Call of Duty: Black Ops III

Call of Duty: Black Ops III

[MWZ] KILLHOUSE
Показване на 11 — 20 от 23 постъпления
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Обновление: 1 юли 2024 в 20:25

  • Added "Auto Aim" mutator for controller users who wish to entirely disable aim assist (the BO3 options suck)
  • Removed maximum AI mutator
  • The Continuous Spawning mutator and game modes (such as Gun Game) which use this mechanic had their respawn delays tweaked (I ended up making it too intense with v2.0.5)
  • Martyrdom is no longer excluded from the Specialist Bonus as it no longer has its Tombstone ability with Martyrdom Pro

Обновление: 29 юни 2024 в 13:11

  • Added "Third Person" mutator (experimental)
  • The Sledgerhammer Juggernaut bosses are also now faster during evac
  • The timer for the evac pauses now if someone is downed
  • Fixed the standalone USP .45's ammo counts
  • Out of Bounds change: removed Treyarch's built-in anti-cheat (death barriers) to use my own OOB script instead now (same as what's used to prevent players from exploiting with parkour), so now players using advanced movement mutators won't risk dying to Samantha
  • Zombies now rise significantly faster with even further reduced delays if: on wave 35+, Rampager is active, Evac is active, or Difficulty is raised high enough
  • Enabled Third Person (only for Killhouse, not the mods)
  • Adjusted the Marksman, Martyrdom, One Man Army, Quickdraw, and Quick Fix perks' base/pro abilities
  • Added auto-aim for controller users (I noticed a lot of players suck without it lol); the stickiness of aim assist (slowdown when crosshairs meet an enemy within range) seems to be stronger as a result as well
    Now you can use Marksman for Deadshot's headshot redirect aiming ability
  • Swapped the perk challenges between Hardline and Quick Fix
  • Adjusted the milestone requirements to upgrade certain perks
  • Changed One Man Army's upgrade challenge
  • Some milestones will show up more frequently now (e.g. Danger Close)
  • Reduced Minigun's rate of fire, but raised its damage (base and PAP)
  • Fixed eyelashes being opaque on some character models
  • Infinite Ammo (team and solo) tweaks
  • Reduced M1911's base damage and updated its animations/model (base version), it should now feel like a B-tier pistol instead of an A-tier monster
  • Optimized how Stalker Pro works (specifically to prevent issues when using buckshot weapons and Double Tap Pro combined)
  • The Predator Missile now activates based on player spawn/respawn points instead of the player's position, looking for a free spot above it, so it can always spawn high enough to be usable
  • Adjusted self damage with explosives (typically a bit higher)
  • Fixed an issue when trying to spam frag grenades, where players could "throwback" a grenade immediately after it's thrown
  • Fixed a bug where disabling streaks would prevent the match from completely starting
  • Upgraded shotgun damage adjustment: instead of increasing pellet count, damage is increased directly (same end result for damage dealt, but better for performance/stability)
  • Increased the amount of flinch the player gets when taking damage (Juggernaut Pro significantly reduces this; previously the flinch reduction wasn't noticeable enough due to how low the default flinch values are)

Обновление: 25 ян. 2024 в 12:51

  • Comeback makes a comeback
  • Doom Streak crashes in solo and co-op should both be fixed now

Обновление: 21 ян. 2024 в 17:48

  • Added High Alert to starting perk list
  • Disabled Comeback (for now), until co-op issues can be resolved
  • Fixed an issue with the Juggernaut streak
  • Fixed a typo

Обновление: 20 ян. 2024 в 19:53

  • Fixed an issue with Comeback in co-op (the main reason for this update)
  • Reduced effectiveness of Martyrdom (base and pro), but it's still pretty busted until I can be bothered to properly rebalance it lol
  • Raised the requirements to upgrade Juggernaut (your "streak" of avoiding damage from 10 to 20)

Обновление: 15 ян. 2024 в 14:49

  • Added Ray Gun MK2, MK18 Mod 1 (MW19's "M4A1"), and ASh-12.7
  • Added a fourth Mystery Box location
  • Repositioned some of the Perk Stations a bit
  • Implemented custom out of bounds script: now it should be relatively impossible for most players to get into cheeky spots (please continue reporting any exploits you find)
  • Removed most out of bounds volumes (not reliable enough)
  • Removed most slicks (slippery surfaces)
    Removing these 2 things will make navigation more free feeling, while implementing the aforementioned OOB script will still prevent most players from cheesing things (probably more than before)
  • Doubled the damage of the CSG-12 (weaker than intended)
  • The Sledgehammer Juggernaut's damage resistance for sniper rifles was reduced to compliment sniper damage changes
  • Throwing Knives now deal percentage damage to the Sledgehammer Juggernaut (35% of their total health size, so it'll never take more than 3 knives to kill it), instead of a flat 10k
  • Added new Doom Streak: Comeback, keep your secondary perks after being revived
  • Added new Doom Streak: Freefire, unlimited ammo for all players while active
  • Added new Doom Streak: Scrambler, remain undetectable by enemies
  • Reduced effectiveness of Painkiller
  • New damage hit indicator (MWR/H1)
  • Removed Third Person game mode (it will return improved as a mutator later on)
  • Tactical Nuke: repositioned TACTICAL NUKE INCOMING text
  • Gun Game: now a total amount of damage (as opposed to kills) is required to advance to the next weapon
  • Gun Game: rearranged some of the weapons in the list
  • Reworked sniper rifle damage values (nerf: rewards good aim, much less OP)
  • Removed multishot base damage from shotguns for technical reasons (effectively a nerf for shotguns, but it won't make a huge difference)
  • Increased SPAS-12's damage range values (correction/buff)
  • Small increase to Model 1887's damage (buff)
  • Reduced W1200's range (correction/nerf)
  • Claymores now have a bigger detection radius/angle and more reliably damage/kill enemies
  • Reduced number of active claymores/C4/etc that can be active at once
  • Fixed a bug with the upgraded M21's muzzle flash FX
  • Fixed the upgraded Striker's flamethrower FX not playing
  • Several Pack-a-Punch names were changed
  • Adjusted the price of several perks
  • Invigoration: now defaults to requiring every perk to be upgraded to win, instead of just acquiring them

Обновление: 26 окт. 2023 в 18:15

  • The music from MW2 Spec Ops now plays when a Sledgehammer Juggernaut initially spawns, before transitioning to the MW3 Spec Ops juggernaut music
    This music is under the sound effects category, instead of music, so players with their music turned down/off, will still have an obvious audio cue that he spawned (in addition to the teleportation sound effects)
  • The Sledgehammer Juggernaut no longer spawns to the spawn point nearest to the randomly selected player during the finale (less predictable now)
  • Evac countdown continues properly even while downed (visual HUD fix)
  • Players can no longer "win" during evac if everyone is downed/dead
  • Zombies spawn in even faster during evac now (0.5s spawn delay reduced to 0.25s)
  • Finally fixed an old Bandolier ammo restoration exploit with the Trading Table
  • Also fixed Bandolier restoring ammo when repacking
  • Now players will need the Bandolier perk to get maximum stock ammo (as intended) from Pack-a-Punch (Treyarch's code was giving max stock ammo all of the time for PAP)
  • Fixed some wallbuy ammo code
  • Changed the perk upgrade challenge for Juggernaut to be slightly more involved from the player (as the upgraded perk is so good, and too easy to upgrade), and to make it more differentiated from Commando's upgrade challenge: now players must get consecutive "unharmed streaks" of 10 kills to increase upgrade progress
  • Rewrote some of the perk descriptions to be more concise

Обновление: 12 септ. 2023 в 22:55

  • Fixed the randomized wall buy sets mutator not choosing the appropriate guns to randomize (e.g., a B-tier SMG where a D-tier starting room weapon should be)

Обновление: 11 септ. 2023 в 17:14

  • Zombies can now juke/stumble, in addition to the rolling and side-stepping
  • Reduced delay caused after reload-canceling or rapid weapon switching (YY)
  • Fixed self-harm damage not applying
  • Updated doom streak overlays to be more visible
  • Relocated perk stations to more closely follow the color-coding I was loosely going for: blue perks on blue side (mostly), red/orange/yellow perks on red side (mostly), green perks inside or near wooden structure, and purple perks in the center of the map
  • Changed the wallbuy selection and swapped some of their locations to compliment perk relocation changes (overall a better and more fun selection)
  • Added/edited out of bounds triggers on top of the perk stations and other cheese spots (I will not fix spots that can only be reached with advanced movement, but please continue to report them otherwise!)
  • Players must now wait their turn to use the ladder for PAP tower
  • Added a new spawn point inside of the red building to make getting the Juggernaut perk even more of a death trap :D
  • During the evac, power ups will no longer spawn
  • Sledgehammer Juggernaut spawns more frequently during the evac now
  • Reduced Sledgehammer Juggernaut's stun time when hit directly by him
    The stun time also now varies depending if he's angry or not (even less than before when he's calm)
  • Sledgehammer Juggernaut now spawns angry on higher waves (you have some time during his slam animation to get ready!)
  • Rangers power up will not spawn while a Sledgehammer Juggernaut is in the map and will not deal nearly as much damage anymore if you manage to get it (Gilded Rangers will do twice as much damage as the normal ones)
  • Sledgehammer Juggernaut is not as heavily affected by Shellshock now
    Sledgehammer Juggernaut's slowness caused by Shellshock also now varies depends on distance
  • Sledgehammer Juggernaut will now teleport to one of his spawn points when stuck/idle
  • Sledgehammer Juggernaut will now get angry automatically if left alone for too long (his patience is shorter with more players)
  • Sledgehammer Juggernaut will no longer attack you if you are already hidden (Cold Blooded/Ninja/etc)

Обновление: 30 авг. 2023 в 20:41

lol