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Titanfall: Assault 8/9/17 Update Notes

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  • Titanfall: Assault 8/9/17 Update Notes

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    For Version 1.0728.35479 (Apple) and 1.0728.35476 (Android)

    General
    • Unit XP on Wins has been replaced with Victory Caches.
      • Players will now earn a larger variety of cards through Victory Caches.
      • Victory Cache contents increase as you move up in Rank.
    • Credits earned per win and max credits per day now increase as you move up in Rank:
      • Credits per level by Rank: 5, 6, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 20, 20.
      • Max Credits per day by Rank: 100, 120, 160, 180, 200, 220, 240, 280, 300, 320, 340, 360, 400, 400.
    • Card Availability is now based on Player Rank rather than Player Level.
    • Players are now limited to 1000 XP gained per day and no longer gain +100 XP for wins (the XP gained is directly tied to the amount of score you earn in a Battle).
    • Due to the increased time to level up profiles, Max Card Level is no longer tied directly to player level. Instead Max Card Level is now:
      • Players Levels 1-9 = Player Level + 1
      • Player Level 10 = 12
      • Player Level 11 = 14
      • Player Level 12 = 16
      • Player Level 13 = 18
      • Player Level 14 = 20
    • Turret Level is no longer based on Profile Level and is now based on Squad Level.
      • Squad Level 10-19 = Turret Level 1
      • Squad Level 20-29 = Turret level 2, etc.
    • Guild Objectives
      • Players are now able to join a Guild during a Guild Objective and participate immediately if it is their first Guild during that specific Guild Objective.
    Balance Updates

    General
    • Heavy Turret level 1 shields increased to 2500 from 200.
    • Medium Turret level 1 health increased to 1500 from 1000.
    • Medium Turret level 1 shields increased to 500 from 200.
    • Medium Turret DPS vs. Humans reduced by 29%.
    • Medium Turret DPS vs. Robotics increased by 40%.
    • Cards now gain 5% stats per level increased from to 7.5%.
    • Human units with Shields now take damage as if they were Robotic.
    • Stuns now pause Depot Production.
    • UI: Healthbars will now flash white if the unit is taking damage from something effective against that target (example: Arc Boomer deals more damage to Robotics so he flashes all Robotic enemy healthbars white when he deals damage to those unit types).
    • UI: Dragging out a card that deals damage on impact will now preview the amount of damage it will deal directly on the target’s healthbar.
    • UI: Titans and Turrets now have an off-screen indicator to display their current location.
    Pilots

    General
    • Respawn times increased from 5 seconds to 10 seconds (Intended to make Pilot kills more meaningful and to encourage more variety in the cards players use during a match).
    • Pilots now have unique Attack Ranges.
    • Pilot Hardpoint Capture distances updated. They are now based on Attack Ranges.
    • Pilot Respawn times increased to 8 from 5.
    Card Specific
    • Arc Bruiser’s charge up time reduced to 3s from 3.6s (damage per attack reduced slightly).
    • Arc Bruiser's mine Spawn Sickness reduced to 2 second from 6 seconds.
    • Boomer’s level 1 health increased to 550 from 530.
    • Boomer’s level 1 shield increased to 350 from 150.
    • Ghost’s cloak bonus damage reduced to 2.5x from 3x.
    • Gunner ramp up time reduced to 6 seconds from 8 seconds.
    • Gunner’s VFX how change color when he is fully ramped.
    • Grenadier DPS reduced by 25% (Attack Rate increased from .3s to .4s and Reload increased from 1.5s to 2s).
    • Grunt Captain level 1 health reduced to 680 from 790.
    • Grunt Captain and Spectre Captain are now bumped less frequently by the units they spawn.
    • Holo Grenadier now stops 10 meters before reaching his Rally Point (Holo Decoy still runs directly to Rally Point).
    • Holo Grenadier’s level 1 health increased to 325 from 225.
    • Holo Grenadier’s Holo Decoy level 1 health reduced to 325 from 400.
    • Pyro Bruiser level 1 health increased to 700 from 600.
    • Sentry Tech now stops 7.5 meters before reaching his Rally Point (Sentry still spawns on Rally Point).
    • Sentry Tech's Sentry Spawn Sickness reduced to 3 seconds from 6 seconds.
    • Stim Bruiser level 1 health reduced to 520 from 600.
    • Striker level 1 health reduced to 375 from 450.
    Titans

    General
    • Doomed State hitpoint amount is now equal to the Titan’s health + shields (previously had a consistent value of 200 at level 1).
    • Core Titans now only charge their Core Abilities when they attack. Previously it was based on how much damage they were dealing and taking.
    • Core Ion charges in 5 attacks.
    • Core Ogre charges in 4 attacks.
    • Core Scorch charges in 2 attacks.
    • Card Specific[edit | edit source]
    • Arc Ronin and Ronin gained +200 health and lost 200 shields at level 1.
    • Arc Ronin’s attack is now a charge up.
    • Arc Ronin attack rate increased to 3.3 seconds from 2.5 seconds.
    • Atlas and Nuke Atlas gained 300 shields and lost 300 health at level 1.
    • Core Ion level 1 health reduced to 1050 from 1100.
    • Core Ion level 1 shields increased to 500 from 200.
    • Core Ion and Ion attack ranges reduced from 25 to 22.5.
    • Core Ion now slows the movement speed of enemies hit by his core ability.
    • Core Ogre level 1 shields increased to 1000 from 200.
    • Core Ogre level 1 health reduced to 1800 from 2600.
    • Core Ogre Shield Core amount increased to 2000 from 1500.
    • Core Scorch core ability damage vs. humans increased from 850 to 900.
    • Core Scorch core ability damage vs. robotics reduced from 850 to 450.
    • Ion, Smoke Stryder, and Stryder gained +50 shields and lost 50 health.
    • Ogre gained 550 shields and lost 550 health at level 1.
    • Mortar Ogre cost reduced to 5 from 6.
    • Mortar Ogre level 1 shields increased to 750 from 200.
    • Mortar Ogre level 1 health reduced to 1400 from 1950.
    • Nuke Atlas cost reduced to 5 from 6.
    • Nuke Atlas will now stop to fight Titans and Reapers.
    • Nuke Atlas can no longer Dash.
    • Nuke Atlas now has a Doomed State but stops attacking and moving while Doomed.
    • Nuke Atlas now deals the same global damage as the Nuke Burn Card.
    • Smoke Stryder now causes less knockback on deploy.
    • Smoke Stryder’s Electric Smoke now deals 50% more damage to robotics and 50% less to Humans.
    • Smoke Stryder will now delay deploying Electric Smoke until Rally Point arrival.
    Burn Cards

    General
    • Drop Pods cause less knockback on deployment.
    Card Specific
    • Arcfall's level 1 damage vs. Humans reduced to 67 from 86.
    • Arcfall's level 1 damage vs. Robotics reduced to 200 from 225.
    • Arc Mine and Mine no longer bump.
    • Arc Mine and Mine no longer take damage from Unit AoE Effects.
    • Arc Mine and Mine Spawn Sickness reduced to 4 seconds from 6 seconds.
    • Arc Sentry gained 200 shields and lost 200 health.
    • Barrage damage vs. robotics reduce by 25%.
    • Blast Depot now spawns 6 Blast Spectres, up from 5.
    • Blast Depot now spawns Blast Spectres with 1 second of Spawn Sickness, down from 6 seconds.
    • Blast Depot and Spectre Depot no longer have shields (health increased to compensate).
    • Blast Spectre level 1 health reduced to 175 from 200.
    • Blast Spectre Cost reduced to 2 from 3.
    • Blast Spectre damage reduced by 25%.
    • Heavy Grunt health increased to 135 from 100.
    • Heavy Grunt shield reduced to 135 from 200.
    • Missile level 1 damage vs. Humans increased to 150 from 125.
    • Missile level 1 damage vs. Robotics reduced to 75 from 125.
    • Personal Shields now works on Holo Decoy.
    • Reaper jumps 33% faster.
    • Rocket Grunt level 1 health increased to 135 from 100.
    Last edited by Particle_Ted; 08-16-2017, 09:41 AM.

  • #2
    "Players are now limited to 1000 XP gained per day and no longer gain +100 XP for wins (the XP gained is directly tied to the amount of score you earn in a Battle)."

    Blocking progression is a very, very bad mechanic. I would say its even worse than the mobile games you wait on energy to refill, since it doesn't take 24 hours for that.

    Comment


    • #3
      Max XP and credit per day do help us not to over-play so that we can do other things in life. There are events like player, trophy and guild objective that encourage us to play more.

      Comment

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