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ONE/PC Titanfall (+ 360)

Benutzer, welche sich diesen Thread anschauen:

MPROVEMENTS AND OPTIMIZATIONS
FX Optimizations - Optimizing effects processing and moving more effects rendering work onto additional CPU cores is a good thing. So we did that.

Matchmaking - Faster searching, improved team balancing, increasing the likelihood of being in full games, and drastically lowering the chance of having lopsided (e.g. 6v3) matches.

  • The score is now shown in the center of the screen at the end of each Last Titan Standing round.
  • New HUD Icons for team Titan counts and players using Burn Cards have been added. Last Titan Standing now shows the number of Pilots left alive on each team.
  • New voiceover for Round Won and Round Lost events as well as noting whether the gap between the teams’ scores is increasing or decreasing.
GAMEPLAY CHANGES

  • Titans no longer show up on the minimap when they dash.
  • Atlas and Stryder melee damage values have been switched to mirror their original design intent. The Titan melee damage order is now: Stryder, Atlas, Ogre from least to most. This is also consistent with the hierarchy of damage for the Big Punch mod.
  • To stem the influx of Burn Cards at higher levels, the Bonus XP-to-Credits conversion rate for max level players has been adjusted.
  • As part of the pan-galactic stimulus package, credits for selling rare Burn Cards have been increased from 200 to 400.


Coming Soon in a Future Update

  • New game modes including Wingman Last Titan Standing.
Nice! :dhoch:
 
Da muss ich dich enttäuschen :p
Hab gestern seit Monaten mal wieder Titanfall gespielt (8v8)
und der Modus ohne Titans ist viel mehr mein Ding, als der mit! :bier:
post-30744-not-like-this-not-like-this-gi-DBvb.gif



Übrigens gibt es erste Infos zur neuen Map "Backwater"

"High in the mountains, ex-IMC pilot Barker and his fellow colonists have made a comfortable living by producing moonshine in this hidden bootlegging colony."

Here is the top down map for Backwater.


Backwater is defined by its elevation changes. The rice paddies give Titans room to dash and duel in open fields, but gaining the high ground in the center of the map is often the superior tactical option.


Meanwhile, Pilots can travel underground through grain storage facilities to escape Titans and move from hardpoint to hardpoint. The Pilot spaces were designed to be simple and compact, keeping the action fast and constant.


Ziplines are used to allow Pilots to cross “no-man’s land” from building to building. “No-man’s land” is a term we use to describe larger areas without cover between 2 lines of combat, with the intention of keeping players fighting from designed strongholds until it’s time to push forward.


The original concept was based around some early concepts for Titanfall that we never completed - the rice paddies. Early Respawn fans may recognize the first concept art we ever released, starring the infamous Nessie (Roger), as inspiration for Backwater.


http://www.titanfall.com/news/imc-rising-backwater
 
Bilder von Zone 18 und Sand Trap, Livestream am 23.9.


Zone 18 is a fast paced environment with two main sections divided by a central supply path. While many Pilots will seek the protection of the facility's interior passages, others will take advantage of the long sight lines provided by the limited rooftop cover.


DLC3sandtrap01.jpg


[...]

Join us on September 23 viaTwitch and check out IMC Rising live with members from our team. More details to come.

Quelle: Titanfall.com
 
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