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The upcoming ‘Adams – Ground Fire‘ update (Named after American hero Lucian Adams) will improve the gunplay mechanics. A new hip-fire mechanism has been implemented and the cone-fire have been made more consistent.
Have you ever experienced shooting at an enemy at close range. You had a clear headshot, but the bullet hit below the crosshair or hit something else entirely? here we explain how bullet trajectory works and why you missed your target. Further details includes improvements to the hip-fire mechanics and cone-fire mechanics.
Please go to this forum thread to see all updates:
We have been digging into the statistics and data for the skirmish missions as we felt we could make them even more fun with a few minor tweaks to the timings.
Yesterday we gave you a glimpse of the new character iteration which will improve the realism when aiming your weapon in the Oster build. This will have a noticeable impact on the dynamics of firefights, but it won’t be the only thing that changes when it comes to weapon simulations. Our game design team has gone through the weapon range and damage values, and made some adjustments. In addition, grenades have been made more deadly!
You know the jerk move where you tell a guy that his shoelace is untied and punch him when he looks down? Well that doesn’t work in Heroes & Generals, for the good reason that you don’t have any feet in first-person view… until now! In the soon-to-be-released Oster build, the way you perceive yourself and your situation in 1st-person will become more closely related to the way the other players see you. This means you will see your own body, but also that you will aim from the eye and that your soldier will hold his weapon closer to his body when he’s blocked by a wall or an obstacle. There are also other smaller tweaks. Read on…
In the latest build we have updated the ‘Character Controller’. “What in the world is a character controller?” you might ask, so let me explain!
Below is an image of the character colision object.
Happy New Year everybody!
Late at night, when everybody is sleeping – Reto.Hal9k climbs into his programming hideout and with only a single candle lit, he writes new render features that hopefully makes their way into the game one day. This time he has been working on weather effects – and in this case: SNOW! – Reto.Robotron3000