America's Army News

RFI-4 Release Notes – 25 Sept 2014

The RFI-4 update to America’s Army: Proving Grounds includes a new map (BDX Intercept EX), weapon drop & pickup and adjustments to the way weapons work when aiming down the sights.  Bullets will do less damage at long range (depending on the weapon) as the bullet loses velocity.  The character models and a few weapon models have also been updated.

Weapon Drop & Pickup

WeaponDrop

  • Players drop their weapon upon being secured or once they can no longer be revived. Only primary weapons (M4, M249, etc) will drop; the M9 will never be dropped.
  • Once on the ground anyone may pick up a dropped weapon via the interaction command. A dropped weapon has all of the rounds it had in it when dropped plus all the extra magazines. The optic also goes with the weapon.
  • Any role may pick up any weapon, thus a rifleman may utilize a dropped M24.
  • A player may carry two primary weapons (i.e. an M4 and a M249) plus the secondary (M9). Attempting to pick up a third primary will result in one of the carried primary weapons being dropped.
  • Only U.S. weapons are present in this release; enemy weapons are in the works.

 

Role Selection

  • Players no longer select roles prior to the start of the match; once the first round countdown begins players may then choose a role.
  • Changing roles and weapons, grenades or optics now immediately updates character inventory.

HUD

  • Grenade cook timer removed. Fuse times all remain the same.

Characters

  • Spectators viewing a Czervanian character in first person will now see the appropriate camouflage on the character’s arms.
  • The U.S. automatic rifleman character model is updated though is not final; new models for the other roles are in the works.

New Map – BDX_Intercept_EX

Intercept – A BDX (6v6) map with an extract mission.

INTERCEPT1

Weapons

ADS Movement Speed

Some weapons and optics modify ADS movement speed (how quickly the character moves while sighted):

Weapon + Optic
ADS Movement
M4/M16 + iron sights 1.2
M4/M16 + red dot/holoscope 1
M16 + ACOG 0.8
M9 1.2
Shotgun 1.2
M249 + red dot/holoscope/iron sights 1
M249 + ELCAN 0.8
M14 + ACOG 0.64
M14 + Mk4 0.6
M24 0.5

M249 iron sights are getting a rework; once the new model is in expect a modest ADS movement speed increase when using them.

Weapon Damage Falloff

Damage now falls off with range. Each weapon has a maximum effective range where full damage is dealt. Beyond this point damage drops off linearly until the minimum damage range is reached.

Weapon
Maximum Effective Range
Minimum Damage Range
Minimum Damage (upper torso)
M4 20 meters  60 meters  17
M16 30 meters  70 meters  17
M249 20 meters  60 meters 17
M14 45 meters  85 meters 34
M24 (always does full damage)  n/a  n/a
M9 10 meters  30 meters 15
Shotgun 6 meters  16 meters 10 (per pellet)

M14

  • Sighted and unsighted recoil increased significantly
  • Sway pattern changed; is now a sideways figure eight
  • Sway speed reduced
  • Unsighted accuracy cone is significantly larger
  • ADS time coming out of a sprint increased to 0.45 seconds (was 0.4)

 

M4

  • Overall sighted and unsighted recoil increased slightly
  • Per shot recoil increased slightly
  • Unsighted accuracy cone when prone and crouched increased significantly
  • ADS time reduced to 0.28 seconds (was 0.33)
  • ADS time coming out of a sprint increased to 0.38 seconds (was 0.35)
  • Sprinting with the weapon uses slightly less stamina (8 per second; was 9)

 

M16

  • Sighted and unsighted recoil increased slightly
  • Unsighted accuracy cone when prone and crouched increased significantly
  • ADS time reduced to 0.3 seconds (was 0.33)
  • ADS time coming out of a sprint increased to 0.4 seconds (was 0.38)
  • Sprinting with the weapon uses slightly less stamina (9 per second; was 10)

 

M249

  • Equip time increased to 0.75 seconds (was 0.65)
  • Sighted and unsighted recoil increased slightly
  • Unsighted accuracy cone when prone and crouched increased significantly
  • ADS time coming out of a sprint increased to 0.45 seconds (was 0.38)
  • Sprinting with the weapon uses slightly more stamina (12 per second; was 11)

 

M24

  • Sighted and unsighted recoil increased significantly
  • Sway increased slightly
  • Firing impacts sway significantly more
  • Unsighted accuracy cone increased significantly
  • ADS time increased to 0.4 seconds (was 0.35)
  • ADS time coming out of a sprint increased to 0.5 seconds (was 0.4)
  • Equip time increased to 0.7 seconds (was 0.65)
  • Bolt cycle time increased to 1.7 seconds (was 1.3; incorrectly displayed as 1.6 on the HUD)

 

M9

  • Unsighted accuracy cone when prone and crouched increased significantly

 

Shotgun

  • Sprinting with the weapon uses more stamina (9 per second; was 6)
  • ADS sight time reduced to 0.25 seconds (was 0.3)
  • Spread reduced
  • Pellet patterns tweaked

 

Injury Penalties

  • Penalties to accuracy, recoil and sway begin taking effect at 80 health now as opposed to 60; penalties scale up as health goes down
  • Sway is now impacted by low health
    Maximum Recoil health penalty reduced

ACOG

Optic mesh and textures updated when both sighted and unsighted.

ACOG2 ACOG1

 

Elcan

Optic mesh and textures updated when both sighted and unsighted

ELCAN2 ELCAN1

 

New M14 Model

M14

Mission Editor

  • Fixed a crash in the 64 bit editors
  • Fixed a crash when attempting to open a UMM with grouping from a shipping build
  • Added an option to test gameplay from the editor
  • Added a keybinding to allow switching teams when testing gameplay from the editor
  • Various door archetypes have been added for map creators; tap interact to open and hold interact to crack open

 

Misc

  • Overhead and minimap images improved; less aliasing should be evident
  • Timer to free a secured player has been removed
  • Spectators watching another player now see much more accurate sway and recoil effects
  • All players now see the pre-round one countdown
  • Look for several new loading screen movies; some old ones removed
  • Players should no longer be able to dive into a wall and occasionally see through it
  • Players are no longer able to view the opposite team’s spawn camera following a side-swap
  • Spectators should now remain in the chosen camera mode between rounds
  • Players should no longer float when revived on uneven terrain
  • Footsteps are not audible when under the effect of a flash grenade
  • Tapping the key once no longer plays the entire revive animation when under high latency
  • Fix for VOIP icons showing as skulls (dead) during round countdown
  • Fix for weapon fire audio continuing after the shooter has been killed
  • Removed a spot where players could reach an unintended areas on Siege, Slums and Coldfront
  • Various props on Coldfront no longer vanish at long distance
  • Players can no longer throw grenades through desks on Siege
  • Fixed a similar spot on Harbor Assault (both versions)
  • Three Kings has the correct loading screen image
  • Removed client log spam relating to objectives