The Thunder Update

Can you hear the sound of Thunder? As the Containment War comes to a close, a new player hits the field: a big man with a big gun and bombs to knock his foes senseless. Check out everything to come with Thunder below.

New Merc: Thunder


Thunder tells anyone who'll listen (and you really have no choice, THE DUDE'S LOUD) that he's ex-Spetsnaz. He's kind of vague on precisely which unit, or where he served, but he's so useful under fire that nobody gets too worked up. His English really is very good, if heavily accented. In fact, no one has ever actually heard him speak or seen him read Russian, including Sparks, who definitely does. Her theory? A lot of passports suddenly became available in the chaos that followed the Dirty Bomb attacks, providing some with an irresistible chance for a clean slate... So, he's Thunder and he's Russian. Got it? Good.

Thunder works best as the first person into the fray to shield his allies with his massive body. He's no slouch on offense either, as he can clear a room with a combination of LMG fire and a party favor with a nasty kick...

Concussion Grenades
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Thunder's lone ability is more than enough to knock his enemies senseless. Cook and throw them like any other grenade, and they will detonate with an intense flash and concussive blast, rendering his victims helpless long enough for his team to deal with. Thunder even found a way to include an electronic scrambling effect with each explosion; any Deployable objects in the area of the explosion will be briefly disabled as well, incapable of shooting, healing or blowing themselves up.

New Primary Weapon: MK46 Light Machine Gun
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The MK46: For when you just need a little more dakka. This Light Machine Gun holds more rounds than anything but Rhino's minigun and has a fearsome rate of fire. While not as accurate as an Assault Rifle, Thunder's never seemed to mind. After all, if it's worth shooting once, it's worth shooting many, many times.

Balance Changes

Augments
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It's been clear through player feedback and gameplay data that some Loadout Cards are significantly more popular than others. While our past focus has been on weapons, we’re now working through many Augments to help balance them out. Our ideal end goal is that, while still appealing to individual playstyles, each Loadout Card should be equally desirable overall.

With that in mind, we've begun by improving the following Augments:
  • Cool - Now doubles the time it takes Mounted MGs to overheat (from 1.5x)
  • Big Ears - Now enemy footsteps and other appropriate noises are 50% louder to you (from 30%)
  • Untrackable - Turrets, Mines and other deployable defenses now react 35% more slowly to your presence (from 30%)
  • Flying Pig - Now also increases Long Jump distance by 10% as well as removing falling damage
  • Enigma - Now reduces duration of being spotted by 60% (from 50%)
  • Sneaky - Now reduces the amount of sound you generate when running by 50% (from 30%)
  • Springy - Now also reduces Long Jump penalties as well as penalties for consecutive jumps
  • Quick Draw - Updated the text to better reflect the functionality: "30% faster weapon switching"
Sparks
  • Quick Charge augment no-longer allows Sparks to fire extra shots with her REVIVR and only reduces the charge time as intended
Proxy
  • Reduced the collision box on Proximity mines so they sit more flush with the environment

Other Changes

New User Flow
Your feedback, through the new Feedback Tool and across community channels, has helped us to get new players up to speed a little more quickly. Pop-ups now describe features as they're unlocked, so players know what they've achieved and what they're in for next!

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We've adjusted the rewards for the first few levels of play. When a player reaches Level 2 (after their first match), they now get a New Operative case - An Equipment Case that only contains Loadout Cards for Aura and Skyhammer. The resulting Loadout Card can be used in the next match for greater clarity on how they work within the game.

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The credits usually gifted at Level 2 are being added to the Level 4 reward, for 25,000 Credits all at once. This gives players enough (or nearly enough) Credits to permanently unlock a Merc.

General
  • In Objective Mode, the base spawn wave timers are now more greatly impacted by the player count on each team. This is to help counteract imbalanced teams and maintain the intensity of the game between different match sizes.
    • For example, teams with 8 players now have a 30s spawn wave, 4 players have a 15s spawn wave and 2 players have a 7.5s spawn wave
  • Updated the Public Skill Rating system (used for balancing Casual games) to include a longer game history and exclude shorter matches
User Interface
  • Added Voice Receive Volume to front end Settings menu
  • Removed Win & Loss stats from Profile page due to them reporting inaccurate values
  • Added Steam DLC link to the Store
  • Improved appearance of completed Missions in dropdown menu
  • Added the status of Daily Play Bonuses to the Quick Join screen:
dailyreward.jpg
Audio
  • Updated Knife attack audio
  • Continued work on the audio mix to prioritize important gameplay elements
Maps
  • Updated the level lighting to improve player guidance throughout Dome
  • Continued collision, performance and bug fixing on Dome
  • Continued collision, performance and bug fixing on Overground
Notable Bug Fixes
  • Fixed bug where players could spawn with the incorrect Merc for their chosen Loadout Card
  • Fixed several bugs with Mounted Machine Guns by reworking their behavior
  • Fixed bug where the EV was almost immune to Molotov fire damage
  • Fixed bug where the wrong objective icons would show on some loading screens
  • Fixed bug where players spotted by IR Goggles weren't visible through Smoke when spectating
  • Fixed bug where healing audio wasn't always playing for Healing Stations
  • Fixed bug where revive audio wasn't playing for spectators
  • Fixed bug where Rhino's Minigun firing audio could sometimes not play
  • Fixed bug with missing reload audio when ironsighting with the Ahnuld-12
  • Fixed bug where the first person SMG-9 reload audio was heard by other players
  • Fixed bug where Medics could obtain Revive Badges by killing and reviving their team-mates with Friendly Fire enabled
  • Fixed bug where the next map wasn't always highlighted in lobbies
  • Fixed bug where winning map would not be chosen or displayed correctly in pre-game lobby
  • Fixed bug where the Blishlok obituary icon wasn't showing correctly
  • Fixed bug where Phantom's Refractive Armor wasn't disabled when planting C4 in Execution
  • Fixed numerous text bugs throughout the game
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Comments

  • Nice one!!
  • Not many changes, but still great update!
    Too bad real life is too real now so I don't have credits to buy him :/
    Here's hoping that Thunder will be on sale on Black Friday (probably won't happen, but hey, why not? :D)
  • MarsRoverMarsRover Posts: 2,043
    Fixed bug where revive audio wasn't playing for spectators
    Fixed bug where Rhino's Minigun firing audio could sometimes not play
    And yet those sounds still often play when they shouldn't :weary: :tongue:
    Recognize my avatar? Click here for some great news! - Mars is the only known planet inhabited solely by robots.
    K72sOh1.jpg
  • watsyurdealwatsyurdeal Posts: 4,742

    General
    • In Objective Mode, the base spawn wave timers are now more greatly impacted by the player count on each team. This is to help counteract imbalanced teams and maintain the intensity of the game between different match sizes.
      • For example, teams with 8 players now have a 30s spawn wave, 4 players have a 15s spawn wave and 2 players have a 7.5s spawn wave



    tumblr_inline_nt2ixy9VV21qkkl7o_500.gif
    So hey, I have a small guide here you may like, go ahead, read it, you know you want to.


    ダーティーボムは非常に良いですが、あなたは非常に悪いです
  • DMaster2DMaster2 Posts: 930
    Finally improved matchmaking. Works also for stopwatch and execution or only for objective?
  • Awesome <3. Thanks for the Update!
  • I like the "operative case" idea, and hopefully "Continued work on the audio mix to prioritize important gameplay elements" means that I can hear enemy footsteps that are in close proximity to me rather than only hear explosions from the other side of the map, that @$!# is getting annoying, no point in wearing headphones even with big ears as it doesnt seem to work (before this patch i will update if anything changes)
  • I like what I see.
  • DogDog Posts: 81
    Long jump augments HNNNNNNNNNNNNNGGGGGGGGGG my obsession with flying pig aura and proxy cards is being rewarded.
  • I love the different respawn times, but 30s seems very long. Just me? Being hit by the 24s respawn time was already painful.
  • N8oN8o Posts: 1,430
    Thunder seems shady af.
    Check out my YouTube channel if you love me. I will be posting guides on how to play mercs in pub and comp settings.
    cHxK5wl.png
  • I love the different respawn times, but 30s seems very long. Just me? Being hit by the 24s respawn time was already painful.

    Yeah I thought it was a bit steep too, I always hated running into the full 24 second respawn timer myself.
  • I am disappointed. Still no preference above the normal defusers for the mechanic augment... :disappointed:
  • Ahhh an other beatifull update <3
  • yesseryesser Posts: 325
    imagine that you die just after the new wave in 8 vs 8 :( you will have to wait 30 second to respawn :/
  • SineeSinee Posts: 688
    Okay fine, but Aimee next alright? Don't make me come over there.
  • Great update but a friend of mine has major problems with starting the game since the update hit he always getds blackscreened...
  • Is the new level 2 case and extra credits rewarded to those players who have already passed those levels?
  • Nope. I don't hear the thunder but I do get blinded by my own nades through relatively thin walls and objects.
    Juan518 wrote: »
    Is the new level 2 case and extra credits rewarded to those players who have already passed those levels?
    Unfortunately not.
  • Nope. I don't hear the thunder but I do get blinded by my own nades through relatively thin walls and objects.
    Juan518 wrote: »
    Is the new level 2 case and extra credits rewarded to those players who have already passed those levels?
    Unfortunately not.

    that's bad news :'(
  • Mercy wrote: »
    Okay fine, but Aimee next alright? Don't make me come over there.

    Negative! Bring the Turtle!
  • DMaster2DMaster2 Posts: 930
    Juan518 wrote: »
    Is the new level 2 case and extra credits rewarded to those players who have already passed those levels?
    Nope.
  • KayDubzKayDubz Posts: 348
    edited November 2015
    @MissMurder

    In terms of team number balance, why did you guys do this new spawn timer thing rather than actually implementing an auto balance feature? Other shooters Ive played automatically balance the teams once they become 5 v 7 or 6 v 8.

    I really think that would be better rather than having quicker spawns for the outnumbered teams. Because a team can still be wrecked constantly if outnumbered, despite respawning faster.
  • KayDubzKayDubz Posts: 348
    Amerika wrote: »
    I honestly can't figure out why the spawn times would be re-worked when there is an imbalance as opposed to just doing an auto-balance in those situations. In many cases it will end up with players getting killed over and over more frequently while fighting an uphill battle as opposed to evening things out. I get the logic behind it but it's assuming all players on a server will be equal skilled. But if there are 2-3 really solid players on the dominating team they will just keep dominating and racking up kills faster as opposed to fixing any issues.

    This problem has been solved for over 20 years and also multiple times in other SD games through simply balancing the server. I don't understand why this wasn't done when it's a tried and true solution that many players are used to.

    EXACTLY.

    Im really puzzled as to what the devs were thinking with this one. You'd think auto balance would be an initial feature of pretty much any multiplayer game.
  • so no abilities to concussion nade? like longer exposure time, or faster nade ready time? or additional range to the nade.
    poor Thunder
  • so no abilities to concussion nade? like longer exposure time, or faster nade ready time? or additional range to the nade.
    poor Thunder
    @FurryGagarin There is an additional blast range augment! This one also gets used on Nader for example.
  • fuzzelfuzzel Posts: 104
    .......stupid thunder...

    1th weapon sound is sh.....

    2th no cookable grenade....

    3th no m4 for thunder (lol)

    another 10 euro 4 nothing...thank you sd
  • fuzzel wrote: »
    .......stupid thunder...
    1th weapon sound is sh.....
    2th no cookable grenade....
    3th no m4 for thunder (lol)
    another 10 euro 4 nothing...thank you sd

    And that's why you wait for a new rotation before buying something ;)
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