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Lawbreakers: Erstes Content-Update mit Namsan und Team Deathmatch

Lawbreakers-Healstation

Patch 1.4 möbelt Lawbreakers mit mehr Leben für alle, Autoregeneration, der neuen Karte Namsan, einem Team Deathmatch-Modus und vielen Änderungen auf.

Patchday für Lawbreakers – heute um 17 Uhr wird Patch 1.4 allerhand Änderungen einführen. Abgesehen von den Highlights des heutigen Patches berichtet das aktuelle Rapid Fire Update zusätzlich über kommende Änderungen in späteren Updates.

Patch-Highlights und kommende Core-Features

Wie versprochen führt Boss Key heute Namsan ein, die erste neue Karte für die im Spiel befindlichen Objective-Modi. Dazu steht die Einführung der Skirmishes an: Dieser Spielbereich dient den Entwicklern als Testumgebung für temporär verfügbare, experimentelle Modi und Karten. Im heutigen Patch macht Team Deathmatch zusammen mit einer eigens für es kreierten Testkarte den Anfang. Logischerweise erfordert die Einführung von Skirmishes etwas Arbeit bei den Warteschlangen, daher gibt es jetzt drei Suchoptionen:

  • Objective sucht nach Matches in den bisherigen Spielmodi.
  • Skirmishes sucht nach Matches in den Skirmish-Modi.
  • Quick Match begibt sich auf die Suche nach Matches in beiden Bereichen. Wer also möglichst schnell eine Lobby finden will, sollte sich mit Quick Match einreihen.

Um einen kleinen Anreiz zu geben, täglich einmal in Lawbreakers reinzuschauen, schüttet es als ersten Ansatz von täglichen Login-Belohnungen 50 Credits pro Tag aus, mit denen sich optische Anpassungen freischalten lassen. Den spürbarsten Einfluss auf das Spielgefüge wird hingegen eine Reihe von Änderungen haben, die das Ziel hat Spieler länger im Match zu halten und weniger auf den Respawn-Screen starren zu lassen. Alle Klassen erhalten eine Lebenspunkterhöhung von 100 mit Ausnahme des Battlemedics, der 125 Lebenspunkte mehr erhält. Außerdem setzt jetzt bei jeder Klasse Autoregeneration der Lebenspunkte ein, sobald sie sich eine Weile keinen Schaden mehr nimmt und solange sie keinen Schaden erleidet. Für den Battlemedic gibt es hierdurch eine Autoregeneration von 35 und für alle anderen von 20 per Zeiteinheit. Dazu kommt eine neue Spawnlogik. Diese versucht kurz hintereinander gestorbene Spieler miteinander spawnen zu lassen.

Weitere Hintergedanken hinter dieser Initiative ist das Anliegen Insta-Kills zu reduzieren, bessere Kämpfe mit mehr Kombos aus Angriffen und Fähigkeiten herbeizuführen und die bloße Anwesenheit oder Abwesenheit des Battlemedics den Match-Ausgang nicht mehr entscheiden zu lassen. Für zukünftige Updates arbeitet Boss Key Productions unter anderem an einer Strafe für frühzeitiges Verlassen von Matches, mehr Modi für die Skirmishes, dem Ranked Mode (der Boss League), der 10. Klasse und neuen Varianten vorhandener Karten, die diese in andere Lichtstimmungen oder Wetterverhältnisse versetzen.

Wichtige weitere Änderungen

Abgesehen von den Eckpfeilern schraubt Patch 1.4 noch an vielen weiteren Stellen von Lawbreakers. Wie schon angesprochen, hat der Battle Medic zu sehr den Ausgang von Matches bestimmt. Hier sollen die Änderungen bei den Lebenspunkten angreifen. Als Ausgleich erhält die Klasse einen Schadensbuff von 135 auf 145 für ihren Granatwerfer und soll generell agiler sein. Wraith verliert etwas Agilität, weil er durch seinen regelrechten Mobilitätsspam die Schranken des Spiels regelrecht ausgehebelt hat. Nun dreht Boss Key das Gleichgewicht um, statt seine anderen Fähigkeiten schwach halten zu müssen, schwächt es seine Mobilität, indem sein Dreichfachsprung beim Landen nur eine Ladung regeneriert und danach erst wieder nach einer halben Sekunde eine weitere wiederherstellen kann. Ferner liegt auf seinem Wasp Stab nun eine 3 Sekunden anhaltende Abklingzeit.

Vor dem Ablaufen dieser kann Wraith zwar nach wie vor seinen Dolch verwenden, aber für den Vorwärtsimpuls und den vollen Schaden muss er die Abklingzeit abwarten. Damit die Klasse trotzdem noch Spaß bereitet, haben die Entwickler die Effektivität seines restlichen Kits angezogen. Auf eine ähnliche Weise ging es der Ultimate des Enforcers an den Kragen, die jetzt weniger effektiv ist und dafür dem Rest der Klasse etwas Raum gibt. Als netten Zusatz kann der Enforcer dank Patch 1.4 auch ohne aktives Distortion Field Doppelsprünge ausführen. Darüber hinaus hat das Team den Gunslinger abgeschwächt, Vanguard eine geringere Maximalgeschwindigkeit aber mehr Beschleunigung verliehen, damit sie schneller aus brenzligen Situationen entkommen kann, und Juggernaut zwei neue Scoring Events verpasst.

Dazu kommen allerhand kleine Änderungen und Bugfixes wie eine verbesserte Sandbox zum Trainieren, Ingame-Tipps und Bugfixes. Sämtliche Änderungen findet ihr in den Patchnotes.

PC Patchnotes

New Additions:

  • New Map – Namsan!

  • New Feature – Daily login rewards!

    • Earn 50 Creds the first time you log on to LawBreakers for the day.

  • New Feature – Team spawning logic in all modes!

  • New Feature – More matchmaking options!

    • Players will now have the following options to queue for:

      • Objectives – Play matches in all of the current objective-based modes.

      • *NEW* Skirmish  – Team Deathmatch is now playable as our first limited time mode!

      • Quick Match  – Search for matches in both Skirmish and Objective to find the fastest one.

        • NOTE: Quick Match queues you in both Objective and Skirmish Modes to find the fastest match. Once a match is found, you stay in that queue (either Objective or Skirmish) until you leave.

Role Changes:

Base Health (All Roles) –

  • Assassin HP  300 → 400.

  • Battle Medic HP  350 → 475.

  • Enforcer HP  400 → 500.

  • Gunslinger HP  325 → 400.

  • Harrier HP  350 → 450.

  • Juggernaut HP  600 → 700.

  • Titan HP  500 → 600.

  • Vanguard HP  325 → 425.

  • Wraith HP  325 → 425.

Health Regen (All Roles) –

  • Assassin  0 → 20.

  • Battle Medic  10 → 35.

  • Enforcer  0 → 20.

  • Gunslinger  0 → 20.

  • Harrier  0 → 20.

  • Juggernaut  0 → 20.

  • Titan  0 → 20.

  • Vanguard  0 → 20.

  • Wraith  0 → 20.

Assassin –

„We’re buffing up the range on the Arc Blades and pulling back the damage on the Romerus charge shot in order to shift Assassin’s play style a bit more towards her bread and butter melee.“

  • Arc Blade’s melee range increased from 400 → 425.

  • Romerus alt-fire projectile damage reduced from 27 → 25.

  • Dash travel speed reduced from 2500 → 2200.

Battle Medic –

„Battle Medic’s win rate shows way too much impact on the outcome of games, despite having lackluster damage output. Instead of gutting their healing abilities, we decided instead to buff up the rest of our roles by adding the new out of combat health regen. To help compensate Battle Medic, we’ve given them some more direct damage on their lobber grenades and did a full tuning pass on their mobility. They no longer suffer from increased gravity and should be more agile when moving around the map. We also want to encourage Medics to get into the fray more with their teammates, so we’ve pulled in the range on the Support Drone’s and given them a bit more health to help survive up close.“

  • Removed increased gravity modifier.

  • Support Drone range decreased from 5100 → 4000.

  • Lobber grenade direct hit damage increased from 135 → 145.

Enforcer –

„We’re shifting some of Enforcer’s power out of his Bloodhound Rockets and into the rest of his kit. For a while the „memehounds“ have been simply doing way too much damage for how easy they are to use, bordering on being a win-button. We’ve reduced the number of salvos fired to make them easier to dodge and lowered the damage per salvo to make them less punishing when hit. In exchange we’re giving a bunch back to the Aerator and Distortion Field in terms of more accuracy, faster reloads and better mobility.“

  • Aerator minimum spread decreased from 0.35 → 0.

  • Aerator maximum spread decreased from 3.75 → 3.25.

  • Badger ammo per clip increased from 6 → 7.

  • Distortion Field’s default active duration increased from 4 → 6 seconds.

  • Distortion Field’s buff bonus to reload & weapon swap speeds has been increased from 25% → 35%.

  • Reduced acceleration speed while Distortion Field is active from 5000 → 2500.

  • *NEW* Enforcer can now use double jump even when distortion field is not active.

  • Fuel regeneration time decreased from 10 → 7 seconds.

  • Bloodhound Rocket’s ammo has been reduced from 4 → 3 salvos.

  • Bloodhound Rocket’s damage per rocket (4 per salvo) has been decreased from 40 → 38

Gunslinger –

„Gunslinger’s have been annihilating everything in their path since they were buffed back in patch 1.1. Even though we pulled back on his damage a bit since then, those changes didn’t go far enough and so we’re doubling back and trimming more damage off of the Omega. We’re also fixing a longstanding issue where releasing the Omega charge shot early would cause you to always get the minimum damage.“

  • Omega’s fully charged max damage decreased from 150 → 130.

  • Omega’s base damage with no charge decreased from 85 → 70.

  • *NEW* Omega’s damage now properly ramps up based upon charge duration.

  • Omega’s base damage with no charge headshot multiplier increased from 1.1 → 1.5.

  • Omega’s damage during a Warp combo increased from 45 → 70

Juggernaut –

„We’ve added a Blocker scoring event to reward Juggernaut players for using his Holo-Deflector effectively. We also added a Cross-checked event for getting kills with his specialty charge attack.“

  • *NEW* Juggernaut Scoring Events:

    • Blocker – awarded for absorbing 300 enemy damage with the Holo-Deflector.

    • Cross-checked – awarded for getting a kill with the Juggernaut’s Charge into Alt-fire melee attack.

Vanguard –

„We want Vanguard’s to be able to escape sticky situations using their mobility, but not necessarily have the fastest top speed in the game.“

  • Afterburner’s top speed reduced from 2500 → 2200.

  • Afterburners acceleration speed increased from 4000 → 5000.

Wraith –

„Wraith’s free mobility spam has broken every design rule we have in the game, complete with instant cooldown refreshes and infinite stab dashing. To keep him in check we’ve had to undertune the rest of his kit, which has left him feeling subar both to play as and to play against. We’re pulling the trigger on some mobility restrictions for Wraith that allows us to open up the rest of his kit. First, Wraith will no longer immediately regenerate triple jump charges upon hitting the ground. Second, the lunge associated with the Wasp is now on a 3 second cooldown. You’ll still be able to stab while it’s on cooldown, but there will be no forward impulse and the damage will be significantly reduced. On the buffs train we’re loading up improvements for almost every other aspect of the kit, with more damage on the Spektor, Slide Kick and Stinger, and a longer Key ability duration.“

  • *NEW* Triple jump now generates one charge upon landing, and subsequent charges after a 0.5 second delay.

  • *NEW* 3 second cooldown on the Wasp Stab lunge

  • Spektor’s damage per bullet increased from 24 → 25.

  • Spektor’s minimum spread decreased from 1.0 → 0.35.

  • Spektor’s damage falloff range decreased from 1200 → 600.

  • Spektor’s spread amount on bullets after 3 bullets have been shot increased from 2 → 3 per bullet.

  • Spektor’s ammo increased from 25 → 30;

  • Stinger’s single target damage with a direct hit increased from 150 → 175.

  • Stinger’s travel speed increased from 8000 → 9000.

  • Slide Kick damage increased from 25 → 75.

  • Slide Kick travel speed reduced from 1850 → 1700.

Map & Mode Changes:

All Modes –

  • *NEW* Team Spawning:

    • We’ve added logic that tries to spawn teammates who died shortly after one another into collections. This means you will more frequent have some support when heading into battle.

    • Threshold to spawn is 3 seconds by default.

  • Added text messaging above the reticle to better inform the player of relevant mode information.

    • For instance, this message will now tell the ball carrier „YOU HAVE THE BALL“ in Blitzball.

Blitzball Mode –

„Blitzball has been sped up a bit through score limit and overall game time changes. We’ve also added some defensive centric scoring events to help out player who like to defend and counter attack. This also helps all of you unsung heroes playing Juggernaut and Titan as goalies keep up with the speedy scoring roles a bit better.“

  • Game timer reduced to 10 minutes.

  • Score limit reduced to 5 scores to win.

  • Improved the game clock by not counting down while waiting for the Blitzball to reset.

  • *NEW* Blitzball Scoring Events:

    • Goaltender – triggers when you are near the goal and the Blitzball carrier dies.

    • Carrier Denied – triggers when you kill the carrier near the goal.

    • We’ve also added bonus points for the person that scores the Blitzball.

Bug Fixes:

UI –

  • Fixed an issue where the „Out of Bounds“ warning could get stuck on the screen.

  • Fixed numerous issues where achievement icons were missing information.

  • Fixed numerous issues where achievement icons were cut off in announcement windows.

  • Fixed player’s health bars sometimes not updating when spectating another player.

  • Fixed the profile icon border sometimes becoming offset during the End of Match screen.

  • Fixed an issue where the game could get stuck when attempting to purchase a Stash Drop while Steam Overlay is disabled.

Custom game –

  • Fixed an issue where the start button would not function for a period of time after completing a match.

Sound / Discord –

  • Fixed an issue where players were forced to disconnect and reconnect to the Discord Client to be heard.

  • Fixed an issue where the game could potentially hang during gameplay due to excessive audio calls.

  • Fixed Blitzball overtime audio announcer message playing when jumping off the map while in overtime.

  • Fixed audio cue issues in Overcharge and Uplink where they may not play properly during your first match.

Gameplay –

  • Battle Medic

    • Fixed an issue with Blindfiring Firefly immediately after reloading would result in 2 energy charges being used instead of 1.

  • Gunslinger

    • Fixed an issue where the TAC Knife’s melee attack could headshot certain characters for bonus damage

  • Harrier

    • Fixed an issue where the laser VFX would remain stuck.

  • Vanguard

    • Fixed an issue where Starfall would be interrupted in mid air due to camera collisions.

    • Fixed an issue where the game server would not immediately remove a player after they disconnected.

    • Fixed an issue where multiple players could be awarded MVP.

Settings –

  • Fixed issues with the HUD not scaling properly.

General Additions/Improvements:

  • Sandbox Tutorial has seen several improvements to Tips, Objective Pathing, and Bot performance.

  • *NEW* Gameplay tips now display in game.

  • The „Find Match UI“ will now always show during the end of game experience to let players know that they are still searching, or if they have been booted from the game lobby.

  • Leaving a match during warmup or between matches phases do not count against player’s consecutive match bonus timer.

  • Outdated versions of the game are no longer able to enter matchmaking

  • *NEW* Combined the end of match personal results and scoreboard screens into a new unified results screen.

  • Improved stability of the client and server.

  • Reduced hitches related to garbage collection.

PS4 Patchnotes

New Additions:

  • New Map – Namsan!

  • New Feature – Daily login rewards!

    • Earn 50 Creds the first time you log on to LawBreakers for the day.

  • New Feature – Team spawning logic in all modes!

  • New Feature – More matchmaking options!

    • Players will now have the following options to queue for:

      • Objectives – Play matches in all of the current objective-based modes.

      • *NEW* Skirmish  – Team Deathmatch is now playable as our first limited time mode!

      • Quick Match  – Search for matches in both Skirmish and Objective to find the fastest one.

        • NOTE: Quick Match queues you in both Objective and Skirmish Modes to find the fastest match. Once a match is found, you stay in that queue (either Objective or Skirmish) until you leave.

Role Changes:

Base Health (All Roles) –

  • Assassin HP  300 → 400.

  • Battle Medic HP  350 → 475.

  • Enforcer HP  400 → 500.

  • Gunslinger HP  325 → 400.

  • Harrier HP  350 → 450.

  • Juggernaut HP  600 → 700.

  • Titan HP  500 → 600.

  • Vanguard HP  325 → 425.

  • Wraith HP  325 → 425.

Health Regen (All Roles) –

  • Assassin  0 → 20.

  • Battle Medic  10 → 35.

  • Enforcer  0 → 20.

  • Gunslinger  0 → 20.

  • Harrier  0 → 20.

  • Juggernaut  0 → 20.

  • Titan  0 → 20.

  • Vanguard  0 → 20.

  • Wraith  0 → 20.

Assassin –

„We’re buffing up the range on the Arc Blades and pulling back the damage on the Romerus charge shot in order to shift Assassin’s play style a bit more towards her bread and butter melee.“

  • Arc Blade’s melee range increased from 400 → 425.

  • Romerus alt-fire projectile damage reduced from 27 → 25.

  • Dash travel speed reduced from 2500 → 2200.

Battle Medic –

„Battle Medic’s win rate shows way too much impact on the outcome of games, despite having lackluster damage output. Instead of gutting their healing abilities, we decided instead to buff up the rest of our roles by adding the new out of combat health regen. To help compensate Battle Medic, we’ve given them some more direct damage on their lobber grenades and did a full tuning pass on their mobility. They no longer suffer from increased gravity and should be more agile when moving around the map. We also want to encourage Medics to get into the fray more with their teammates, so we’ve pulled in the range on the Support Drone’s and given them a bit more health to help survive up close.“

  • Removed increased gravity modifier.

  • Support Drone range decreased from 5100 → 4000.

  • Lobber grenade direct hit damage increased from 135 → 145.

Enforcer –

„We’re shifting some of Enforcer’s power out of his Bloodhound Rockets and into the rest of his kit. For a while the „memehounds“ have been simply doing way too much damage for how easy they are to use, bordering on being a win-button. We’ve reduced the number of salvos fired to make them easier to dodge and lowered the damage per salvo to make them less punishing when hit. In exchange we’re giving a bunch back to the Aerator and Distortion Field in terms of more accuracy, faster reloads and better mobility.“

  • Aerator minimum spread decreased from 0.35 → 0.

  • Aerator maximum spread decreased from 3.75 → 3.25.

  • Badger ammo per clip increased from 6 → 7.

  • Distortion Field’s default active duration increased from 4 → 6 seconds.

  • Distortion Field’s buff bonus to reload & weapon swap speeds has been increased from 25% → 35%.

  • Reduced acceleration speed while Distortion Field is active from 5000 → 2500.

  • *NEW* Enforcer can now use double jump even when distortion field is not active.

  • Fuel regeneration time decreased from 10 → 7 seconds.

  • Bloodhound Rocket’s ammo has been reduced from 4 → 3 salvos.

  • Bloodhound Rocket’s damage per rocket (4 per salvo) has been decreased from 40 → 38

Gunslinger –

„Gunslinger’s have been annihilating everything in their path since they were buffed back in patch 1.1. Even though we pulled back on his damage a bit since then, those changes didn’t go far enough and so we’re doubling back and trimming more damage off of the Omega. We’re also fixing a longstanding issue where releasing the Omega charge shot early would cause you to always get the minimum damage.“

  • Omega’s fully charged max damage decreased from 150 → 130.

  • Omega’s base damage with no charge decreased from 85 → 70.

  • *NEW* Omega’s damage now properly ramps up based upon charge duration.

  • Omega’s base damage with no charge headshot multiplier increased from 1.1 → 1.5.

  • Omega’s damage during a Warp combo increased from 45 → 70

Juggernaut –

„We’ve added a Blocker scoring event to reward Juggernaut players for using his Holo-Deflector effectively. We also added a Cross-checked event for getting kills with his specialty charge attack.“

  • *NEW* Juggernaut Scoring Events:

    • Blocker – awarded for absorbing 300 enemy damage with the Holo-Deflector.

    • Cross-checked – awarded for getting a kill with the Juggernaut’s Charge into Alt-fire melee attack.

Vanguard –

„We want Vanguard’s to be able to escape sticky situations using their mobility, but not necessarily have the fastest top speed in the game.“

  • Afterburner’s top speed reduced from 2500 → 2200.

  • Afterburners acceleration speed increased from 4000 → 5000.

Wraith –

„Wraith’s free mobility spam has broken every design rule we have in the game, complete with instant cooldown refreshes and infinite stab dashing. To keep him in check we’ve had to undertune the rest of his kit, which has left him feeling subar both to play as and to play against. We’re pulling the trigger on some mobility restrictions for Wraith that allows us to open up the rest of his kit. First, Wraith will no longer immediately regenerate triple jump charges upon hitting the ground. Second, the lunge associated with the Wasp is now on a 3 second cooldown. You’ll still be able to stab while it’s on cooldown, but there will be no forward impulse and the damage will be significantly reduced. On the buffs train we’re loading up improvements for almost every other aspect of the kit, with more damage on the Spektor, Slide Kick and Stinger, and a longer Key ability duration.“

  • *NEW* Triple jump now generates one charge upon landing, and subsequent charges after a 0.5 second delay.

  • *NEW* 3 second cooldown on the Wasp Stab lunge

  • Spektor’s damage per bullet increased from 24 → 25.

  • Spektor’s minimum spread decreased from 1.0 → 0.35.

  • Spektor’s damage falloff range decreased from 1200 → 600.

  • Spektor’s spread amount on bullets after 3 bullets have been shot increased from 2 → 3 per bullet.

  • Spektor’s ammo increased from 25 → 30;

  • Stinger’s single target damage with a direct hit increased from 150 → 175.

  • Stinger’s travel speed increased from 8000 → 9000.

  • Slide Kick damage increased from 25 → 75.

  • Slide Kick travel speed reduced from 1850 → 1700.

Map & Mode Changes:

All Modes –

  • *NEW* Team Spawning:

    • We’ve added logic that tries to spawn teammates who died shortly after one another into collections. This means you will more frequent have some support when heading into battle.

    • Threshold to spawn is 3 seconds by default.

  • Added text messaging above the reticle to better inform the player of relevant mode information.

    • For instance, this message will now tell the ball carrier „YOU HAVE THE BALL“ in Blitzball.

Blitzball Mode –

„Blitzball has been sped up a bit through score limit and overall game time changes. We’ve also added some defensive centric scoring events to help out player who like to defend and counter attack. This also helps all of you unsung heroes playing Juggernaut and Titan as goalies keep up with the speedy scoring roles a bit better.“

  • Game timer reduced to 10 minutes.

  • Score limit reduced to 5 scores to win.

  • Improved the game clock by not counting down while waiting for the Blitzball to reset.

  • *NEW* Blitzball Scoring Events:

    • Goaltender – triggers when you are near the goal and the Blitzball carrier dies.

    • Carrier Denied – triggers when you kill the carrier near the goal.

    • We’ve also added bonus points for the person that scores the Blitzball.

Bug Fixes:

UI –

  • Fixed an issue where the „Out of Bounds“ warning could get stuck on the screen.

  • Fixed numerous issues where achievement icons were missing information.

  • Fixed numerous issues where achievement icons were cut off in announcement windows.

  • Fixed player’s health bars sometimes not updating when spectating another player.

  • Fixed the profile icon border sometimes becoming offset during the End of Match screen.

Custom game –

  • Fixed an issue where the start button would not function for a period of time after completing a match.

Sound / Discord –

  • Fixed an issue where players were forced to disconnect and reconnect to the Discord Client to be heard.

  • Fixed an issue where the game could potentially hang during gameplay due to excessive audio calls.

  • Fixed Blitzball overtime audio announcer message playing when jumping off the map while in overtime.

  • Fixed audio cue issues in Overcharge and Uplink where they may not play properly during your first match.

Gameplay –

  • Battle Medic

    • Fixed an issue with Blindfiring Firefly immediately after reloading would result in 2 energy charges being used instead of 1.

  • Gunslinger

    • Fixed an issue where the TAC Knife’s melee attack could headshot certain characters for bonus damage

  • Harrier

    • Fixed an issue where the laser VFX would remain stuck.

  • Vanguard

    • Fixed an issue where Starfall would be interrupted in mid air due to camera collisions.

    • Fixed an issue where the game server would not immediately remove a player after they disconnected.

    • Fixed an issue where multiple players could be awarded MVP.

Menus –

  • Fixed an issue where players were unable to rejoin a match via the „Join“ button after they had been disconnected.

Settings –

  • Fixed an issue where the „Reset to Default“ option was not always working correctly.

General Additions/Improvements:

  • Sandbox Tutorial has seen several improvements to Tips, Objective Pathing, and Bot performance.

  • *NEW* Gameplay tips now display in game.

  • The „Find Match UI“ will now always show during the end of game experience to let players know that they are still searching, or if they have been booted from the game lobby.

  • Leaving a match during warmup or between matches phases do not count against player’s consecutive match bonus timer.

  • Outdated versions of the game are no longer able to enter matchmaking

  • *NEW* Combined the end of match personal results and scoreboard screens into a new unified results screen.

  • Improved stability of the client and server.

  • Reduced hitches related to garbage collection.

Quelle: lawbreakers.nexon.net

Meist zu finden in Shootern, Rollenspielen oder Strategiespielen. Zudem Student der Informatik.

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