Latest patch for Star Citizen arrives with 3.22, trailer and notes included!
Arena Commander 3.22.0 Patch Notes
Arena Commander 3.22 introduces many exciting, new ways to play including the much anticipated addition of Multicrew Gameplay, brand new Experimental Modes, the next iteration of Master Modes, alongside an abundance of new quality of life, balance, and achievements. Check out all the details below and we look forward to playing with you all! o7
Multicrew & Spawn Locations
Multicrew finally comes to Arena Commander. Experience Multicrew gameplay in Squadron Battle, Team Tank Battle, Free Flight and Swarm modes. Spawn as Turret or Crew and battle it out with your opponents. Do not forget that you can customize your FPS loadout from the Frontend to equip gear to play scenarios or board enemy ships!
In-Game Vehicle Selection
Gone are the days when forgetting to pick your vehicle before the game starts locked you into a fierce battle of cat and mouse. In-Game Vehicle Selection now allows you to pick which vehicle you want to use in-game and switch between respawns in all dogfighting modes. This includes a new “Slots” system allowing you to switch and customize between 4 vehicle slots.
Endless Vanduul Swarm
Original Systems extends great appreciation to all those who partook in the “Master Modes: Endless Vanduul Swarm” Experimental Mode playtests. We’re pleased to announce after overwhelmingly positive and constructive feedback that the core Vanduul Swarm mode is being replaced with Endless Vanduul Swarm. Following feedback from the Master Modes tests we have made changes to the difficulty & balance of the game mode.
See below for all the new achievements associated with the game mode!
We wanted to first take a moment to announce here that Gun Rush, our first ever experimental mode, is now the first experimental mode to be promoted to a Core game mode. Experience Gun Rush anytime through the patch cycle as an ‘always on’ mode! To celebrate you can earn 1.5x REC for playing the mode!
Kill Collector
Kill Collector has players fight for more than just kills. In this fast paced 12 player elimination style mode where killing opponents drops more than their bodies. Collect the dropped trophies to earn points and ultimately, win.
Team Elimination
UEE vs Pirates, a tale as old as time. Battle it out in this 12 vs 12 team deathmatch mode and declare victory for your team.
Duo Showdown
Debuted during CitizenCon 2953 Arena Commander introduces Duo Showdown. Utilize teamwork and coordinate together in this best-of-three dogfighting mode that’ll put more than just your piloting skills to the test.
Tank Royale
Tank Royale faces players off in a free-for-all tank battle across various ground arenas. Prove your skill using the new tank tunings & improved physics in this elimination-based game mode. Now including the Tumbril Storm!
Team Tank Battle
Slightly larger scale than Tank Royale, Team Tank Battle pits two opposing teams against each other, push forward against the enemy team and declare victory for your team in this team-based elimination mode. Now including the Tumbril Storm. Those driving the Tumbril Nova can now allow multicrew, allowing team members to operate their main gun (“Turret” Spawn) or their Laser Repeater (“Crew” Spawn).
Single Weapon Elimination
Ever wondered how you’d fair on an even playing field? Put your aim to the test using the Gemini A03 Sniper Rifle.
Master Modes returns for another round of testing. With your excellent feedback from the 3.20/3.21 experimental modes, we have fine-tuned the basic Gladius FM and we are now expanding the setup to additional ships. Our goal for 3.22 is to find the baseline that brings meaningful differences between the fighter classes while avoiding a meta ship. That means we need a lot of play hours from you players dishing it out on each other. Please note that the UI has not been updated for this patch. We hear all the feedback on it and will address it in another upcoming patch.
Ships: Buccaneer, Gladius, F7C-M Super Hornet, Vanguard Warden.
A new racetrack around the Pyro Jump Point will feature in the Classic Race test to promote feedback on “speed racing” vs “corner racing”. We encourage you to try out swapping the master mode (“B”) to unlock higher speeds in NAV or high regenerations rates in SCM.
Master Modes game modes will be active throughout the patch.
See the bottom of this post for all the details on Master Modes.
New Maps
Bloodshot Ridge: All Game Modes, (excl. Classic Race & Pirate Swarm)
Maker’s Point: All FPS Modes
Pyro Jump Point: Master Modes: Classic Race
Game Mode Adjustments
Gun Rush
Gun Rush, our first ever experimental mode, is now the first experimental mode to be promoted to a Core game mode. Experience Gun Rush anytime through the patch cycle as an ‘always on’ mode! To celebrate you can earn 1.5x REC!
Squadron Battle
With the introduction of Multicrew the mode has expanded! Squadron Battle now features almost all ships. Join a team-mates crew or go it solo, the choice is yours.
Retired Core Modes
Duel, Battle Royale, Elimination. Core Game Modes are modes which flagship their target demographic. While we love these modes, we feel that there were too many game modes competing for the same player-base, diluting players across many game modes rather than concentrated on a few. Rather than having all these modes always active they will be added to the Experimental Mode collection, returning for weekly rotation, on occasion.
System & Balance
Experimental & Special Event Banner & Timer: Below the game mode selection on the frontend you can now find a banner which details any currently running Experimental Modes and the countdown until the next rotation. This banner is overridden during special events, such as Luminalia, to display details for that instead.
Friendly Fire System: Friendly Fire was among the systems lost to time, we’ve refactored the system to produce warnings and kick players once again for excessive friendly fire. In addition, the system now tracks distortion damage.
Distortion Scoring: In our continued effort to facilitate and award support roles we’ve added scoring for applying distortion to hostile ships, with additional awards for fully disabling components.
Disabled Ballistic Persistence: A few patches ago we enabled persistence of ballistics among other things in our flight modes, with pickups being the only way to restock. After several changes to ballistics, we are disabling persistence to monitor how ballistics are utilized when replenished upon spawn.
Classic Race Updates
Race & Lap timings now include milliseconds.
Race & Lap times will now show as notifications upon completing them.
Racers will now be punished 5 seconds of their lap time for deaths during the race.
Death Recap
Re-enabled ‘Death Recap’ UI which details how you died and how you performed in that life alongside a collection of bug fixes that caused it to be disabled.
Achievements
Below are all achievements earnable in 3.22. Upon achieving each, a UI notification will appear confirming this. A client restart is required to see this reflected in-game. Each achievement earns you a Spectrum Badge, others may reward other goodies!
Rewards are disabled in Offline play.
999th Test Squadron
New Requirements. A player must participate, until match completion, in every Experimental Mode featured during this patch cycle. Note that leaving the match before the post-game scoreboard appears will not count towards the badge. Modes include: Tank Royale, Team Tank Battle, Single Weapon Elimination, Master Modes: Squadron Battle (replaced Master Modes: Duel), Master Modes: Classic Race, Master Modes: Endless Vanduul Swarm, Kill Collector (FPS), Kill Collector (Vehicles), Duo Showdown, Team Elimination.
Tank Commander – Finish 1st place in either Tank Royale or Team Tank Battle
Master-At-Arms – Finish 1st place in Gun Rush
There are also Several Special Event Achievements to be revealed closer to the events!
Experimental Modes: Master Modes (Detailed)
Featured Game Modes
Master Modes: Squadron Battle
Master Modes: Classic Race – Featuring an exclusive new racetrack around the Pyro Jump Point! Containing a mixture of long stretches, curves and tight complex turns.
Master Modes: Free Flight
Master Modes: Endless Vanduul Swarm
The experimental versions of existing game modes will NOT affect the original game modes.
Flight Model changes
These flight model changes apply to MM ships only
Updated the MM tri-chording limiter, it is a lot less punishing when the accelerations push forward
Updated Gladius FM (higher base accelerations, less boost)
Added MM & FM setup for new archetypes: F7C-M (medium fighter), Vanguard (heavy fighter) and Buccaneer (medium interceptor)
Boost: removed 150ms pre-delay
Boost: will now spool up and down
Boost: reduced rotational acceleration modifier
Boost: rotational rates may now increase while boost is held
Boost: adapted times for all archetypes
Master Modes
New features still enabled (see details in 3.20, 3.21 patch notes)
Press “B” to switch between SCM and NAV modes.
SCM mode allows weapons and shield usage, regeneration times are shorter, however top speeds are harshly limited
NAV mode disallows weapon and shield usage, regeneration times are longer, however ships can reach their full speeds – Capacitor gameplay moved from low-pool-high-regen to high-pool-low-regen Gunnery & Targeting
New aiming system and targeting features still enabled (see details in 3.20, 3.21 patch notes) – Auto Gimbal mode deactivated (will not be available for the time being)
Added MM variants of several weapon records
Decreased fire time of Gatlings
Massively increased weapon ranges
MM variants have a mix of energy and ballistic weapons which cannot be adjusted Known issues:
Lag PIPs do show up correctly around Security Post Kareah
ESP does not use smoothed PIP positions yet
Bugfixing
Frontend
Fixed an issue where a new player joining would unready all players.
Fixed an issue where joining a lobby where players are already readied up caused desync with the ready system.
Fixed an issue that caused the players name on the vehicle preview to appear as an invalid value.
Fixed an issue that caused player names to duplicate in the lobby list.
Fixed an issue that prevented inviting players from parties.
Maps
In multiple racing maps, fixed inconsistencies in checkpoint inner-turn triggers.
In Yadar Valley, restored multiple missing geometry.
Modes
In Classic Race, fixed an issue where lap count would be incorrect in Offline mode.
In Control, fixed an issue where the control area would appear the wrong size.
Systems / Misc
Fixed an issue where attachments would not save for the second “primary” weapon.
Fixed an issue where after using a medpen the wrong weapon would automatically pull out.
Fixed an issue where Primary 1 & Primary 2 weapons were the wrong way around in the FPS Customizer vs In-Game.
Fixed an issue that caused post-game victory and defeat voice lines to not trigger.
Have now enabled suicide in game modes where it was previously disabled.
Fixed an issue that caused desync with the pre-game ready system.
Fixed an issue, related to fire-modes, that prevented guns from firing in FPS modes.
Fixed an issue where suicide would not award negative score.
Fixed an issue that caused “Damage” score to be added to only one player in the score feed, rather than separate entries.
Fixed an issue where “Rounds Won” appeared on the scoreboard for non-round modes.
Fixed an issue that caused repair pickups to inflict friendly fire punishment to attackers of the person who picked up the repair.
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