need more nades in the matches, yes...



































    WHAT THE F*CK???????
    Reply With Quote Reply With Quote

  4. #4
    Quote Originally Posted by toube View Post
    ...
    2 grenade slots, one for detonation, 1 for smoke
    whoopi, more spam, I really think we didn't have enough yet, nono, we need more nades in the matches, yes...
    You'll still be able to only carry 2 grenades each spawn. Also you just can carry 1 explosive grenade and 1 smoke nade, if you don't have smoke nades you'll be able to throw just 1 nade each spawn.
    So basically still 2 nades but max 1 of each type.
    Reply With Quote Reply With Quote

  5. #5
    Banned
    Join Date
    Feb 2013
    Location
    somewhere over the rainbow
    Posts
    2,643
    Quote Originally Posted by B4ckFromExile View Post
    You'll still be able to only carry 2 grenades each spawn. Also you just can carry 1 explosive grenade and 1 smoke nade, if you don't have smoke nades you'll be able to throw just 1 nade each spawn.
    So basically still 2 nades but max 1 of each type.
    how do you know?
    Reply With Quote Reply With Quote

  6. #6
    Quote Originally Posted by B4ckFromExile View Post
    You'll still be able to only carry 2 grenades each spawn. Also you just can carry 1 explosive grenade and 1 smoke nade, if you don't have smoke nades you'll be able to throw just 1 nade each spawn.
    So basically still 2 nades but max 1 of each type.
    Quote Originally Posted by toube View Post
    how do you know?
    He does not. So far it's two grenades plus one smoke. Although I'm rooting for changing that so you can carry one grenade per slot.
    Ghost Recon Online Wiki. You know you want it.

    Live forever or die trying!
    Reply With Quote Reply With Quote

  7. #7
    Banned
    Join Date
    Feb 2013
    Location
    somewhere over the rainbow
    Posts
    2,643
    Quote Originally Posted by AimOnVacation View Post
    He does not. So far it's two grenades plus one smoke. Although I'm rooting for changing that so you can carry one grenade per slot.
    thanks for that

    As for the fact of 4 possible nades: Seems like the game will remain unplayable after launch
    Reply With Quote Reply With Quote

  8. #8
    Ex Community Manager
    Join Date
    Aug 2013
    Posts
    743
    So, to say that the game is unplayable due to nades is more than a little over the top.

    Nades pop up for discussion every now and then internally. If you have any particular feedback or suggestions with regards to how you would like to see them addressed, please feel free to create a corresponding thread in the respective suggestion or feedback forum .
    Reply With Quote Reply With Quote

  9. #9
    if impact nades were removed from the game, I'd be sooo happy.
    Reply With Quote Reply With Quote

  10. #10
    Senior Member RazorSixTwo's Avatar
    Join Date
    Feb 2014
    Location
    Last place you'll look
    Posts
    631
    Quote Originally Posted by AimOnVacation View Post
    He does not. So far it's two grenades plus one smoke. Although I'm rooting for changing that so you can carry one grenade per slot.
    I just assumed that too as above it says

    ORDNANCE SLOTS
    •Explosive loadout slot is replaced by two Ordnance slots
    •Ordnance 1: Accessed in-game by the key [3]
    •Ordnance 2: Accessed in-game by the key [4]

    •Key configurations can be changed in control options
    •Explosive grenades and smoke grenades* are regarded as Ordnances, and can be equipped via Ordnance slots
    •There are two types of ordnances:
    •Lethal: Existing explosive grenades
    •Smoke: Smoke grenades*

    •Ordnances of the same type cannot be equipped in both ordnance slots. As there are only have 2 ordnance types now, the only available combination is Lethal + Smoke
    •Note: Smoke Grenades will be available in a later release

    so does that mean we can only fit 1 in each slot or as you say keep it as 2 nade 1 smoke? and does anyone know about my original question at the top of the thread?
    Last edited by RazorSixTwo; 04-08-2014 at 04:58 PM.
    Chem please can I have one of these
    Reply With Quote Reply With Quote

Page 1 of 5 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •