But for what cost?
- With card: outside, for 400 copper.
- Without card: inside….for…0? 400?
Base price is 500, the card will reduce it for the whole team anywhere a weapon is unbolted.
But for what cost?
- With card: outside, for 400 copper.
- Without card: inside….for…0? 400?
Base price is 500, the card will reduce it for the whole team anywhere a weapon is unbolted.
So I'm a bit confused. Have we always been able to remove attachments in safe rooms?
Nope, unbolting is new with the next patch
so you're saying it's a one-time cost of 500 copper(less if using the card) to apply this "unbolted" effect to a specific gun that will allow you to remove as many attachments freely from it as you want? Like it's not per attachment or anything?
Correct
Weaponsmith wording implies you can remove attachments in the saferoom regardless of cards in next patch.
Without the card, you can unbolt any weapon permanently while in the saferoom for 500 copper. This means you can swap and drop all current attachments on the weapon and all future attachments you put on it. The weapon smith cards makes this cheaper for your entire team and allows you to unbolt weapons out in the wild.
We've also added new legendary attachments to the game, so unbolting is very very powerful.
Ya, this is really great!
Thank you for confirming this!
Could you please communicate to the teams that the community is very passionate and would love to hear more communication with you all? I'm excited for the new DLC, but will say that I was a little disappointed that it doesn't include more campaign content instead of the new game mode. A lot of us would really like to see more of that and assumed based off the description in the different versions that would mean more story in the same format (acts). This is based off the "Three upcoming downloadable content drops with New Story...." portion.
Sure, I can pass that info along to the community team.
Yep it was pretty much confirmed not to be the case. Thanks for throwing away one of my favourite games TRS.
I was worried when I saw the DLC - full of recycled mutations, skins and other low effort shit. I thought at least there is the act to enjoy regardless of all the rest of the content, until I realised that was the entire dlc. There is no act for tunnels or terror and it seems like there won't be any acts in future dlc. Damn TRS, how can you be so disappointing.
Future DLCs will have new non-variant AIs!
Yep, future DLCs will include more story content, most likely in the form of new acts.
u/burnttoast_ty and u/TRS_TheGentlemanSQ, have you been hearing feedback on this? There are a few dedicated posts about it and something is clearly... different. And by different I mean there are many players on Veteran and Nightmare reporting LOTS of specials. Both overall numbers and a weirdly steady frequency.
Anecdotal, of course, but I played 1-2 and 1-3 on vet as a test and had 25 and 28 specials, respectively. Moving at an efficient "normal" speed through the maps.
Ya, we are looking into it. We haven't changed anything related to spawning other than adding a cooldown to wander spawns to make repeat spawns less frequent.
Any info on Stingers with their fire rate and their ability to jump and shoot with very little reaction time given to the players to respond
I am looking at stingers for next patch
We will look into this
Read moreI would like to give my feedback about this topic wishing to help!
Framerate I'm on PS4 PRO and a 60FPS performance mode would really help experiencing a smooth experience. To be honest I would trade graphics to framerate without hesitation.
Jerkiness Some triggers are immediate, this is making the game feel jerky. For example, smooth out little events trigger like the aim assist activation would help.
Sensitivity I play every game with the same value for horizontal and vertical sensitivity. B4B is the only game in which I absolutely need to use a different value for each horizontal and vertical sensitivity. I don't know exactly why, but... this is a thing.
Controls The more I try to have a dynamic approach, the less I have control. I feel forced to slow down movements to reach the amount of control I need to play properly.
Default settings In order to have a decent feeling from the game I had to ...
Thank you for your feedback, I'll pass it along
The aiming in this game on console is a major thing holding this game back. Everyone I know who bought this game hates how clunky it feels. You go play apex, then get on back4blood and you wonder why apex feels so smooth and this game so clunky. Even turning dead zone to 0 and messing with sensitivity it just feels very rough. Would also love to be able to play KBM on console.
Thanks for the feedback, do you have specifics on what exactly is different?
Read moreThank you for the answer!
I get that some people are confused by the way I described the issue, so I'll try to be clearer.
Aim assist settings are perfect. I have nothing to say about them.
My problem is with the ADS target snapping. In my settings on PS4, you can only turn it on or off and if enabled you can choose between linear and exponential.
I don't exactly know how it works, but given my experience with other shooting games, there's an area around the enemy where you need to aim to activate the ADS target snapping.
I would like to be able to tune the area that is triggering the snapping or something like that, in order to have control over how much it affects my gunplay.
Right now, having ADS target snapping on in B4B is way too much for me but disabling it forces me to rely on the poor precision of the analogue stick.
In other games like Call of Duty, the menu lets you choose which kind of target snapping to use b...
Thanks, I'll relay this to the folks working on controllers!
Can you be more specific on the things that you would want to tune?
Hey this is really cool. I want one!
I was getting this for a while and it seems to be when you load a level for the first time. After a couple of runs (failed ones, I might add. Nightmare is still pretty tough), it stopped. I think it's just the game recompiling shaders and all that jazz.
Ya, this may be due to a shader issue that is causing new installs to compile shaders, it should clear up over time, but we are going to look into it for the next patch if it doesn't.
Thanks for playing, we definitely appreciate the love.
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