Back to Search
What other changes have you made to Theaters of War since CitizenCon? [Sean continuing his list near the end of the show]
Sean Tracy · Technical Director of Content

We should, actually, because there's a couple other ones. You know what? I'm going to talk about the thing I wasn't going to talk about, a little bit. So we weaponized... This is super cool. This was Rich Tyra's idea, and I'll give you a tiny bit of it anyways. So we talked about phase transitions. So the obvious thing that we use in the landing zones is transit, right? So we thought, why not Mad Max and weaponize the transit thing? So it's pretty cool. We're still trying it. Rich Tyra had this great idea, because we did have this tram line in there, but to make it usable: get some weapons on it, put some infantry on it, see what happens. Why not?

Sean Tracy · Technical Director of Content

Some of the other stuff that we changed: the railgun. The railgun was really bugging me. We did some changes to the railgun as well. I don't believe they'll see those until they get hands-on with the mode, which again is in the first half of this year, as I said at CitizenCon. We changed the railgun, because it's super disappointing to shoot. The only thing I don't like about it is the impacts are not obvious. It doesn't really have a trail, and I'd like to have that trail, like a Gauss rifle or a maglev rifle or something like that, that would have some sort of trail of air movement. Honestly, it's like the Quake railgun, right? I want to be able to see where I shot and why it hit where it hit. And right now the railgun doesn't really tell you that. The other thing that we ran into, and again, this is why having the focus of Theaters is so awesome, because we get this stuff right in our faces immediately and we fix it: the railgun becomes very powerful, very, very noob tube for infantry. So you could run around with a charge, and it was a one-shotter to infantry easily, right? So it kind of became the noob tube of infantry combat. You would go anti-vehicle, and even though the anti-vehicle guys move around a little bit slower, they're a little bit heavier, the two guys, JJ and Tom Johnson, one of the producers, they were like these snipers with a railgun. And it was impossible to fight them. So we made some slight changes that make it a little less easy to one-shot the infantry, but make it much more powerful against the vehicles, and that's what we wanted to do. And these are the balance things that we need to do, but because the railgun didn't get used that much in the PU, if you check the telemetry on it, there's only so many scenarios where people even used it, so how do we know what it's doing without that proper game mode in there? So we made some adjustments there. We also massively improved the layouts based on telemetry. So one of the things we got out of CitizenCon was heat maps. Basically, we got some heartbeats from the guys. We knew exactly where they were, where they were stacking up, where they were getting stuck. So we changed the layout. Not massively. It's very recognizable, but we made some adjustments to that layout. The game feed was updated. So that's, as things are happening, it's, you know, Jared killed Sean. So the game feed is updated. I talked about the join in progress. Death cams. Mobile spawns are all fixed up, so that's really good, too. The transitions. Man, the list goes on. So I'll stop there.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-01-31
Save Card as Image
ID: r3MzfiZgYmI_3566 (Click to copy)
Perma link (Click to copy)
All Q&As from this episode