Connexion
Pour récupérer votre compte, veuillez saisir votre adresse email. Vous allez recevoir un email contenant une adresse pour récupérer votre compte.
Inscription
En vous inscrivant, vous acceptez les conditions d'utilisation du site et de nous vendre votre âme pour un euro symbolique. Amusez vous, mais pliez vous à la charte.

Un Rédacteur Factornews vous demande :

ACTU

Deux STR patchés

CBL par CBL, d'après Clubic  email  @CBL_Factor
 
Le sympathique World in Conflict passe . Ce patch corrige quelques bugs et ajoute des fonctionnalités d'administration du serveur.

Command & Conquer 3 : Tiberium Wars quant à lui . Au programme : beaucoup d'équilibrage (à la fois cartes et unités) et une nouvelle carte : Wrecktropolis. Ci-dessous la liste de changements des deux patchs.

World in Conflict :

New features:
- Several new Admin Commands have been added to give Server Admins increased control. For details on each of the individual commands and how to use them, read here.
- A time delay of 20 seconds has been added between Assault rounds.
- Clan officers can now invite other players to the clan, as well as kick Grunts.
- A successful map vote will now change the map instantly.
- Two new permanent chat rooms have been added to Massgate for clan war and few player mode matters.
- Players should now get an in-game notification when receiving an "Instant Message".


Units and balancing:
- The cost for the "Heavy Air Support" Tactical Aid has been reduced from 30/50/70 to 25/45/65.
- Score from repairing your own non-repair units has been reduced by 50%.


Bug fixes:
- Fixed a crash that could occur directly after map load (on systems not supporting Pixel Shader 2.0). Was released on the forums as a Hotfix.
- Fixed crashes that could occur on localized versions (languages other than English).
- "Solo VOIP" (to specific player(s)) checkbox now stays enabled when exiting score sheet.
- Players who experience occasional freezes/lockups can now try to append "-stabilityfactor 10" (without the quotes) to the target path of the WIC shortcut. It can also be toggled in the console (in-game) by typing StabilityFactor 10. The number 10 can be decreased or increased if users want to experiment (StabilityFactor 0 turns the feature off).
- The game now defaults to full Field-of-View for Widescreen resolutions (such as 16:9). The widescreen Field-of-View from Update 1 can be used by appending "-widescreenscale" (without the quotes) to the target path of the WIC shortcut.
- Entering the Mega-Map no longer resets changes to the camera settings.
- Better feedback to players that are moved to the other team as a result of "Team Auto-Balance".
- Players should no longer experience disconnects when selecting a role that has already reached its cap.
- Players should no longer experience disconnects when buying more units than they had credits for. This could occur if a player “resupplied” and then ordered more troops before the server had responded.
- Players should no longer experience disconnects when ordering more Tactical Aid weapons than they could afford. This could happen if a player ordered two different Tactical Aid weapons before the server responded.
- Added Dynamic Lag Margin, activated by appending "-lagmargin" (without the quotes) to the target path of the WIC shortcut. This increases the lag margin to a maximum of 0.45 at packet loss / variation in ping.
- Updated the NATO heavy helicopter texture.


Command & Conquer 3 : Tiberium Wars :

Bug Fixes :
- Fixed an error that sometimes caused players to unexpectedly type-select multiple unit types at once due to an interface lag when rapidly switching between unit types during online play.
- Structures now lose Ground Control radius as soon as they are destroyed. Previously they continued providing Ground Control for several seconds while their husks remained onscreen.
- Fixed an error that caused some infantry units to continue approaching their targets while firing, rather than firing while standing at their maximum range.
- Fixed an error that caused upgraded Power Plants and Reactors to continue providing power for several seconds after being destroyed.
- Fixed an error that allowed players to detect enemy structures through the shroud by using the Set Rally Point marker.
- Fixed an error that caused computer-controlled players with the "Turtle" personality to not build base defenses as expected.
- Nod Avatar's flamethrower upgrade now correctly shows a garrison- clearing effect.

Multiplayer Maps :
- New Map: Wrecktropolis
The ongoing conflict between the forces of GDI, the Brotherhood of Nod, and the Scrin have taken a tremendous toll on the world, as evidenced by countless ruined husks of cities. Wrecktropolis is one such example. This is a four-player map available for unranked matches.
- Rebalanced Map: Barstow Badlands
This map is now slightly larger: There is more buildable area near players' starting bases, and the chokepoints are not as narrow. Garrisonable structures should now be symmetrical for both players.
- Rebalanced Map: Tournament Tower
This map no longer has a third-tier elevation level in the center of the map, which frees up this area for battle. Expansion Tiberium fields switched from blue to green. Various objects throughout the map have been removed to free up room for base building and combat.
- Rebalanced Map: Pipeline Problems
This map no longer has pipelines near the northern starting position, to mirror the layout of the southern starting position.
- Rebalanced Map: Tiberium Gardens III (Kane Edition)
This Kane Edition map no longer has Tiberium fields along the narrow ridges. New expansion fields have been added to the far side of each basin containing a player position.


Balance Changes :

The following balance changes are intended to make resource- gathering more strategic and artillery units more viable, while also further tuning the combat forces to ensure even balance across all three factions in any combination.

General Balance Changes :
- Harvesters: Carrying capacity reduced by 42% to 1400 credits of green crystals and 2800 credits of blue crystals. Gathering cycle sped up by 8 seconds. Overall rate of income reduced by approximately 35%.
- GDI MCV, Nod MCV, Scrin Drone Platform: Cost/Build time increased by 40% to 3500/35, health and speed normalized.
- Outposts: Health increased by 5%. This prevents them from being destroyed by one use of the Nod Shadow Team's Explosive Charges.


GDI Balance Changes :
- Grenadier Squad: Range increased by 20%.
- Commando: Suppression time reduced by 70%. This means the Commando can use his C4 Charges to demolish multiple structures more quickly.
- Juggernaut: Range increased by 25%.
- Mammoth Tank: Turret turn rate reduced by 66%. This makes the vehicle slightly less effective at quickly changing targets.
- Sonic Emitter: Attack power reduced by 25%. This means the Sonic Emitter can no longer one- shot-kill certain vehicles.


Brotherhood of Nod Balance Changes :
- Crane: Health increased by 50%, normalizing its health with that of the GDI Crane and Scrin Foundry.
- Fanatics: Cost/Build time reduced by 13% to 700/7.
- Commando: Suppression time reduced by 70%. This means the Commando can use her C4 Charges to demolish multiple structures more quickly.
- Attack Bike: Range increased by 16%.
- Stealth Tank: Attack power increased by 66%.
- Beam Cannon: Range increased by 25%. This does not affect the Avatar's extra weapon gained from commandeering a Beam Cannon.
- Avatar: Health increased by 25%. Pre-attack delay reduced by 33%. Main weapon's attack power increased by 25%.
- Confessor: Upgrade no longer provides a rate-of-fire bonus to affected infantry squads.
- Tiberium Infusion: Upgrade bonus to infantry squads' health reduced by 60%.
- Catalyst Missile: Support Power cost increased by 33% to 2000.
- Tiberium Vapor Bomb: Support Power cooldown time increased by 25% to 300. Attack power increased by 140%.


Scrin Balance Changes :
- Disintegrators: When crushed by enemy vehicles, attack power of explosive revenge attack increased by 30%.
- Seeker: Health reduced by 13%.
- Devastator Warship: Range increased by 20%. Rate of fire reduced by 200%. Attack power increased by 100%. Scatter radius reduced.
- The Swarm: Support Power can no longer be used directly on top of infantry and vehicles. Cooldown time increased by 66% to 150. Now spawns 5 Buzzers instead of 7.
- Phase Field: Support Power no longer affects infantry. Cooldown time reduced by 50% to 180.

Other Changes :
- Tuning to Classic Command & Conquer (Left-Click Orders) mouse interface: Bridges are no longer selected in favor of issuing move orders. Players can now issue orders on the Radar.
- There is a new Fast-Forward button onscreen while watching Replays or BattleCasts.
 

Commentaires

Masquer les commentaires lus.
Big Apple
 
Aucun challenge, les ennemis statiques attendent d'être trucidés par spiderwoman.
ignatius
 
Big Apple a écrit :
Aucun challenge, les ennemis statiques attendent d'être trucidés par spiderwoman.


Sérieux? le mec joue super bien en mode speedrun, il exploite certes la limite des jeux d'infiltration mais non sans humour ( la poubelle, la bouteille etc...), c'est une chorégraphie qui a du demandé des heures de travail et c'est bien là le sel de Dishonored : créer son style. et là j'ai vu du spectacle.
ignatius
 
En plus je viens de jeter un coup d'oeil sur sa chaine youtube, il y a un petit paquet de vidéo dans le genre et pas Dishonored.
MaloneXI
 
Perso je ne l'ai pas encore joué , ce p'tit dishonored 2 , mais ca semble confirmer ce qu'à l'air de me dire un de mes potes, n'y aurait il pas trop de pouvoir ? Je m'explique , ce que j'aimais bien dans le premier c'est la possibilité de rester en gameplay disons "normal". Moi je n'ai jamais pris la téléportation ou très peu utilisée , ou ce genre de trucs. Du moins je m'en souviens pas, mais je suis pas super fan de ce genre de délires. Et là on a l'impression qu'ils ont tout mis, quoi. Même les boules.

Du coup ca me donne vraiment pas envie de le tester. C'est con, je sais, j'y viendrais surement plutard. Mais en l'état, tout ce que je vois en présentation du jeu , c'est l'art de tuer. Josianne se téléporte , se laisse tomber , bim , égorgement. Josianne réapparait ici , bim, égorgement. Alors , oui , pour les fans , ça doit surement procurer une certains jouissance, de faire le plus beau kill , mais j'ai juste l'impression qu'ils ont absolument tout tourner autour de ça.
compote
 
MaloneXI a écrit :
j'ai juste l'impression qu'ils ont absolument tout tourner autour de ça.


Peut-être, en tout cas concrètement tu peux finir quasiment tout le jeu sans tuer/assommer personne, voire sans utiliser les pouvoirs qui le rendent trop facile. Toute la débauche d'exécutions des présentations j'imagine que c'est pour appâter un public qui se fout de l'infiltration.
Butagaz
 
MaloneXI a écrit :
mais ca semble confirmer ce qu'à l'air de me dire un de mes potes, n'y aurait il pas trop de pouvoir ?

Le but, c'est justement qu'il y ait tous les pouvoirs accessibles dès le début (ou non, suivant le choix du début du 2). Les missions restent (quasiment) les mêmes, mais le principe, c'est qu'on te propose un objectif, et tu peux y arriver de la manière de ton choix, avec les outils de ton choix. On te tient pas par la main avec une progression RPG et un leveling des armes qui s'adaptent au niveau. Le couteau, c'est le même du début jusqu'à la fin.
Tu choisis ton équipement, tes pouvoirs, ton style (létal ou non, furtif ou chaotique), et ça influe sur les missions suivantes. Pareil, les différents niveaux de difficulté permettent de tout adapter suivant ce que tu recherches.
aeio
 
<Captain Obvious>
C'est une vidéo promo capturée par un joueur en god mode, avec les meilleurs charmes d'os équipés, tous les pouvoirs débloqués et de la mana infinie, qui applique une chorégraphie millimétrée ayant necessité des heures et des heures d'entraînement. C'est absolument pas représentatif du gameplay "normal" de Dishonored 2.
</Captain Obvious>
Vous devez être connecté pour pouvoir participer à la discussion.
Cliquez ici pour vous connecter ou vous inscrire.
Rechercher sur Factornews