In this update15
Full notes
Full TO4: Tactical Operations update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Server
- Fixes
- Maps
- Store
TO4: Tactical Operations changes
Added
Hidden, Right handed & mirrored weapon mode
Steam Achievements
Changed
Lower volume reload saiga, ak
Add 18% random offset to individual spray pattern shot
Bomb speaker range 38 -> 46m
Hostages receive 25% more damage
Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
Reduce falling damage threshold / multiplier
Weapon balancing
Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS
Movement balancing
The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
Player gravity 2.025 -> 2.130
Running speed 600 -> 610
Braking Deceleration 400 -> 1500 (player stops faster)
Ground Friction 9.5 -> 8.5 (faster direction changes while running)
Acceleration 1950 -> 2025
Fixed
Nade spawn clipping through thin walls
Delayed nade spawn into next round possible
Map switch bug (CTF / TDM servers)
Minimap hacking panel marker not visible
SpecHUD scope overlay
Outline visible in water
Init money after swap teams, inverse round winner array & swap team score
MAP-Blister
Fixed the LOD (popping effect) on the carpets on the floor (plum0)
Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
Fixed the hole in the wall on palm tree area (ccKane)
Smoothen movement / blocked obstacles:
Board on the wall on the outside ring of lower bombspot (ghosty)
Little area on SF side, where you enter the tunnel of middle area (ghosty)
Wall segment in the tunnels near palm tree (wingah / ghosty)
Lower wall on high bombspot in sniper lane (ccKane)
MAP-Drought
Changed skylight bpadded a bit more light to the map in general
New light positioning on both terror and sf entrances
MAP-TrainYard
Windows on the train now block bullets (Kummelmuck)
Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)
MAP-TrooperII
Changed Mid building floor (nades where getting slowed down)
Corrected a blocking volume at the elevator
Rearranged boxes on elevator corridor
Reduced elevator delay time by 0.3 (Kummelmuck)
Blocking volumes blocking nades fixed (pLum0, koystikojo)
Getting stuck on spawn fixed (pLum0)
Getting stuck on lower mid building on the stairs
More damage added, decals and props
MAP-Followthemoney
Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)
Added breakable glass to some interior windows (testing phase)
MAP-Fueled
Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)
Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)
Added some extra details to the canals
MAP-RapidWaters
Block railing on Terrorist side of low water ladder exit (ccKane)
Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side
Changed the plants on the high-bridge, giving better sight on all sides
Made the water entrance on Terrorist base smaller; easier to spot enemies
Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing
Gave the door meshes a little more thickness
Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)
Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)
Removed some water plants for better sight underwater
Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)
MAP-Arena-LockDown
Gave general light a little boost - easier to spot enemies
Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)
Fixed the broken material of the little stuff laying on the floor (Remus)
MAP-Arena-RGB
Changed the box material back to standard grey (Remus)
Fixed the strange seam on the material when boxes where on each other (Remus)
Added an extra cover box, directly left from SF spawn
Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box
MAP-Arena-KillThemAll
New Look WIP
Weapon balancing comparison
Steam post image Steam post image TTK Steam post image Steam post image Weapon spread Steam post image Steam post image Base damage Steam post image RPM
Source
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