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News on Power Rangers and Video Games

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EA Announces EA Access for Xbox One

Posted by OujaStrike on July 29, 2014

The Following has just been announced by EA a new subscription service for Xbox One Monthly for $4.99 or a Year for $29.99.

Here is the Press release.

ANNOUNCING EA ACCESS FOR XBOX ONE: THE BEST WAY TO PLAY EA’S GAMES

Today we’re revealing a new way for gamers to play more EA games. This is something we’ve never done before and we’re excited to share it with you.

We have partnered with Microsoft to deliver EA Access, an all-new monthly (or annual) membership for gamers exclusively on Xbox One that starts at just $4.99 a month. The service is being rolled out in beta to a limited number of players today, but it will launch for everyone on Xbox One soon. At EA, we are always looking for new ways to make it easier for gamers to play more EA games across all platforms, and we are excited about what EA Access will offer to players on Xbox One.

EA Access membership unlocks The Vault, a collection of EA’s biggest games on Xbox One ready for you to download and play. During the beta, gamers will have unlimited access to four great EA games: FIFA 14, Madden NFL 25, Peggle 2 and Battlefield 4™, with more titles being added soon. That’s over $100 worth of games for $4.99 a month. You can play these EA favorites as much as you want with the click of a button.

EA Access is a totally new way for you to play more of the games you love, for less. Here’s a rundown of the additional benefits EA Access members will get:

Awesome Value– Besides the great games in The Vault, EA Access members will save 10% on purchases of EA digital content for Xbox One offered through the Xbox Games Store. From full digital-download titles like the upcoming Dragon Age™ Inquisition or NHL®15, to additional membership services such as Battlefield 4 Premium or even FIFA Ultimate Team points, it’s all 10% off for members.*
Play First – Membership in EA Access lets you experience trials of new EA games up to five days before the release date.* It starts with Madden NFL 15, NHL 15, FIFA 15, NBA LIVE 15, and Dragon Age: Inquisition, but more are on the way. If you decide to buy the game, your progress will carry over so you can pick up right where you left off.

EA Access

You can join EA Access for just $4.99 per month, or you can purchase an annual membership for $29.99 per year on Xbox LIVE®.

Soon, fans of GameStop will be able to purchase their EA Access membership in local retail stores. GameStop and Amazon will also carry EA Access memberships for Xbox One gamers across Europe, as well as EB Games in Canada.

Excited to check it out? EA Access will launch on Xbox One soon. You will find more information on the program at the EA Access website. Be sure to follow EA Access on facebook and Twitter as well.

Stay tuned!

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Power Rangers Reboot Movie News

Posted by OujaStrike on July 15, 2014

MMPR

Huge news broke by the Hollywood Reporter that confirmed 2 Writers and a exec producer for the Mighty Morphin Power Rangers Movie Reboot.

Here is the full press release by the Hollywood Reporter

The Power Rangers have found their creative team.

The upcoming movie being developed by Lionsgate and rights holder Saban Brands will be scripted by X-Men: First Class writers Ashley Miller and Zack Stentz.

Additionally, Roberto Orci, one of the screenwriters behind the Transformers and Star Trek movies, is coming on board as an exec producer.

Orci who recently split with screenwriting partner Alex Kurtzman, has formed a new venture, Sneaky Shark.

Orci will develop the movie’s story along with Miller and Stentz, with the latter two handling screenwriting duties.

Power Rangers was a ’90s TV series and global marketing franchise, initially called The Mighty Morphin Power Rangers, that used footage from a Japanese children’s show. It first aired on Fox Kids then in the 2000s on Disney-owned channels. A movie also hit theaters in 1995.

The new movie promises to completely re-envision the Rangers, a group of high school kids who are infused with unique superpowers but must harness and use those powers as a team if they have any hope of saving the world.
Haim Saban, who created the franchise, will produce Power Rangers with Saban Brands’ head of development and production Brian Casentini. Also producing is Allison Shearmur, who oversaw The Hunger Games when she was Lionsgate’s president of production and recently produced Disney’s Cinderella.

In addition to First Class, Miller and Stentz have screenwriting credit on Marvel’s Thor and are working on a Terminator TV series. They worked with Orci on Fringe, the cult TV show he created with Kurtzman.
In addition to three Transformers movies and two Trek films, Orci’s writing credits include Mission: Impossible III, The Amazing Spider-Man 2 and Cowboys & Aliens, among several others.

Orci is repped by CAA, Miller and Stentz by WME and Principato Young Entertainment.
Lionsgate Motion Picture Group co-president Erik Feig and executive vp production and development Jim Miller are overseeing Rangers.

I never really heard of Ashley, Zack and Roberto but those are some successful movies that they each worked on and it’s good to see that Lionsgate and Saban Brands wants this film to be very successful and as a die-hard Power Ranger fan i’m excited for whats to come in the coming months.

Any other info that gets release i’ll keep everyone updated.

Marty Martina
OujaStrike
Twitter/@OujaStrike
Twitter/@mdmrko

Posted in Power Rangers | Tagged: , , , , , | 3 Comments »

Halo 5 Guardians coming 2015

Posted by OujaStrike on May 16, 2014

Halo5_Primary-TeaserArt_Horizontal_RGB_Final

Ever since E3 2013 at the Microsoft Presser we saw a little teaser of the next Halo game for Xbox One and have not heard very much about it, well that totally changed today.

Halo 5 Guardians was announced by 343 Industries in a blog post on the Xbox Wire News Site

Here is what was posted.

Any time you transition to a new platform, there is the opportunity to look at things with a new perspective. For us at 343 Industries, the launch of the Xbox One was an opportunity to think about what stories we wanted to tell, how to tell them, and how best to push the “Halo” franchise to showcase the platform. And, most importantly, combining our passion for “Halo” with the vocal and informative input from our fans.

“Halo” isn’t simply a perennial game franchise, it’s a part of the Xbox platform itself. In terms of innovation and ideation, it’s sometimes important to people who might not even play “Halo.” And of course it’s a passion and an essential experience for two generations of gamers. So we asked ourselves, how do we begin and where do we go with “Halo” on Xbox One?

In the past, “Halo” games have pushed the Xbox forward, showcasing the console and its ecosystem in entertaining and innovative ways. Making a “Halo” game that runs at 60 frames per second, on dedicated servers, with the scope, features and scale we’ve been dreaming of for more than a decade, is non-trivial. It’s a task that we, at 343 Industries, are taking very seriously to ensure we deliver the “Halo” game that fans deserve, and a game that is built from the ground up for Xbox One.

I’m happy to reveal that “Halo 5: Guardians,” the next installment in the legendary saga of the Master Chief, will launch on Xbox One in fall of 2015. In the tradition of every “Halo” game since its debut in 2001, it is a massive and exciting project.

“Halo 5: Guardians” is a bigger effort than “Halo 4.” That applies to the content and scope of the game, as well as the technology in what’s now a brand new and more powerful engine. Certainly there are some core elements carried over from prior games, but we’ve invested a huge effort in retooling our tech to take full advantage of the Xbox One’s hardware and ecosystem to create worlds and experiences worthy of next-gen.

It’s a game that will hopefully demonstrate the talent, learnings and abilities of the 343 Industries team. A game that will incorporate the things we learned from “Halo 4” about technology, aesthetics, performance and scale – and perhaps more importantly, understanding and embracing a community of gamers who love what lies at the heart of this game, and the limitless potential of the “Halo” universe.

And 2015 won’t simply be the year of “Halo 5: Guardians,” it will also be a year that offers us a unique opportunity. The opportunity to invite old friends and new audiences into that universe through the “Halo” television series, launched as a unique collaboration with Steven Spielberg and some of the finest creative minds in the business. A series that will stand alone, as well as complement and enrich the game experience. We’ll have more to share on the “Halo” television series as we near its projected fall 2015 release.

Your Journey Begins in 2014

Many fans noted that I was very deliberate with my phrasing on stage at E3 last year. I spoke about a “journey,” rather than a destination – and that journey definitely begins in 2014 with a giant leap, rather than one small step. We’ll give you much more information about our plans for this year at the Xbox E3 2014 Media Briefing on June 9, and we’re confident that “Halo” fans will be pretty excited about the special plans we have in store.

So until E3, I’d like to express my gratitude to our massive and varied Halo community, whose energy, enthusiasm, criticism and kindness are the driving force behind what we do and what we hope to achieve in “Halo 5: Guardians.”

And now the Rumors are going around that later this year we will get a Master Chief Collection of Halo 1, 2, 3 & the most recent Halo 4.
Not sure about Halo Reach and Halo ODST as Master Chief does not appear in those 2 games.
I just wonder if the Collection will arrive on Xbox One?

As you might not know i’m not a big fan of the Halo Saga, i just hope the campaign is so much better than Halo 4 that is the reason why i traded in Halo 4 just way too boring.

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Titanfall Patch Notes #3

Posted by OujaStrike on May 12, 2014

New Patch Notes have been announced by Respawn Entertainment it covers all platforms Xbox One, PC and Xbox 360.

Official Link

GAME UPDATE THREE
5/12/2014 Patch Update Details

NEW FEATURES (All Platforms)

Custom load-out names – You can now name your custom loadouts for both your Pilot and your Titan.

2 dedicated Custom Loadouts per game mode – Each of these 2 loadouts become unlocked after playing the game mode 5 and 10 times respectively. These loadouts are only available in the game mode they are listed under. In a Private Lobby, all game mode loadouts can be customized. In a match lobby you can only customize the loadouts for the game mode about to be played.

Last Game Summary improvements:

Now shows the last game’s scoreboard so you can view it from the lobby after the match.
Now allows you to filter which challenges are displayed. You can toggle between “Most Progress Made” which was the original behavior, “Completed”, or “Almost Complete”
Challenges in the last game summary screen now show the reward the challenge will give when highlighted.
Custom Private Match Settings (Beta) – We’ve added the first round of Custom Match Settings to the Private Match mode, so you can tweak the games you set up for friends and tournaments. More are coming and feedback is welcome. Options include:

Score Limit
Time Limit
AI Lethality – Controls how tough and accurate Grunts and Spectres are.
AI Types – Sets the allowed types of AI from drop pods and drop ships.
Pilot Health – Gives pilots half, normal, or double health.
Pilot Ammo – Gives pilots normal or reduced ammo.
Titan First Build Time – Adjusts how long until players acquire their first titan.
Titan Rebuild Time – Adjusts how long until players’ replacement titans are ready.
Titan Shield Capacity – Normal, half, double, or disabled.
Minimap – Turns the HUD minimap on or off.
Respawn Delay – How long players must wait before spawning in again.
Extra Look Drift Guard – We added a new “High” setting to the “Look Drift Guard” controller option. This is useful for players experiencing and being bothered by view drift on their controllers. Players who prefer the original behavior should set this to “low”.

Level Stats – We added a new menu under “Personal Stats” showing statistics per map such as how many times you have played each game mode, or won each game mode. This allows players to easily track the achievement “I’ve Seen It All” requiring that you play each mode and every map.

Campaign MP – The campaign menu now shows a small trophy icon for each faction for every level that you have won. This will allow easier tracking of which campaign levels you have won for the achievements “Militia Elite Pilot” and “IMC Elite Pilot”.

Regen Challenges – We found that some players erroneously believed that the requirement challenges for Regen only became available when they reached level 50. Now, when Regen challenges become available, they are marked as “new” with an exclamation point, so players know they can start progressing on the Regen Requirements.

Amped Weapon pickup distinction – The pickup prompt for Amped Weapons dropped by other players will now show up in orange text.

Scoreboard Icons – We have added two new scoreboard icons to provide additional awareness during play. One is an icon that indicates that a dead player’s Auto-Titan is still alive. The other is an icon to differentiate players who have successfully evacuated during the Epilogue.

NEW FEATURES (PC)

Extreme frame-rate support – The game now supports refresh-rates up to 144fps.

Audio Installer – The audio file installation step is much faster. No more long wait times.

Scoreboard Controls – Added bindings to mute players from the in-game scoreboard. Defaults: Page Up / Page Down to select, Delete to toggle mute, Enter to view profile.

NEW FEATURES (X1)

New chat icon – Added an icon to the scoreboard and lobby screens to show when a player is in Xbox party chat and therefore not part of the game voice chat.

GAME BALANCE CHANGES

Match win/loss credit – Players are now rewarded win/loss credit at the moment of Victory/Defeat, rather than after the post-game scoreboard period. You also now receive a loss if you leave a match before a winner is determined. Previously you received neither a win nor a loss if you quit before the post-game scoreboard.

Normal Eject – Damage and area of effect has been decreased. Previously, a normal Titan eject caused damage over an unintentionally large area of effect, slightly larger than the circle outlining the statue in Corporate. This has been reduced, and the damage has been reduced as well. This brings the effect in-line with the ejection visual FX. The original intent of the eject explosion damage was to reward an ejecting pilot for accurately anticipating or baiting an enemy Titan into an execution attempt, but the size of the explosion made this too easy.

Nuclear Eject – Now does more damage against Titans. Previously an Atlas with full health could survive a close range Nuclear Ejection. Given the long “tell” that Nuclear Eject has, we decided it is appropriate for it to decimate Titans that are within the blast radius.

Build time – Shooting enemy mega turrets or evacuation drop-ships now rewards you with Titan Build Time or Titan Core Charge Time. You do not get build time for the regular drop ships because they do not hover long enough to make destroying them a reasonable or gameplay-meaningful player objective.

Dome shield

You can no longer knock a Titan out of its dome shield with Titan melee.
No longer tries to do damage to other Titans if they are in their own dome shield. Previously there were circumstances where this could result in a Titan unintentionally taking damage.
Now protects Titans against nearby Titanfall splash damage.
Emp effects – No longer mess up your screen while you are inside dome shield.

MVP – Killing the other team’s MVP now gets you 25 points.

CTF Assist points – Players are now awarded Capture the Flag assist points. If you help carry a flag back to base you will receive 100 points as long as the flag was never returned by the other team between you possessing it and your teammate capturing it.

Titanfalls – Disabled Titanfall near the evacuation location and stopped Titanfall from doing damage to the drop-ship. Dropping your Titan on the evacuation ship was not an intended behavior.

BUG FIXES (All Platforms)

Improved next game map and mode selection, so the chance of replaying the same map or mode as the last game should be very rare.
Fixed NPCs not cycling between locations while defending Hardpoints in Hardpoint Domination.
Fixed Bish / Blisk erroneously broadcasting the capture status of a Hardpoint to players that were out of range.
Fixed an audio issue where notification dialogue from the Player’s Titan might unintentionally be cut short or fail to play.
Reduced accidental pilot ability activations from pressing ‘A’ to respawn when using the “Bumper Jumper” controller config.
Fixed case where a pilot is rodeoing a Titan, and the Titan pilot ejects and collides with the rodeo’er, resulting in one or both pilots falling abruptly to the ground.
Fixed unintentional death that resulted from ejecting out of an out of bounds trigger.
Fixed case where Titan firing weapon while auto-ejecting will cause cloak to cancel.
Fixed cases where a rodeo’ing player or ejecting Titan pilot can become stuck in a solid object.
Fixed case in Rise where your Titan would teleport inside a building after you embark.
Fixed places where a Titan could be unintentionally dropped.
The Kill Card (the information about what killed you or your Titan) now shows up if you have Auto Eject. Previously it did not.
Arc Cannon rumble will no longer continue if you disembark while charging the weapon.
Arc Cannon idle effects will now properly play in all circumstances.
Pilot weapons will no longer disappear inside the Evacuation drop-ship.
Fixed a bug where the count on score splashes could be incorrect if the same event had different XP values.
Kill Cards will now always display the attacker’s remaining health. It previously could be pushed off by excessively long names.
Improved the sounds associated with Electric Smoke to increase awareness for the attacker and victims.
The Titan VO will no longer incorrectly say you’re outnumbered when allies are nearby.
The missile from the Amped Archer will now play proper whiz-by and impact sounds.
Improved the sound when Auto-Titans use the XO-16 with the accelerator mod.
Fixed several crashes.
Fixed burn cards being awarded during private match. This was not the intended behavior.
Fixed some weapon and mod names not displaying properly in the weapons menu.
Fixed private match showing XP after a match even though no XP was earned.
Grenades will now drop if you’re killed before throwing them.
Fixed a case where AI could be briefly frozen in place.
Fixed case of multiple Titan drops happening on the same spot at the same time.
Further reduced the bandwidth used when connecting to a server, for improved load times.
Improved the view-kick effect when firing the B3 Wingman. Damage and behavior have not changed.
When you are killed by a Titan execution, you will now be treated to a kill replay that begins about 5 seconds earlier than it previously did, which helps you better understand what were the circumstances of your death.
BUG FIXES (PC)

Fixed an issue where the “Emitter Limit” audio option was not being saved.
The “Master Volume” slider no longer affects voice chat volume so they can now be tuned separately.
BUG FIXES (Xbox One)

Players will no longer have a microphone icon if they do not have a headset plugged in.
And more…stay tuned!

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Power Rangers will see a return to the Big Screen

Posted by OujaStrike on May 7, 2014

It was announced today that a new Mighty Morphin Power Rangers Movie but in reboot fashion here is the full press release.

LIONSGATE AND SABAN BRANDS PARTNER FOR POWER RANGERS LIVE ACTION FEATURE FILM

SANTA MONICA, Calif.May 7, 2014 /CNW/ – Lionsgate (NYSE: LGF), a leading global entertainment company, andSaban Brands, a strategic brand management company that acquires and builds global consumer brands, are partnering to develop and produce an original live action feature film based on the iconic Power Rangers property, it was announced today by creator of Power Rangers Haim Saban and Lionsgate Chief Executive Officer Jon Feltheimer. The announcement marks another step in Lionsgate’s continued commitment to build a broad portfolio of branded properties and franchises with global appeal.

Saban launched Mighty Morphin Power Rangers as a live action television series more than 20 years ago, and the series has been in continuous production ever since. It has subsequently grown into one of the world’s most popular and recognizable brands, with toys, apparel, costumes, video games, DVD’s, comic books and other merchandise.

The two companies noted that, with an extensive and extremely devoted worldwide fan base as well as a deep and detailed mythology, the Power Rangers are primed for the big screen. The new film franchise will re-envision the Mighty Morphin Power Rangers, a group of high school kids who are infused with unique and cool super powers but must harness and use those powers as a team if they have any hope of saving the world.

“Lionsgate is the perfect home for elevating our Power Rangers brand to the next level,” said Saban. “They have the vision, marketing prowess and incredible track record in launching breakthrough hits from The Hunger Games toTwilight and Divergent. In partnership with the Lionsgate team, we’re confident that we will capture the world of the Power Rangers and translate it into a unique and memorable motion picture phenomenon with a legacy all its own.”

“We’re thrilled to be partnering with Haim Saban and his team to maximize the potential of this immensely successful and universally recognized franchise,” said Feltheimer. “The Power Rangers stories and characters have been embraced by generations of audiences for more than 20 years, and today they are more powerful than ever. We have the ideal partner and the perfect brand with which to create a motion picture event that will resonate with moviegoers around the world for years to come.”

ABOUT SABAN’S POWER RANGERS

Saban’s Power Rangers franchise is the brainchild of Haim Saban, creator and producer of the original Mighty Morphin Power Rangers hit series that launched in 1993. Following its introduction, Power Rangers quickly became the most-watched children’s television program in the United States and remains one of the top-rated and longest running boys live-action series in television history. The series follows the adventures of a group of ordinary teens who “morph” into superheroes and save the world from evil. It is seen in more than 150 markets around the world, translated into numerous languages and is a mainstay in the most prominent international children’s programming blocks. For more information, visit www.powerrangers.com.

ABOUT SABAN BRANDS

Formed in 2010 as an affiliate of Saban Capital Group, Saban Brands (SB) was established to acquire and develop a world-class portfolio of properties and capitalize on the company’s experience, track record and capabilities in growing and monetizing consumer brands through content, media and marketing. SB applies a global omni-channel management approach to enhancing and extending its brands in markets worldwide and to consumers of all ages. The company provides full-service management, marketing, promotion and strategic business development for its intellectual properties including comprehensive strategies unique to each brand, trademark and copyright management and enforcement, creative design, retail development, direct-to-consumer initiatives and specialized property extensions. SB’s portfolio of properties currently includes Power Rangers, Paul Frank, Julius Jr., Digimon Fusion and Popples, among many others. For more information, visit www.sabanbrands.com

Parent company Saban Capital Group recently launched a new subsidiary, Saban Films, which acquires and distributes independent feature films.

ABOUT LIONSGATE

Lionsgate is a leading global entertainment company with a strong and diversified presence in motion picture production and distribution, television programming and syndication, home entertainment, family entertainment, digital distribution, new channel platforms and international distribution and sales. Lionsgate currently has 34 television shows on 22 networks spanning its primetime production, distribution and syndication businesses, including such critically-acclaimed hits as the multiple Emmy Award-winning Mad Men and Nurse Jackie, the comedy Anger Management, the network series Nashville, the syndication success The Wendy Williams Show and the critically-acclaimed Orange is the New Black.

Its feature film business has been fueled by such recent successes as the blockbuster first and second installments of The Hunger Games franchise, the first installment of the Divergent franchise, The Twilight Saga Breaking Dawn – Part 2Now You See MeKevin Hart: Let Me Explain, Warm Bodies, The Expendables 2, The Possession, Sinister, Arbitrage, Mud and Pantelion Films’ breakout hit Instructions Not Included, the highest-grossing Spanish-language film ever released in the U.S.

Lionsgate’s home entertainment business is an industry leader in box office-to-DVD and box office-to-VOD revenue conversion rate. Lionsgate handles a prestigious and prolific library of approximately 15,000 motion picture and television titles that is an important source of recurring revenue and serves as the foundation for the growth of the Company’s core businesses. The Lionsgate and Summit brands remain synonymous with original, daring, quality entertainment in markets around the world.

 

I think it’s a great thing that a new Power Rangers Movie will makes it’s way to the big screen again but i don’t think we will see the original cast return other than a cameo.

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Black Tusk Gears of War Forums are now Live

Posted by OujaStrike on April 16, 2014

The New Gears of War Forums by Black Tusk Studios are now Live it’s still in Beta

Link

When you sign in than you will link your profile with your Xbox Live Gamertag.

Feel free to send me a Friends Request my name on the Forums is OujaStrike, i only had 1 friend on my Friends list in the Epic Games Forums and i’m happy to say i already passed that :).

See you all there. Gears Heads Unite.

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First Titanfall DLC Announced – Expedition

Posted by OujaStrike on April 12, 2014

At Pax East Respawn Entertainment announced the first DLC for Titanfall arriving sometime in May for Xbox One, PC and Xbox 360 here are the details from the Official Website of Titanfall 

TitanfallExpeditionArtB

Today during their panel at PAX East, the team from Respawn Entertainment revealed details on Expedition, the first DLC map pack for Titanfall. Coming this May, Expedition will introduce three new maps to the Frontier including Runoff, Swamplands and Wargames.

In the wake of the Battle of Demeter, IMC Expeditionary Forces travel deep into Frontier space to recover from their recent defeat. On an uncharted world, the IMC begin construction of a new fleet operations base, using newly acquired water collection and filtration plants to support the new base. When drainage operations reveal ancient ruins and artifacts of an unknown origin in a nearby swamp, Spyglass activates an archaeological team to investigate the site. To maintain battle readiness at the new base, IMC Pilots use simulation pods to train for anticipated Militia raids, based on lessons learned in Angel City and IMC Airbase Sierra.

Titanfall Expedition is the first of three new content packs with each pack available for $9.99. For fans looking to get all three content packs while saving a few bucks, the Titanfall Season Pass is the way to go. Available for a one-time price of $24.99*, the Titanfall Season Pass is available for Xbox One, Xbox 360 and PC and delivers all three content packs as soon as they become available.

I think 3 maps for a $9.99 DLC is too much it should have at least 5/6 maps.
Twitter@OujaStrike

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Titanfall Patch Update 4/10/14

Posted by OujaStrike on April 10, 2014

The Official website has posted the patch notes for the new update for Titanfall

4/10/2014 Patch Update Details

NEW FEATURES (All Platforms)

Private Match (beta) – This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:

• Private Match supports 2 to 12 players, with 1 to 6 players on each team.
• You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time.
• Choose any of the game’s maps or modes (CTF, Pilot Hunter, etc.) to play in.
• Choose which team you’re on.
• There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total.
• For this beta, there is no concept of a “lobby leader”; any player can change game options in the lobby or start/stop the match countdown.
• All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches.
• New options like round time, score limits, and much more will come in future updates.

Party Colors – Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they’re up to, especially in the heat of combat.

Auto-Titan Color in Obituary – Your auto-titan’s name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.

Removed Wall-hack Exploit – PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We’ve closed the exploit that they were using.

Menu Changes – “Play Multiplayer” is now the default (top) option on the private lobby menu, if you’ve completed both the IMC and Militia campaigns. It has also been renamed from “Play Classic”, since the term “classic”, which we used internally, proved to be confusing to some players.

Game Version on Main Menu – The main menu now displays the game’s version in the bottom-left corner. Now you don’t have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.

NEW FEATURES (Xbox One)

Party App Shortcut in Menus – Added a shortcut on all menus that opens the Xbox One’s “Party” app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press ‘B’ to close it when you’re done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening “My games & apps”, selecting Apps, scrolling a few screens over to the “Party” app, and opening it.)

GAME BALANCE CHANGES

The Gooser Challenge – Based on recent feedback from fans of the game, the Gen 5 challenge requirement ‘Gooser’, requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players’ mastery of various skills, going beyond just ‘time played’. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.

40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.

Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.

Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.

Titan Quad Rocket ‘Rapid Fire’ Mod’s mag size change – We upped the magazine size for the Quad Rocket’s Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.

Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!

Hardpoint Domination scoring changes – We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes:
• Capturing a hardpoint from 150 to 250
• Assisting in capturing a hardpoint from 75 to 100
• Neutralizing a hardpoint from 50 to 150
• Assisting in neutralizing a hardpoint from 25 to 75
• Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50
• Killing a player inside an enemy hardpoint from outside (far) from 75 to 50
• Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50
• Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10
• Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
• Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from75 to 50
• Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
• Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from25 to 10
• Defending a hardpoint now goes from 75 to 25

CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes:
• Capturing a flag from 500 to 400
• Returning the flag from 250 to 100
• Killing the flag carrier from 150 to 100

BUG FIXES (All Platforms)

• Fixed an issue where a Titan firing ordnance would not show on the minimap correctly.
• Fixed a rare bug with Pilot health pools that would make them virtually invincible.
• Fixed rare cases where Titans could be called in through solid geometry.
• Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon).
• Fixed a case where a Pilot could embark a Titan through walls.
• Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing.
• The Archer now locks onto the top of a heavy turret rather than the base of the turret.
• The Archer’s rockets now home in on Titans correctly when those targets are kneeling.
• Fixed shadows incorrectly shimmering on a particular area of Lagoon.
• Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots.
• Fixed certain characters not rendering properly in French and other languages.
• Fixed an issue where “Initializing…” would be displayed if a server wasn’t found.
• Fixed being unable to scroll to the top of the datacenter list after scrolling down.
• Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now.
• Grunts now show up on the minimap when they shoot.

BUG FIXES (PC)

• Fixed issues with Asian fonts.
• ‘-nojoy’ command-line parameter now disables gamepad input.
• All anti-aliasing modes should now properly be displayed in the video settings menu.
• Fixed graphics corruption and some GPU underutilization for SLI and Crossfire configurations.
• Fixed a crash in the options menu when toggling between Low and Medium shadows.
• Mouse buttons can now be used for voice chat in lobbies.
• Titanfall will no longer override your Windows microphone volume setting when it is launched.
• Fixed the Smart Pistol reticle so it scales properly based on the Field of View setting.
• Fixed crashes on machines with 32 or more cores.

BUG FIXES (Xbox One)

• Fixed a rare full-screen blue/red flash.
• Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall.
• Fixed a crash when saying “Xbox go back” on certain menus.

COMING SOON IN FUTURE UPDATE

A selection of improvements that will be released in an upcoming update:

• More Custom Loadout Slots with Custom Slots per Game Mode
• Ability to rename Custom Loadout Slots
• Last Game Summary shows the scoreboard from the previous match
• Additional customization options in Private Match
• Better 120hz monitor support
• Pick-up prompt for dropped Amped weapons appear in a different color than for normal weapons

• Enhanced interaction with Challenges. You will be able to review your Challenges by the following criteria:
o Completed (in your previous match)
o Most progressed (in your previous match)
o Almost completed (overall)

• Scoreboard icons will reflect 3 new states:
o Player Evacuated
o Player Dead with Auto-Titan Still Alive
o Player Alive with Auto-Titan Still Alive

And more…stay tuned!

Private Match (beta) – This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:

• Private Match supports 2 to 12 players, with 1 to 6 players on each team.
• You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time.
• Choose any of the game’s maps or modes (CTF, Pilot Hunter, etc.) to play in.
• Choose which team you’re on.
• There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total.
• For this beta, there is no concept of a “lobby leader”; any player can change game options in the lobby or start/stop the match countdown.
• All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches.
• New options like round time, score limits, and much more will come in future updates.

Party Colors – Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they’re up to, especially in the heat of combat.

Auto-Titan Color in Obituary – Your auto-titan’s name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.

Removed Wall-hack Exploit – PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We’ve closed the exploit that they were using.

Menu Changes – “Play Multiplayer” is now the default (top) option on the private lobby menu, if you’ve completed both the IMC and Militia campaigns. It has also been renamed from “Play Classic”, since the term “classic”, which we used internally, proved to be confusing to some players.

Game Version on Main Menu – The main menu now displays the game’s version in the bottom-left corner. Now you don’t have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.

NEW FEATURES (Xbox One)

Party App Shortcut in Menus – Added a shortcut on all menus that opens the Xbox One’s “Party” app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press ‘B’ to close it when you’re done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening “My games & apps”, selecting Apps, scrolling a few screens over to the “Party” app, and opening it.)

GAME BALANCE CHANGES

The Gooser Challenge – Based on recent feedback from fans of the game, the Gen 5 challenge requirement ‘Gooser’, requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players’ mastery of various skills, going beyond just ‘time played’. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.

40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.

Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.

Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.

Titan Quad Rocket ‘Rapid Fire’ Mod’s mag size change – We upped the magazine size for the Quad Rocket’s Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.

Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!

Hardpoint Domination scoring changes – We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes:
• Capturing a hardpoint from 150 to 250
• Assisting in capturing a hardpoint from 75 to 100
• Neutralizing a hardpoint from 50 to 150
• Assisting in neutralizing a hardpoint from 25 to 75
• Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50
• Killing a player inside an enemy hardpoint from outside (far) from 75 to 50
• Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50
• Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10
• Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50
• Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from75 to 50
• Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10
• Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from25 to 10
• Defending a hardpoint now goes from 75 to 25

CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes:
• Capturing a flag from 500 to 400
• Returning the flag from 250 to 100
• Killing the flag carrier from 150 to 100

BUG FIXES (All Platforms)

• Fixed an issue where a Titan firing ordnance would not show on the minimap correctly.
• Fixed a rare bug with Pilot health pools that would make them virtually invincible.
• Fixed rare cases where Titans could be called in through solid geometry.
• Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon).
• Fixed a case where a Pilot could embark a Titan through walls.
• Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing.
• The Archer now locks onto the top of a heavy turret rather than the base of the turret.
• The Archer’s rockets now home in on Titans correctly when those targets are kneeling.
• Fixed shadows incorrectly shimmering on a particular area of Lagoon.
• Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots.
• Fixed certain characters not rendering properly in French and other languages.
• Fixed an issue where “Initializing…” would be displayed if a server wasn’t found.
• Fixed being unable to scroll to the top of the datacenter list after scrolling down.
• Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now.
• Grunts now show up on the minimap when they shoot.

BUG FIXES (PC)

• Fixed issues with Asian fonts.
• ‘-nojoy’ command-line parameter now disables gamepad input.
• All anti-aliasing modes should now properly be displayed in the video settings menu.
• Fixed graphics corruption and some GPU underutilization for SLI and Crossfire configurations.
• Fixed a crash in the options menu when toggling between Low and Medium shadows.
• Mouse buttons can now be used for voice chat in lobbies.
• Titanfall will no longer override your Windows microphone volume setting when it is launched.
• Fixed the Smart Pistol reticle so it scales properly based on the Field of View setting.
• Fixed crashes on machines with 32 or more cores.

BUG FIXES (Xbox One)

• Fixed a rare full-screen blue/red flash.
• Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall.
• Fixed a crash when saying “Xbox go back” on certain menus.

COMING SOON IN FUTURE UPDATE

A selection of improvements that will be released in an upcoming update:

• More Custom Loadout Slots with Custom Slots per Game Mode
• Ability to rename Custom Loadout Slots
• Last Game Summary shows the scoreboard from the previous match
• Additional customization options in Private Match
• Better 120hz monitor support
• Pick-up prompt for dropped Amped weapons appear in a different color than for normal weapons

• Enhanced interaction with Challenges. You will be able to review your Challenges by the following criteria:
o Completed (in your previous match)
o Most progressed (in your previous match)
o Almost completed (overall)

• Scoreboard icons will reflect 3 new states:
o Player Evacuated
o Player Dead with Auto-Titan Still Alive
o Player Alive with Auto-Titan Still Alive

And more…stay tuned!

Posted in Gaming | Leave a Comment »

Titanfall Balance Update & Bug Fixes

Posted by OujaStrike on March 22, 2014

The Team at Respawn has announced a patch update for Xbox One & PC here are the details.

BALANCE UPDATE & BUG FIXES

Our team is rolling out the first Titanfall patch across both Xbox One and PC servers. The patch rollout should be complete by mid-day 3/22/14 PDT. See the full patch details below.

3/21/2014 Server Changelog

Balancing adjustments and general changes
- The damage indicator from Electric Smoke is now much more noticeable
- Search Drones will now show up in Classic Modes of Angel City
- Arc grenade/mine effects no longer draw on friendly Pilots and Titans
- Lowered the point value of defensive actions in Hardpoint mode and CTF.
- Increased the score limit in Attrition
- Flag Return points reduced
- Flag Carrier killed points reduced
- Explosives detonated by Dead Man’s Trigger are now slightly delayed
- Explosives detonated by Dead Man’s Trigger now play a warning sound before exploding
- Slightly decreased the damage of the Smart Pistol when not locked onto a Pilot
- Slightly decreased the hip-fire accuracy of the Smart Pistol
- Certain Burn Cards could be exploited to give multiple uses
- Evac Dropships are now more responsive to Pilots entering them
- Hacking a Mega Turret will now restore it’s health to full
- Cluster Missiles damage reduced against Evac Dropships

Bug Fixes
- Titan could become stuck in the position he lands in
- Auto-Titan wouldn’t stand up until you embarked into it
- Several rare server issues restarting the game in to the lobby
- Pilot could end up out of bounds while rodeoing a Titan as it is destroyed
- Pilot could warp through certain locations when jumping off a Titan
- Rodeoing a Titan that has been doomed by your SMR could kill you
- Players being able to enter some geometry in Smuggler’s Cove
- Titanfall will now give proper kill credit when it kills a Pilot embarking into their Titan
- Minions in Attrition now continue to spawn until the Epilogue begins
- Player couldn’t hack a Mega Turret console
- Server would sometimes error when leeching a Spectre
- Hardpoints sometimes awarded defense score to players not near the Hardpoint
- Rare issue when ejecting from a Titan
- Server would sometimes error after a match while returning to the lobby
- Double XP burn card sometimes not being applied properly

We appreciate your continued feedback and please stay tuned for more updates in the near future.

 

Posted in Gaming | Leave a Comment »

My Generation Progress in Titanfall

Posted by OujaStrike on March 20, 2014

Max Level Per Generation is 50

Level 50 Completed

Generation 2 Completed

Generation 3 in progress

If it moves R-97 Kill 200 Enemies 200/200
Top Gun R-97 Kill 75 Pilots 75/75
If it moves Plasma Railgun Kill 100 Enemies 93/100
Titan Killer Kill 50 Titans using Plasma Railgun 12/50
No Hitter Satchel Charge Kill 50 Pilots using Satchel Charge 12/50

Posted in Gaming | Tagged: , , , | Leave a Comment »

 
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