Darji
Gesperrt
- Seit
- 11 Aug 2006
- Beiträge
- 55.296
ab heute neues Update mit neuen Spielmodes^^
New Gametypes
-Team Conversion
Team Conversion is a last-man-standing gametype. Players are given a limited number of lives as a human and chimera. If your team has at least one player alive when the other team is completely dead, your team wins.
-Team Assault
Both teams start with a few nodes and all of the base defenses from breach. To win, destroy the enemy's reactor. When you deactivate an enemy node, it becomes permanently neutral, and your opponents lose some base defenses. Nodes do not regenerate health in assault, but they have substantially more health than in other modes. Unlike other game types, players are awarded points for damaging enemy nodes in assault.
In an assault match you can choose to respawn at nodes that have been deactivated as well as your teams reactor and active nodes, or with your squad if you are a member of one.
New Game Options
-Added "Round Balancing"
Round balancing can be set "on" or "off" (default: on) when round balancing is on, if the number of players on each team is uneven at the end of the round, players will be moved from the team with to many players to the team with too few players. Parties will not be separated, So its not guaranteed to result in a perfectly balanced teams. Round Balancing is turned "on" for ranked games.
-Added "Enhanced" radar mode
For custom games only.
-Added "Spectator mode"
"Observers" Where you can see through the eyes of the player you are watching.
"Free Roam"
UI improvements
-Sorted buddy list by online status
-Easier to read map text
-The current health of nodes will now be represented by a health bar on the map rather than by the standing of the color of the node icon.
General
-Improved respawning
-Optimized game joining for ranked games to be faster and more reliable
Balances
-Increased points for a "defense" kill from 1 to 4 in all modes
-Shotgun damage decreased at medium and long ranges
-LAARK respawn time increased to 90 seconds, ammo respawn time increased to 60 seconds
-LAARK splash radius reduced
-Carbine head shot damage increased
Bug Fixes
-In FFA games, you can no longer see players on the radar who are within not within radar range of you.
-Fixed a problem where the quality of the microphone chat would degrade over time when in a party or long games.
-Fixed a bug that would cause you to reload after firing one shot.
-Fixed some collision problems, including potential methods if escaping from the intended play area.
-Fixed some rare crash bugs
http://myresistance.net/index4.php
New Gametypes
-Team Conversion
Team Conversion is a last-man-standing gametype. Players are given a limited number of lives as a human and chimera. If your team has at least one player alive when the other team is completely dead, your team wins.
-Team Assault
Both teams start with a few nodes and all of the base defenses from breach. To win, destroy the enemy's reactor. When you deactivate an enemy node, it becomes permanently neutral, and your opponents lose some base defenses. Nodes do not regenerate health in assault, but they have substantially more health than in other modes. Unlike other game types, players are awarded points for damaging enemy nodes in assault.
In an assault match you can choose to respawn at nodes that have been deactivated as well as your teams reactor and active nodes, or with your squad if you are a member of one.
New Game Options
-Added "Round Balancing"
Round balancing can be set "on" or "off" (default: on) when round balancing is on, if the number of players on each team is uneven at the end of the round, players will be moved from the team with to many players to the team with too few players. Parties will not be separated, So its not guaranteed to result in a perfectly balanced teams. Round Balancing is turned "on" for ranked games.
-Added "Enhanced" radar mode
For custom games only.
-Added "Spectator mode"
"Observers" Where you can see through the eyes of the player you are watching.
"Free Roam"
UI improvements
-Sorted buddy list by online status
-Easier to read map text
-The current health of nodes will now be represented by a health bar on the map rather than by the standing of the color of the node icon.
General
-Improved respawning
-Optimized game joining for ranked games to be faster and more reliable
Balances
-Increased points for a "defense" kill from 1 to 4 in all modes
-Shotgun damage decreased at medium and long ranges
-LAARK respawn time increased to 90 seconds, ammo respawn time increased to 60 seconds
-LAARK splash radius reduced
-Carbine head shot damage increased
Bug Fixes
-In FFA games, you can no longer see players on the radar who are within not within radar range of you.
-Fixed a problem where the quality of the microphone chat would degrade over time when in a party or long games.
-Fixed a bug that would cause you to reload after firing one shot.
-Fixed some collision problems, including potential methods if escaping from the intended play area.
-Fixed some rare crash bugs
Team Conversion is the same game mechanic as Conversion except that you play as a team. Both teams start human and have one life on each side. Assault is a mode based around the concept of attrition; wearing down an opponent's defenses before destroying their base. Each team has a base node that they must defend, and the goal is to attack and destroy the other team's base node. In addition, each team also begins the game with a set of base defenses and satellite nodes, which power those defenses. At the beginning of each round, a player can chose to spawn at their main base or any of their team's satellite nodes. As is the case with the base node, these satellite nodes can also be attacked. In keeping with the attrition concept, the main base and satellite nodes are considerably stronger than in other modes. Satellite nodes also do not regenerate after taking damage, and cannot be captured by the opposing team. Once defeated, a corresponding portion of the team's base defenses are shut down. In addition, defeated nodes become neutral, allowing both teams to spawn at them. This rewards the offensive team with a forward spawn point while still giving the defending team a means of spawning outside of their main base.
http://myresistance.net/index4.php