Theaters of War Weekend Playtest
Alpha Patch for Theaters of War has been released to Evocati, and is now available to test on the EPTU! Patch should now show: VERSION 3.12.1-EPTU.7180008.
The current build is under NDA
Please monitor etf-testing-chat in spectrum for updates and testing instructions.
USER.cfg settings: r_displaySessionInfo = 1
We will be testing different player counts for matches on each day of the weekend starting with Friday at 24 players, Saturday 32, Sunday 40 to assess performance difference (TBC)
Performance and desync issues may still occur
Animus fires in to the floor sometimes even after lock-on
Player may get kicked out of game and need to restart
You may fall through the ship hull when respawning which could require having to respawn
Sometimes the player gets all Soldier loadout options but when spawning the real loadout should spawn in OK
New Locations… New Possibilities!
The entire map has moved location to greener pastures to accommodate a new 360 approach to combat. Gone away are the times of forced boundaries and the “Playable Area”.
We have redesigned every single phase of Crossroads of Crime to ensure players have multiple avenues and ways to play while still contributing to the objectives at hand.
Now players have the option to approach from any direction and engage the enemy on their terms, whether that be 1000m away at the end of a sniper scope or taking the fight to their very own dropship.
Dropships & The Spawning Revamp
Speaking of dropships, every game begins with you and your teammates clambering into ships and being dropped right next to the combat zone ready to go. On landing, you’ll be greeted with ground vehicles to take the fight to the enemy and setup forward spawns for your team to reinforce as you take those objectives. We've also added in fighter ship spawns that are already in flight ready to engage.
Every vehicle is now a spawnpoint for players to use, from the very dropship that brought you to the zone, to the cyclone you sneakily parked behind enemy lines. In order to see where each of these vehicles are, the spawn screen has had a major revamp to give a bigger view of the battle at hand. It now displays vehicle icons above its in-world position and provides the vehicle’s third person camera, letting you know that the URSA Rover you’re about to spawn into isn’t upside down in a pit.
We understood that players struggled with knowing what to do in the game. Alongside our VO, players can now find: Notification Messages, Objective Reminders, and Transition Markers. These mean that when the game starts and when a phase changes, players know where to go, what to do and how to do it.
DeathCams have also been added to provide clear info on who killed you, and where they did it from.
Everything in the map has had a visual upgrade including the planet, updated buildings, new radar dish, and new bridge along with visual updates to all existing locations.
Player weapon and armor loadouts have been reworked based on previous feedback to ensure both teams classes feel competitive against eachother while maintaining their own pros and cons. Ships are now a mirror matchup to ensure player skill is what truly shines in the skies.