[Actu] Un nouveau baptême du feu pour Firefall, officiellement disponible aujourd'hui

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Citation :
Publié par Clopixol
@wdkp

Pour debloquer une frame avancée tu peux aussi acheter un certificat au marché. Il faut dans les 190 000 crystite.
Par contre il faut penser a regulierement changer les crystites (ya une limite par 24h) en credits et a vendre/salvage les loots.
Idealement tu monte une frame 25+ pour bien farmer. En 20h de farm (tu fais 8 a 10k crystite par heure) t'as ta frame. C'est peut etre un peu plus sympa que de monter 40. Apres tu peux aussi l'acheter directement en vrai argent.
190000 !? Ca me parait énorme ! Mais en effet c'est peut être une meilleur solution pour pas se retaper les quêtes ~25+ à 40.
Mon gros soucis en fait c'est qu'aucune des frame de base me plait... Peut être du au fait qu'hier on pouvait essayer gratuitement toutes les frames avancées, et y'en a pas mal que j'ai vraiment adoré, du coup les frame Accord paraissent fades..
En tout les cas j'ai reroll assault me disant que ça serait plus facile de pex, je vais essayer de continuer tant bien que mal mais je trouve le pexing pour l'instant bien lourd. Je vais essayer d'aller jusqu'au 25 pour la moto voir si ça rend le truc un peu moins chiant.
Bon, en ayant commencé il y a deux semaines et en jouant de temps en temps en semaine, et pas mal le WE, je suis arrivé lvl 30 aujourd'hui avec un frame Arsenal.

  • Toutes les missions sur Corral Forest proposées par le job board.
  • Régulièrement les missions ares (celles représentées sur la carte par une tête de couleur violette). Les autres (thumpers écrasés, bike accidenté, etc ...). Quasi jamais.
  • Les défenses/reprises des tours SIN et des tours de guets Accord rapportent pas mal. Alors si ce n'est pas loin ...
  • Les quelques missions spéciales où il faut embarquer (sauver Oilspill, tuer le boss blood King, etc.)
Quasiment pas de thumping pour l'instant. Je préfère les quêtes au thumping, elles rapportent beaucoup et pas mal d'items (drops & récompense de quête). J'attends aussi d'arriver à la zone suivante pour voir s'il y a 1-2 ressources en plus à récupérer, je n'aime pas rester au même endroit pour farmer, les quêtes et les missions obligent à bouger . Par contre, j'ai un LGV et un pad de la bêta, obtenus par l'achat d'un founder pack à 100$ il y a 1½ année .... ça aide pour les déplacements.

Pour gagner des XPs, le power grab (mission aéroportée de lvl 18 si je ne me trompe pas) rapporte quelques dizaines de K en XP. Et c'est une mission plutôt facile, relativement rapide, même en solo. Le truc, c'est que les objectifs sont atteignables sans devoir tuer tout ... En solo, ça me prenait 20 à 25 minutes en solo pour un gain de 70k XP vers le lvl 22 - 25 et 60k XP au lvl 29.

En ce qui concerne les mobs, selon les endroits, il y a deux priorités. Les snipers qui font sacrément mal quand ils touchent, et les mobs de mêlée: quand il y en a trop, ils se massent autour de l'avatar et le tuent en 3-4 secondes, le temps qu'il faut pour activer un switch. Éventuellement les chosens qui possèdent un fusil d'assaut, mais seulement quand ils sont sur le chemin, ne pas s'arrêter, s'ils sont encore vivant, tant pis. Les Juggernauts (ceux qui chargent et tirent des boules d'énergie): jouer sur le fait qu'ils chargent durant 5-6 secondes avant de tirer, puis que le projectile prend 1-2 secondes à faire le trajet à distance moyenne. S'ils viennent de tirer, activer le switch, dès qu'il est activé, bouger immédiatement.

  • À partir du premier répulseur de melding, jusqu'au deuxième, rien de spécial, tout massacrer.
  • Au deuxième répulseur, ne pas arrêter de se déplacer, et détruire les pods sans s'occuper des mobs. Le truc, c'est que l'équipe qui suit et le drop de NPCs dreadnought vont s'occuper de nettoyer les mobs. Enclencher le deuxième répulseur.
  • La SIN tower: pareil, détruire les générateurs de champs de force chosen sans s'arrêter de bouger. Nettoyer ensuite les derniers mobs, appeler la tour, ensuite aller sur la droite pour se placer en face du gros anti-aérien, mais avant les 2 tours bizarres chosen qui encadrent le canon.
  • Les NPCs discutent, petite cinématique IG, ensuite courir vers le centre de contrôle à l'opposé du canon pour désactiver les champs de force. une fois que c'est fait, courir sans s'arrêter vers le canon pour en prendre le contrôle.

  • Toujours courir de l'autre côté cette fois-ci, vers le centre qui contient les générateurs qui aliments les petites tourelles de défense.
  • Comme je disais avant, s'occuper des snipers et des mobs de mêlée, activer les switchs. Ressortir du bâtiment.
Le timer donne du stress pour rien. Il ne faut pas traîner, mais une fois le temps écoulé les NPCs discutent bien une 1 min, puis encore 1 min lorsque les mobs apparaissent, et se mettent en marche, et encore 30 - 60 sec jusqu'à ce qu'ils arrivent vers la SIN tower. De plus, les premiers mobs ne valent rien, leur vague dure bien 5min.

4 pylônes entourent la SIN Tower, en défense, c'est utile de se placer sur l'une d'elle pour pour voir les mobs arriver. Il y a 3 chemins, mais il y en a toujours qui au hasard qui se fera bombarder, si le canon a été désactivé.

Les mobs les plus pénibles lors de la défense de la tour, ce sont tous les mobs de mêlée.

Voilà voilà ...

Dernière modification par Aztechnology ; 03/08/2014 à 15h30.
Bon vu les derniers avis sur la release j ai reinstall aussi et j ai ete agréablement supris, le jeu a beaucoup changé, je m attendais à la meme bouse qu a la beta et bien pas du tout ! Il y a meme des quetes maintenant qui rend le leveling plus fluide et moins lassant (mais pas assez, ca revient pas mal en boucle).

Autre point interessant les battleframe avancé qui change pas mal le gameplay. Bon du coup j ai rachete un pack pour toutes les debloquer...
Je me suis arrete sur le dreadnought arsenal.

Pour le reste je suis d accord avec les critiques, il manque vraiment des arenes pvp, et j espere que le développeur va vite remettre !!
Citation :
Publié par MasT3R
[...]Je me suis arrete sur le dreadnought arsenal.[...]
Il est un peu spécial, mais j'aime bien comme dread. Tu le joues comment le tient?

Citation :
Publié par Corvanders
Le binding des touches est absolument immonde ... Et la configuration du clavier un bordel sans nom ...
Et comment, je ne me rappelle pas que c'était aussi horrible dans la bêta, il y a deux ans ...
Citation :
Publié par Titan.
C'est les tueurs de sangliers qui aiment faire du 4 vs 14 (ou 4 vs 0, 90% du temps), sans aucune autre perspective que celle de faire monté une jauge d'XP


Ca marche comment le thumping ? J'ai chopé des items secondaires, on les équipe comment ?
Le thumping basiquement :

Tu mets des coups de Scan Hammer dans le sol pour trouver un bon filon , tu verra un message s'afficher donnant les ressources de la ou tu as tapé . Sinon Message rouge disant que tu ne peux thumper a ces endroits.

A ce point la , tu va generalement taper autour pour trouver dans quelle direction il y'a le plus de ressources . Si tu est chanceux tu va voir un pique a un endroit dans les ondes qui apparaissent a chaque coup de marteau . Tu selectionne ton thumper dans les ressources de minage et tu le pose a l'endroit désiré.

Apres il te suffira juste de le defendre jusqu'a ce qu'il atteigne une capacité de 100%
Tu peux le renvoyer a tout moment si il prends trop de degats.

Les ressources que tu obtiendra te serviront a craft des objets une fois raffinées.


Pour équiper les objets il te suffit d'aller dans un Battleframe Garage
Le scan hammer n'a pas besoin d'être équipé, tu le fais glisser dans depuis l'inventaire vers un raccourci (5 à 8) ou directement pas le menu des calldowns.

Quand tu scannes, le marteau crée des vagues dans le sol. En prenant un peu de hauteur on peut voir qu'elles convergent vers un centre: c'est là que se trouve le pic où la ressource sera la plus abondante.
Bon comme j'avais pré commandé ce serait con de ne pas y jouer, ne serait-ce que pour dépenser les Red Beans. A voir si ça a changé, je n'y ai pas joué depuis près de 2 ans.
Salut ,

je sais pas si c'est moi mais les spots valable pour thumping sont rare voir inexistant dans la zone 1-10 ( 2 zones différentes ) ;
C'est systématiquement du 50 % de poussière ...
C'est peut être volontaire pour ne pas se " gâcher " le farm d'après ?
Au même titre que je vois rarement des gens qui essaye de grouper .

J'en profite pour faire remarquer qu'ils ont ajouté une couleur de résultat au scan ( avec la marteau ) : le Orange , mais je ne vois pas la différence par rapport au rouge .
Vous la voyez ?
Orange c'est la marge avec un thumper déjà déployé par une autre team. La zone en orange leur est réservée pendant qq minutes après que leur thumper se soit replié, histoire que tu ne viennes pas leur piquer le spot
Pour l'instant, j'accroche plutôt bien au jeu (même s'ils traînent encore pas mal de bugs et que les missions sont assez répétitives au départ).

Si des Joliens veulent un compagnon de route, je reste ouvert à toutes propositions (j'ai des personnages allant du level 1 à 17).

Pseudo : Aldrik (faudrait créer un Wiki mais j'ai la flemme et c'est les vacances).
Citation :
Publié par casnalada
Salut ,

je sais pas si c'est moi mais les spots valable pour thumping sont rare voir inexistant dans la zone 1-10 ( 2 zones différentes ) ;
C'est systématiquement du 50 % de poussière ...
C'est peut être volontaire pour ne pas se " gâcher " le farm d'après ?
Au même titre que je vois rarement des gens qui essaye de grouper .

J'en profite pour faire remarquer qu'ils ont ajouté une couleur de résultat au scan ( avec la marteau ) : le Orange , mais je ne vois pas la différence par rapport au rouge .
Vous la voyez ?
Non, ça varie.
À certains endroits, tu auras 90% de boue, à d'autres tu vas retrouver x ressources pour un total de 95% et 5% de poussières. En fait, quand tu te déplaces, il faut toujours penser à donner de temps à autre des coups de marteau. Si tu as de la chance ........

De ce côté, je trouve que l'ancien système, même avec ses "milliers" de ressources différentes, était plus fun ... Selon la zone, les ressources étaient différentes. La poussière pouvait être raffinée pour obtenir du Cy.

Ensuite, il fallait "juste" fabriquer les items avec les bonnes ressources et la bonne qualité pour obtenir des items assez intéressants.

Maintenant, ils ont réduit la quantité récoltée par forage, le nombre de ressources, la possibilité de raffiner la poussière. Pour les items, il faut les améliorer en utilisant des modules .... et les modules, si on veut les récupérer pour d'autres armes ... il faut utiliser des crédits/beans ...

L'autre truc, c'est qu'ils ont mis une limite sur le niveau par zone/mission. Mon Arsenal est lvl 30, mais il est cappé à 24 ou moins selon les missions et les zones. Je pense que c'est pour éviter que les joueurs récoltent trop de drops dans des zones "facile" ...
C'est un jeu à jouer en groupe / avec des amis, solo c'est juste chiant à mourir à base de quêtes aller retour à l'autre bout du monde... L'ambiance du jeu et ses quêtes font que je m'ennuie ( ou que je commence à somnoler ) en 20minutes ( bon du coup j'ai delete ).
Citation :
Publié par Nobunaga Oda
C'est un jeu à jouer en groupe / avec des amis, solo c'est juste chiant à mourir
Un bon point pour un MMO.
Mise à jour 1.0.1791

Citation :

Patch Highlights

We’ve reviewed and updated the Dragonfly’s Healing Ball and Healing Pillar abilities.
Nighthawks now deal headshot damage to all enemies.
Player summoned deployables (Turrets, stations, etc.)now have increased health pools.
Players can now have multiple sentinel pods.
Added player spawn rooms to Tecumseh Airbase and FOB Sagan.
Epic resources are now available in Broken Peninsula.
Numerous ARES Job fixes as well as other bug fixes and polish.
Hardcore Blackwater Anomaly has been re-enabled.

General

Boosts from VIP Membership now stack with boosts from all other sources, including the Founders bonuses.
The P1 LGV has received some performance improvements and will now shift past 1st gear and should generally feel better when driving.
Updated the game credits for clarity and to reorganize some people into their proper departments.
Stiffened the suspensions on MGVs. MGVs should feel more appropriately like an offroad vehicle.
Added horn to MGV. BEEP BEEP.

Battleframes & Combat

Using melee attacks will now remove a player from stealth.
Players will now receive a brief delay before being able to self-revive using credits. This will help prevent players from accidentally using credits to revive when using melee attacks as they die.
Being stunned by a player initiated stun effect prevents other player initiated stun effects from affecting the targeted player for 10 seconds.
HKMs now take longer to reach full charge.
Player summoned deployables (Turrets, stations, etc.)now have increased health pools.
The tooltips for these abilities will currently display base health, not their current modified health pools.

Battleframe Perks

Tactician (Unlocked lvl 30, Accord Recon) has been reworked. This perk now grants a 20% chance to reset your ability cooldowns when you inflict a headshot. This effect can trigger once per minute.
Sure Shot (Unlocked lvl 30, Nighthawk) can now be activated using secondary weapons.
We also fixed an issue that was causing the internal cooldown of this ability to trigger even though the effect was not being applied to the player. This prevented the players from ever receiving a benefit from this perk.
Fixed a bug with Sentient Armor (Unlocked lvl 30, Bastion) which prevented the perk from activating.
This perk was being affected by the same issue stated above which was causing the internal cooldown of this ability to trigger even though the effect was not being applied to the player. This prevented the players from ever receiving a benefit from this perk.
Repairing Nanites (Engineer only) will now properly heal 1% of the deployables health per second.
Flame buffer (Unlocked lvl 40, Firecat) now stacks up to three times. More fire for the Firecat.
Flame Buffer (Unlocked lvl 40, Firecat) now matches the radius of Immolate if Immolate is an equipped ability.
Hero (Unlocked lvl 40, Rhino) will now prevent players from dying up to 5 seconds, but will no longer kill the player after it expires. Once the 5 second invulnerability expires, this perk triggers a fifteen minute cooldown.
Conduit Perk (Raptor Only) has been reworked:
Now appropriately gains and loses charges when shooting enemies.
Conduit Perk updated to give visual feedback on full charge.
When using a charge rifle, firing with three conduit charges drains all charges and causes the shot to explode on impact.
When using an R36 firing can now build charges but not expend them. Instead, the R36 rounds cause energy damage at full charge.
Using a Raptor ability with three charges still causes the ‘empowered’ ability effect noted on the ability.
Mounted Firepower (Unlocked lvl 30, Accord Engineer) to scale more consistently when leveling.
Stampede (Unlocked lvl 20, Rhino) will now be triggered by the Rhino’s Charge Ability.
Health Surge (Unlocked lvl 40, Mammoth) has been reworked. This perk is now a Heal over Time and no longer has a 10 second internal cooldown between procs. The perk is now: “Activating an ability heals you for 15% of your max health over 10 seconds.”
Reasoning for this change: We didn’t feel it was very fun to have your perk be ‘wasted’ if you used your abilities too fast. Now that the perk is a heal over time effect, if you use multiple abilities within the duration, it will refresh the duration of the heal, instead of doing nothing.

Accord Assault

Bombs Away can now be modified using Range, Radius, and Max Deployment modules.

Tigerclaw

The Fusion Cannon's nova alt-fire splash radius now works properly and is listed in the weapon statistics.

Firecat

The Thermal Cannon's triple shot alt-fire damage and splash radius is now listed in weapon statistics.
Thermal Wave can now be modified by force modules.

Accord Biotech

Poison Trail’s snare potency can be increased by using force modules.
Poison Trail’s duration can now be modified with duration modules.
Poison Ball’s duration can now be modified using duration modules.
Poison Ball now deals its impact damage only on impact rather than to anything that enters the cloud.
Triage’s cooldown begins when the ability ends rather than starting immediately upon activation.

Accord Biotech Bug Fixes

Siphoning Unit will now trigger properly from Biotech abilities, not just the Biotech’s weapon attacks.
Fixed Poison Trail snare duration to work in seconds (previously it was using milliseconds).

Dragonfly

Healing Ball has been updated.
Healing Ball’s base speed has been reduced.
Healing Ball can now be modified by using potency, range and force modules.
Healing Ball’s damage will now be reduced on the edges of the sphere. This will not affect healing amount.
Healing Ball will now heal the Dragonfly if they are inside the radius of the effect.
Healing Ball now applies a percentage of the healing done to the Dragonfly if it heals a target.
Healing Ball now knocks enemies away when they are hit.
Healing Ball’s visual effects now scale with the effect radius of the ability.
Healing Pillar has been updated.
Healing Pillar now always applies a percentage of its burst healing to the Dragonfly.
Healing Pillar now applies a small amount of healing to anyone in the pad before the burst heal.
Healing Pillar now uses Potency and Range modules.
Healing Pillar’s visual effect now scales to the effect radius of the ability.
Emergency Response’s prefixes have been expanded to include all the module types it can use.

Recluse

Kinetic shot has been updated.
Kinetic Shot now has a base damage instead of using weapon damage.
Kinetic Shot now uses Range and Force modules.
Kinetic shot now fires immediately on use instead of overriding the next shot.

Recluse Bug Fixes

Fixed Recluse’s shoe size to a match the artistic vision of this battleframe.

Accord Dreadnaught

Fixed a bug that was causing Absorption Bomb to not calculate its damage properly.
Updated Absorption Bomb to be modifiable using potency and duration modules.

Accord Engineer

Heavy Turret now notifies its owner when it expires or is destroyed.
Rocket Turret will now properly upgrade to its final form.
Updated Engineer description to mention Tesla Rifle instead of Sticky Grenade Launcher.
Updated the potency attribute description for Heavy Turret. The potency stat increases how quickly the turret upgrades to rank 2.

Accord Engineer Bug Fixes

Tesla rifles now report a more accurate rate of fire and are affected by rate of fire modules.

Bastion

Fixed a bug where Multi-Turrets would not spawn at full health.
Sentinel Pods can now be modified by AOE modules.
Sentinel pods can now be modified by Max Deployment modules.
Updated Bastion description to mention Sticky Grenade Launcher instead of Tesla Rifle.

Accord Recon

Accord Recon Bug Fixes

Advanced Decoy now displays the player's name above it instead of the name ‘Advanced Decoy’.
Accord Recons will now receive a basic battleframe core upon reaching level 3.

Nighthawk

The explosion resulting from killing an enemy when using Sniper Rifles kill in now modified by modules.

Nighthawk Bug Fixes

Fixed an issue which was causing Nighthawks to be unable to score headshots on certain monsters and players.

Raptor

Charge Rifle has been updated.
Charge Rifle base charge rate returned to 2.5 seconds.
Charge Rifle is now more effective when hip-shooting.
Charge Rifles now benefit from Accuracy modules.
Overload has been updated.
Overload now chains to targets rather than a simple AOE attack.
Overload was incorrectly scaling damage. It has been reduced.
Raptors will now receive a basic battleframe core upon reaching level 3.
Visual FX from Overload now scale with area of effect.

Open World

The ARES supplier has been removed from The Nest as players cannot earn vouchers for this area.
The Devil’s Tusk battlecruiser is now named the “U.A.S. Vanguard”.
Added spawn room to FOB Sagan.
Added a spawn room to Tecumseh Airbase.
Added map markers for all zone to zone transit dropships.
Devil's Tusk dropship now states that it travels to Sertao instead of Coral Forest.
Strike Teams will now be appearing more often throughout the world.
Brinewyrms have been updated to deal fire damage.
Added Brinewyrms to the areas around Sunken Harbor.
Chosen Engineer drones will now spawn at the same level as the Engineer.

ARES Jobs

Objective items will move to a new location after a preset amount of time when they are unable to be interacted with.
The player’s currently active ARES Job will now always appear on the Job Board.

Instances

Players are no longer allowed to respawn during the Baneclaw encounter.
Players will now properly respawn after a full platoon wipe in the Baneclaw encounter.
Baneclaw can no longer damage himself with his own attacks.
Added "Searing Firewhips" to the Kanaloa encounter. These nasty little critters want to give you lots of hugs. Explosive hugs.

Campaign

Hardcore Blackwater Anomaly has been re-enabled.
Players will now properly leave a queue when pressing the leave queue button.
Players are no longer allowed to respawn while in Crash Down on hard mode.
Blood King Soldiers are now male.
Disabled Loot Roll for Necronus in the Hardcore Mode of Blackwater Anomaly. (This is only temporary.)
No longer able to revive during Necronus battle in the Hardcore Mode of Blackwater Anomaly.
Raised difficulty of Power Grab’s Hardcore Mode.
Enemies target cart more ferociously in Hardcore mode of Dirty Deeds.
Increased mission difficulty in Hardcore mode of Dirty Deeds.

Crafting

Missing Level 19-22 Ability Recipes have been added to player research trees.
Streamlined crafting costs.
Lowered the amount of Crystite required for crafting.
Rare refining/Salvage materials are being removed. They will no longer result from refining and salvaging, and have been removed from all recipes. Any remaining rare refined/salvaged mats in player inventories can be refined into the normal crafting materials.
Crafted Hybrid materials costs have been significantly reduced. Crystite cost to refine hybrids has been removed, and materials costs reduced.
Spinning items in the crafting terminal are rendered at a much higher detail and bloom enabled

Thumpers

Thumper Improvements: 10% of the normal rewards will now be awarded to squad mates falling below a preset participation threshold.
Reduced the overall participation threshold on Thumpers to make it easier for squad players to get full rewards.
Increased the lockout radius on thumpers, players will now need to space thumpers a minimum distance of 150m apart.
Reduced the depth on each resource vein from 6000 to 2000 to reflect the new capacities of thumpers.
Resource vein size decreased from 235m to 225m to prevent some overlapping issues.
Reduced resource vein density to prevent veins from spawning on top of each other.

Items

Cooldown modules now grant a lower cooldown reduction percentage per module.
Context: Cooldown modules were heavily outweighing other module choices in value and allowing players much shorter cooldowns than originally intended.
Shotgun Secondary Weapons will now reload all their ammo with one reload rather than one by one.
Context: Using increased magazine size modules was a hindrance as it caused longer reload times.
Burst Rifle rate of fire has been adjusted to accurately display in the item statistics.
Mosquito Wings can no longer be activated on the ground as this would result in them being consumed without any effect.
Hybrid Widened ability modules (AOE + Force) have been renamed to "Expanding" modules.
Context: This is to avoid confusion with +AOE modules.
Changed Rarity of crafting components dropped by creatures (Cornea; Recalibrators; Drone Modules) from Rare to Uncommon so they will not trigger Need/Greed rolls by default. You can still change your Need/Greed settings as a Squad Leader.
HKMs will now have the correct amount of module slots based on rarity like other equipment. This means a few things.
HKMs that had too many module slots on them (such as a common HKM with three slots) will now have the correct amount (which would reduce this example to one slot). This also works in the opposite direction for players who had HKMs with too few of slots, they will be increased to the appropriate number based on rarity.
Common items have one module slot, uncommon items have two module slots and rare or above have three module slots.
Any HKMs that have module slots removed will still contain any modules that were slotted into them before this transition takes place. The effects of the slotted modules will still grant their bonuses until they are unslotted by spending Credits.
Removed Sifted Earth/AMPS and Melded CY from the tracker that displays when a player holds the ‘F’ key by default
The Following glider pads have been granted special attributes. This change is retroactive for those that already own these glider pads.
Dusk, Sunrise and Sunset glider pads have been granted the “Lofty” attribute which increases the height you are boosted into the air when activating any glider pad. This benefit stacks when users own multiple “Lofty” glider pads.
Topaz, Emerald and Royal glider pads now have the “Quickened” attribute which decreases the global cooldown on gliders by three seconds. This benefit stacks when users own multiple “Quickened” glider pads.
Added charge speed to Baneclaw cooldown modules so they affect HKMs.
Added charge speed as a possible prefix when critically crafting weapons and abilities.
Added charge speed to Kanaloa cooldown modules so they affect HKMs.
Added charge speed to Necronus cooldown modules so they affect HKMs.
Updated “Weapon Splash Radius” to now list as “Splash Radius”.
Balanced health bonuses on Resilient Battleframe Cores.
Updated turret stat descriptions.
Improved audio for collecting Crystite off the ground.
Reusable Jump Pad no longer has a cooldown, players are able to have one out at a time that will last for 20 seconds or until another Jump Pad is placed.
Reusable Jump Pad now boosts players higher into the air.

Social

Frame Specialist titles from achievements will now appear for players.

User Interface

Updated achievements panel to properly reflect the reward players will earn when completing certain achievements.
Gliders have their own section in the calldown list of the navwheel
Job boards will now display a warning to squadded players that only a squad leader can accept ARES Jobs.
Added UI options to disable outgoing damage/health numbers.
Aspect ratio dropdown was removed from the options.
Re-activated PVP video options which will be used in Broken Peninsula.
Two AFK players will no longer be able to get into an endless loop of AFK auto replies.
Moved the resource monitor’s default position so it will no longer default to being overlapped with the radar.
Added tooltip for disabled instances listing why they cannot queue for self and group members.
If a group size or minimum level requirement is not met the requirement text will highlight red in the mission select interface.
When purchasing items from a vendor the player will now see the item appear on the side of their screen along with receiving a purchase message in their chat log.

Battleframe Garage

Bodysuit patterns will now properly appear for players to use.

Performance

Updated .INI config file to fix an issue that was causing some players to receive delayed job/mission text and audio.
Added a Very High texture quality that will double the texture resolution of characters other than your own (note: eats a lot of memory and can delay loading other assets like landscape and mobs)
Fixed a bug where Chosen face masks didn't properly dissolve when the body dissolved
Minor memory optimizations and leak fixes

Bug Fixes
General Bug Fixes

Leveling up will no longer cause the player to stop firing their weapon or stop their weapon from spinning up in the case of Heavy/Plasma/Laser Machine Guns, nor will abilities that are on duration reset.
Players will now display the proper jumpjetting animation when they jump off a moving LGV and immediately use their jumpjets.
Exiting a dropship will now reliably deploy glider wings to carry the user to safety.

Open World Bug Fixes

Adjusted the forcefields in Araripe to properly prevent access past them.
Watchtower map icons will now return to the correct smaller sized icon after the tower is taken back from the chosen.
Fixed a seam on the Amphibios Pirate's neck.
Fixed an issue which was preventing ambient mobs and wandering encounters from spawning properly in Devil’s Tusk. As a result, Devils Tusk should feel more alive.
Fixed a few locations where players could look through one side of the smokestacks near Dredge.
Cleaned up an area of melding in Coral Forest that was displaying geometry issues and overlapping with itself.
Supply Officer Smith at Crossroads will no longer be in an idle position.
Increased the cooldown on spawning minions for ‘Kalidor the Giant’ and ‘Akreatrix the Untame’
The Land Shark surface deposit will now display special VFX so it is apparent to players.
Fixed the grates in Kaimuki so that objects cannot be dropped through them preventing Job completion.
Fixed a location at FOB Sagan which was causing ARES Job objectives to spawn underground.
Oilspill will no longer say your thumper is full of dirt when it obviously isn’t. Who hired this guy?
Fixed a bug where zone transition borders were not properly removed and showed up in bad locations in Sertao.
Fixed a few issues where props marking the entrance of a cave would fade out and leave a visible hole in terrain.
Added lava damage to a bunch of locations in Devil's Tusk where the lava was implemented with a particle effect, not actual lava lakes or rivers.
Players who enter the melding will now see the appropriate electrical storm effect rather than seeing clearly into the distance.

ARES Jobs Bug Fixes

Fixed an issue causing the Job board to occasionally show completed Jobs as Silver on the selection menu.
'Wrench in the Plan' - Added in VO for a missing VO line from Mickey the Wrench.
'An Arm and a Bootleg' - Aero will no longer repeat the line "You want us to babysit a food delivery? No problem."
'Thermal Buildup' - Aero's VO lines will no longer be played twice in a row.
'Arming the Locals' Zellic will not repeat "How very gracious of you." twice in a row anymore.
'The Revenge' – Added in VO for a missing VO line from the Cortador.
'Black Hills Gang' - Cleaned up timing of VO on this job.
'Passing the Buck' - Corrected some of Zanmato's VO lines to match the text.
'Ration Crash' – Raised the health of the escort NPC.
'Cyber Wars' - Objective updated to say kill Aranha instead of bandits.
'Let Them Eat Crow' - Added in VO for a missing VO line from Aero.
'Combat Data' - will now properly load step 5.
'Tip of the Spear' - The player’s disguise should now last the proper amount of time.
'Hard Line' now requires the Accord Recon NPC to live for completion.
'Haikili' now has a proper end waypoint so players can complete it.
'Hunted' Removed a VO line which has Corporal Rhodes randomly contact the player.
'The Defector' Added in VO for a missing VO line from Aero.
'Not Your Food' Added in VO for a missing VO line from Aero.
'I Scratch Your Back' – Fixed a missing portrait for one of the speakers on step 5.
The Holmgang job series in Sunken Harbor will only play "Match Begin!" audio when the player interacts with the opponent.
'Holmgang Tournament Markstwins' the twins now properly display names and health bars when attacked.
'Justice on the Harbor' – Fixed an issue which was causing the VO line “That looks like his trash. Let’s get to digging.” And “Gross.” to play at the wrong time.
'Holmgang Tournament Markstwins' - Added in VO for a missing VO line from Mustang.
'Holmgang Tournament El Terremoto' Added in VO for a missing VO line from El Terremoto.
'Flush Out the Fox' - Scarlet will now appear in her battleframe.
'No Room for Desertion' - Corporal Kawaguchi now has a neck...and a female head!
'A Mother in Need' - Replaced temp VO with final VO.
'King Skorn' now properly spawns Firejackets.
'King Skorn' Skorn now spawns properly in step 4 allowing the Job to be completed.
'Holmgang Challenge: Van Uzi' job will now have all male fans and portraits to match.
'Holmgang Challenge: Bald Bully' will now have all male fans and portraits to match.
'Holmgang Challenge: Bald Bully' added in VO for a missing VO line from Mustang.
'Buzz Off' Added in VO for a missing VO line from Aero.
'Corporate Espionage' - Added in VO for a missing VO line from Davis Royer.
'Corporate Digging' - Added in VO for a missing VO line from the Omnidyne-M rep.
'The Flight Recorder' - Added in VOs for missing VO lines from the Meddler, Bandit Leader and Aero.
'Signals from the Lost' - Signal Relays will more reliably spawn above ground where players can use them.
'The Indigo Racer' will now properly spawn Bandits instead of Buzzards.
'Discreet Science' Added in VO for a missing VO line from Aero.
'Safari' - Updated waypoint to state "Return to Sergeant Rice" instead of Volkov.
'Scan and Deliver' Will now pick a better location in the correct level range for the final step of this Job.
'Prospect of Reprisal' Added in VO for a missing VO line from Axel.
'The Exterminator' was spawning the wrong creatures. This has been corrected to Rockhorn Bulls and Rockhogs.
'Securing the Contract II' The weapon buff applied from this Job will now only persist for a maximum of two minutes.
'In the Wheelhouse' will now be marked as a priority job for people visiting the Dredge job board.
Fixed a bug where mission objectives didn't properly render the green circle below them.

Instances Bug Fixes

Chosen Artillery in Cliffs Edge now deal increased damage to the sin tower.
While running Operation Cinderblock, if a player is standing next to the explosive charges when they explode the player will no longer get logged out of the game.
Operation Cinderblock now has its own load screen.
Devil's Tusk Warfront will now display its own load screen.

Campaign Bug Fixes

Fixed an issue preventing waypoints from progressing during the new user experience if the player managed to miss one.
Players can no longer hide under the claw areas to avoid Necronus attacks in Blackwater Anomaly.
Added radio chatter filter to VO for soldiers that aren't nearby during the introduction missions.
Fixed Speed Run Achievement Bug for Risky Business.

Open World PVP Bug Fixes

PVP server stability has been improved, this should resolve issues where after a certain amount of time players are unable to capture bases, force fields aren’t properly despawning and players are unable to upgrade bases.
SRT Thumpers will be returned to base if a player carrying one logs off for any reason.
Joining players should no longer spawn in enemy barracks, but instead spawn on the dropship as intended.
West Peak Watchtower now displays the proper name Eastern Peak Watchtower.
Epic resources are now available from thumping in Broken Peninsula.
The Death Valley Outpost in Broken Peninsula now has an armory force field which covers the entire doorway.
Made Force fields one way for hostile players so they can leave if they fail to defend an outpost as it turns over.
Arcport complete messages will only appear if there were resources to arcport in a base.
Vehicles can no longer drive through the shields at outposts.
Fixed an issue with repairing that resulted in force fields for multiple teams being deployed and stuck on at a single base.
Destroyed SRTs will now award resources at 1% progress instead of 25%.
Remove alarm sounds that were getting ‘stuck on’ at towers and bases.
Added support for audio spam prevention around towers and bases.

Crafting Bug Fixes

Updated the research tree to properly show Sticky Grenade Launcher listed as a Bastion weapon.

Item Bug Fixes

MGVs back wheels are now attached to the frame. Now with 100% less floating vehicle body.
MGV wheels will be touching the ground when spawned now.
The Male Viking head will now properly animate when firing weapons. Now with 10% more fury.
Cosmetic unlocks will now all be tagged as Epic quality.
Necro Sniper Rifle will no longer cause screen flashes and has received a VFX pass.
Dragonborn Plasma Cannon's alt fire will now properly shoot fire rather than the typical Plasma Cannon alt fire.
Battleframe cores purchased from Cerrado Plains Quartermaster will now properly display their names.
Bane Multi-Turrets will now deploy correctly.
High Yield modules now increase splash radius of weapons properly.

User Interface Bug Fixes

When viewing the marketplace, players will now be able to see their current Credits on the Buy tab.
The “Purchase Respec” button will now display more consistently.
Bodysuit patterns will now appear properly for players.
Players running eyeinfinity will now be able to keep their popup windows open .

Performance Bug Fixes

Fixed an issue in the character shader where wearing black warpaint would cause artifacts
The login screen backgrounds will be taken from the zone you were logged into last time if available
Fixed a few issues where modular building parts would fade out one-at-a-time
Added/exposed console variables for performance tweaking CPU limited systems at the risk of getting some minor visual glitches:
game.offscreenUpdateSkipFactor: Factors to scale the time where offscreen objects are not updated; the 4 numbers are for different LODs (highest to lowest) (large values = better CPU performance, but rare updates).
game.updateOffscreenShadowCasters: If enabled, large objects like dropships are updated even when they are offscreen, but render into the shadow map (0=better performance, but possible shadow pops).
game.updateCulledObjectsWithUi: If enabled, objects with ui elements on them (sin cards) that are hidden behind geometry are updated, anyway (0=better performance, but UI elements might stay behind).
Fixed a bug that caused that short-lived effects like muzzle flashes spawned even if they happened behind you (should improve performance especially with many players and mobs around).
Fixed a bug where the orange glow on new visual progression ornaments did not consistently show up during the level up animation.
Taking screenshots will now always put the screenshot into the clipboard as well.
Fixed bug where the normal visual progression ornaments were applied to the Arsenal's alternate skin. The alt skin is not intended to have visual progression ornaments at this time.
Fixed a crash when a carryable object was picked up with an ability slotted as an override in the calldown slot (5).
Adjusted virtual texture settings to reduce possible hitch during gameplay (rd_vtUploadsPerFrame reduced to 3 from 4).

Known Issues

Some "Excellent" rated LGVs (Cobra, K-12, R-54, and P-39) are performing worse than they should. - Verified
Sentinel Pods are not allowing multiple deployments as they should - Under Investigation
Content pour mon Bastion/ingé mais le craft me fait peur vu sa "simplification"

Edit : Passé en jeu , craft un peu trop simplifié a mon gout . Mais bon pas comme si j'avais deja 300k secondes de reduction de temps. Ils ont rajouté un tas de modele dans le jeu , ainsi on sais a quoi ressemble ce qu'on craft

Dernière modification par Alafff ; 06/08/2014 à 09h46.
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