The base game has not yet reached this version.
The Battlestate Games team has released patch 0.1.5.0 for the multiplayer shooter Escape from Tarkov Arena. Along with this update, the first complete wipe of players occurred in the game: the developers reset the ARP of players and the pumping of presets.
In addition, the presets were rebalanced, the selection of opponents was improved, and the locations were adjusted. Also, the hitbox and armor system from the main game, Escape from Tarkov, was transferred to Escape from Tarkov Arena.
Major changes in patch 0.1.5.0 for Escape from Tarkov Arena
Tirov system and preset rebalancing
As part of the new tier system, the following changes have been made: The Rating Presets tab has been removed; All presets are divided into 3 Tiers; Within the Tier, presets have been balanced, a number of class and rating presets have been removed; The first 2 presets of each class are free by default; Each collection preset now has belonging to a specific class and Tier; The presence and amount of medicine in presets for each Tier and class has been standardized; The number of fragmentation grenades in all presets has been significantly reduced.
Matchmaking
When setting up a game search, it is now possible to select one of 3 Tiers; To open matchmaking in the next Tier of presets, you need to open 5 presets of the next Tier; Matchmaking now takes into account the ARP of players and the selected Tier of presets; Tier 2 and 3 of presets will be temporarily blocked for matchmaking in ranked games until moment until there are a sufficient number of players who have unlocked Tier 2 and Tier 3, respectively.
Team restriction on selecting identical presets
Now in each team players can choose only 1 identical preset for more balanced gameplay; The selected presets of your team are marked in the list of presets.
Flexible system for opening presets
Added the ability to select 4 presets for research, one in each class; Experience in a researchable preset is obtained when playing as any of the available presets of the corresponding class; When playing as a collection preset, the preset to which class it belongs is researched; Viewing the preset tree is available by clicking the button in the bottom menu.
Balance of cost and opening of presets
The cost of purchasing presets has been recalculated depending on Tier affiliation; The difference in cash rewards between players who made a greater contribution to the victory and players whose contribution was less has been increased; The amount of experience for unlocking a preset has been reduced.
Card selection
Increased the minimum number of selected cards from 1 to 4 to start a game search.
Painkiller effect
Reduced the effect of color loss when using anesthetic.
Custom games
The following settings have been added for custom games:
Selecting a Preset Tier; Disabling the restriction on selecting the same presets in a team; Disabling the KillCam; Setting the skill level of players in a match; Setting the number of rounds won to win the match; Setting the team name.
Fire mode
The default fire mode for all weapons has been changed. The priority is now set to automatic mode.
Locations
A new location, Disassembly, has been added for the TeamFight mode; Work has been done to correct culling bugs in all locations; Places through which players could get out of the playing area using volting have been closed in all locations; The logic of spawning fragmentation grenades has been reworked in all locations for all modes according to the following rules: Grenades do not spawn in the Equator and Disassembly locations, as well as in all locations of the ShootOut mode; Grenades do not spawn in the Port 5, Airport, Stadium and Sawmill locations; Added a place with a 100% chance of a grenade appearing in the central point of the location; At an equal distance from the teams 2 spawn locations for fragmentation grenades have been added. The chance of grenades spawning is 100% at one of two points; All other item spawn locations no longer contain fragmentation grenades. Airport: The map geometry has been slightly changed. Regardless of the side, players will reach the plane at the same time. Stadium: The geometry of the map has been slightly changed. Regardless of the side, players will reach the helicopter at the same time.
New hitbox and armor system from EFT
The head is divided into separate simple hit registration zones, which coincide with the protection zones of helmets and masks; Three hit registration zones have been added to the head zone: the front neck – “throat”, the back neck – “neck” (Neck) and the “face” collider “(Face); The registration zones for hits of the chest and abdomen are divided into the front, back and sides; The registration zone for hits of the pelvis is divided into the front – “groin” (Groin) and the rear – “buttocks” (Buttocks). Hit in these zones causes damage to the “belly” zone (Stomach). The protection of body armor and helmets is divided into separate zones, depending on which collider this zone protects (sometimes several colliders). These are slots with built-in reservations. Built-in reservation zones have their own separate strength. For example: now you can knock out the strength of an enemy’s body armor in the chest area and not damage the strength of other armor zones. Built-in armor usually has a 2-3 class of protection; For many body armor, an armored collar has been added that protects the hitbox of the neck; In addition, armor plates have been added to body armor and body armor: for the chest section, for the back section and for the side sections. Armor plates usually have a protection class of 3-6; The dimensions of the armor plate zones repeat the average dimensions of real armor plates of this format; The protection of a body armor is no longer continuous. Now it depends on which areas the body armor visually protects. For example, not a single bulletproof vest protects the armpit area. Damage through multi-layer armor has been reworked: now, when penetrating each layer, the bullet loses some of its penetrating power and damage depending on the characteristics of the armor being penetrated; Now the armor damage from not penetrating an armor plate is reduced if there is built-in armor under the armor plate ;The ability to penetrate a character through the chest and stomach has been disabled.
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