This update brings two new maps, new factions, new weapons and vehicles into this all new theater of war.
PC - 17.14GB
Game size before this update - 75.8 GB - 198 files - 35 folders
War in The Pacific - Starting October 31
Two New Maps - Pacific Storm and Iwo Jima.
Four New Weapons at launch - M1 Garand, Type 99 Arisaka, Type 100, and the M1919A6.
Deploying across the Tides of War, you’ll get your hands on the M3 Grease Gun, Nambu Type 2A, Type 97 LMG, and M1918 A2.
As Chapter Rewards, the Jungle Carbine and the Type 94 and Model 27 sidearms are also available for you to earn and unlock during War in The Pacific
New Factions: US and Japan.
New Battle Pickups: Katana and M2 Flamethrower.
New Vehicles: M4 Sherman tank, Type 97, the LVT and the Ka-Mi Light Amphibious Tanks, the Dinghy, LCPV, MB Jeep and Type 95 transport vehicle.
New Planes - the F4U Corsair (Fighter and Bomber variants), and the Japaneze Zero (fighter and bomber variants).
New Reinforcements - New Rocket Barrage Tanks - The Sherman Calliope, and the HaChi.
check link for list of changes, but some of the more notable changes I've listed here:
Players are now able to inspect their primary and secondary weapons directly while playing. Simply hold down the commorose button, and press the reload button to take a look.
Mounted and Coaxial Machine Guns have had a significant redesign. These weapons how have a converging accuracy model, with an initial period of inaccuracy that improves with shooting until the weapon is fully accurate. The accuracy potential of all these machine guns is higher now than it was previously, but only after firing a few rounds. Overheat has also been adjusted to balance with this new technique, allowing for more forgiving instances of overheat, especially when firing in long, suppressive bursts. Additionally, the velocity of rounds fired from the machine guns have been increased, making hitting targets of opportunity and moving targets easier, however the damage of these weapons has been reduced at long range, to prevent overly effective instances of sniping with the MG. You should now find MGs easier to use and hit targets once they are zeroed in, but targets at long range will have more time to react before they are killed outright.
Reduced the rate of fire for bomb loads of 4 or more. The high rate of fire of these bomb loads allowed a player to drop all their bombs effectively in one area, negating accuracy and making the choice between different bomb types poor. In general, there is a longer delay between bomb drops but bombs generally have more effective blast radius, especially against infantry.
Increased the default turret speeds and adjusted the acceleration and deceleration curves to be more responsive.
Improved the accuracy of the bomb sight in both First and Third person cameras. The biggest improvement is in the First Person View.
Holding the fire button while dropping multiple bombs will now update the target position for each bomb dropped.
Reduced the overheat and adjusted the explosive damage of the AA for consistent hit damage against bombers and fighters. Players should now get consistent damage against all aircraft types, and AA can now destroy an aircraft flying directly at the AA without overheating. Aircraft will need to be crafty and dodge and evade the more stationary AA, rather than simply absorbing the damage as they could do previously.
Increased shockwave time so that planes have a larger chance to escape the shockwave of low dropped bombs.
Tank turret aiming when using the chase camera (3p) has been redesigned.
The turret should now attempt to aim directly where you are looking.
The UI should now accurately reflect where the weapon is aiming.
If the weapon cannot physically shoot where you are aiming (because of objects in the environment etc), the UI should clearly reflect this.
1p and zoomed aiming is not affected by these changes.
General Audio Improvements
Third Person Movement (Footsteps) improvements, including;
Third person footsteps are, on average, louder.
Enemies footsteps now have a higher priority in the mix and are now able to reduce other lower or distant sounds, in order to cut through the general combat soundscape more often.
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