Call of Duty: Warfare Infinite, the post-beta changes to multiplayer

Infinity Ward has released a long list which gives full details of the changes made to the multiplayer of Call of Duty: Warfare Infinite after the recent beta.Con a postReddit, in particular, the developer explained how she acted on weapons, perks, health, economy, matchmaking and server. After the picture will find the full-bodied changelog.WEAPONS We received a ton of great data from the Beta, Allowing us to take a hard look at all of the guns and we will make changes as needed. Here are some of the immediate tweaks we will be Implementing. ShotgunsIncreased the consistency of shotgun damage.Shotgun damage at longer ranges Has Beenincreased.Slightly increased At the one-shot kill range.Both the Reaver and Banshee have received a slight bonus to kill Their first trigger pull range. SnipersBullet spread at the hip no longer gets smaller as the player's ADS. Once the scope Reaches the player's eye, the bullet spread goes instantly to assist zero.Sniper aim was reduced slightly for the KBS Longbow and the other bolt action snipers. Our turn rate while Aimed Down Sights is still slowed to help with precision aiming.Sniper-classweapons no longer have any Aim Assist until the optic fully Reaches the player's eye.For the ELO and Scout snipers on optics, the idle sway while ADS Has Been increased At along with the player's view bounce When moving. Because These optics are less zoomed in, the view and the bounce sway are felt less. These changes are to Promote blackberries stationary aiming and firing With These optics.The Tracking Chip optic's visuals sono stati improved.Reduced bonus of the Quickdraw on attachmentsnipers.Updated snipers to have more flinch When getting shot. LaunchersThe Howitzer Grenade launcher can now be fired from the hip instead of Requiring full ADS SMGsThe RPR Ages epic variant (Ripper) has had a tuning pass to increase to recoil bonus given its fire rate PERKS & RIG TRAITSMarksman – We fixed a bug where, in addition pcs to reducing flinch, it was Also reducing recoil. This would then stack with Gun Perks and the Foregrip Attachment. This reduction bonus Has Been removed.Momentum- Fixed issues with speed not being retainedMarked Target – The temporary red marker on the victim Has Been toned down HEALTH AND SPAWNINGHealth REGEN Regen Time Has Been reduced.Infusion bonus reduced.Continuing to refine spawn system on beta maps, will assess remaining launch maps in live environment. ECONOMYIncreased salvage mission teams.Changed currency gain in value in the supply drops.Increased drop rate of keys in a round-based modes. SCORESTREAKS AND RIGS ScorestreaksAP-3XIncreasedhealth, bullet damage, and weapon accuracy up close to help with target acquisitionRC-8Increased health, increased At weapon accuracy to help with target acquisition, slight INCREASE in fire rate, and slight Damage Increase on splash damageT.HORIncreased speed of tracking rocketsIncrease damage of Both tracking and fire straight rocketsBombardmentSlight Both decrease in time to the initial drop and the time between each Subsequent dropUpdated damage area to be consistent to innerouterRigsRefining payload balanceSlight tweaks to gameplay balance across rigs MODESDefender: When carrying the Drone, the score-per-second bonus Has Been bumped score from 5 per second to 10 per second score. Scorestreak carrier bonus is unaffected.Gun Game: Now features all classic weapons. In future updates, weapons with alternate functions will retain Their were upon spawn.Domination: When you step off a flag, capture the current progress bar starts to decay. The rate of this decay Has Beenhalved from the Beta. This Allows players to hop off a flag to defend it and then get back on the flag with less loss progress MATCHMAKINGPotential player evaluation was too strict. We were doing some very thorough testing of your connection to other players before placing you in a lobby with Those players. This turned out to be a bit too thorough, and eventually was relaxed, leading to shorter matching times.Incorrect geographic categorization. There was an issue in our geolocation system Whichwas causing some players to be Incorrectly categorized. This was resolved Also During the beta, improving matchmaking times.Dead cleanup lobby. Which the process cleans up unused or dead lobby information from our back end was taking too long. This was causing a number of slowdowns When searching for a match.The matchmaker was always quite good at generating new lobbies, but one thing we noticed Was that queuing into a join-in-progress situation was taking much longer. This was two to someissues in the way we track information about the lobbies That are currently playing a match. These issues were addressed Also During the beta, and sped up the join in progress immensely homes. TTK (TIME TO KILL / ENGAGEMENT) We know a lot of you had different experiences with TTK During The Beta. With the above adjustments to dedicated servers, matchmaking, and weapon tuning, we think you'll find That the TTK will be blackberries balanced at launch, both attacking and on the receiving end. We'llcontinue to monitor and balance Throughout the year as need and would love your feedback in the process.We're always looking at TTK and will continue to balance and monitor DEDICATED SERVERSOne of the major infrastructure changes we made this project was how dedicated server allocations work . We're using a new load balancing system on the servers Themselves, as well as pretty heavily changed how the game chooses a datacenter-to-use, and requests a dedicated server from the That datacenter.Atstart of the Beta, you may have noticed some host migrations and some poorer quality matches. We discovered some issues where the new system was dropping our dedicated server utilization numbers way below target. After some tweaks and fixes We Were Able dramatically improve our dedicated server utilization for the second weekend and beyond. DateRelease: November 4, 2016

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