Couverture de Power Rebalance, Faster Multiplayer, and Calypso Progress

Power Rebalance, Faster Multiplayer, and Calypso Progress

Power Rebalance, Faster Multiplayer, and Calypso Progress

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This week’s update changes how matches flow from the first minutes all the way into late game, with a major rebalance to pacing, base planning, and multiplayer performance.Treasure Island and Half Moon Bay got important zone updates, including redrawn layouts and higher turret limits per zone. The goal is to open up base building again while keeping defenses tied to smarter placement instead of easy spam.Power is now a much bigger part of the strategy. SOCs draw power, more structures have meaningful energy costs, and tier 2 and tier 3 generators matter far more. Supply depots were also streamlined to handle ammo and fuel together, which should make frontline logistics cleaner without removing the need for infrastructure.A lot of work went into network optimization too. Projectiles were shifted to client-side prediction to cut replication cost, reduce bursty traffic, and improve large co-op sessions. Save and load support was expanded for more systems as well. A few issues are still being tracked, including client crashes when leaving a match, some muzzle flash desync on clients, and a handful of save/load exceptions for specific strike abilities.On the content side, two new operator weapons arrived for testing, the MP5 and the MDR, with more on the way including a new LMG. Calypso also made major progress this week, with layout work, roads, compounds, and combat spaces coming together ahead of broader playtesting.Next up, the focus is on wrapping remaining save/load work, fixing multiplayer edge cases, improving mid-to-late game performance, and pushing Calypso toward a playable release. After that, attention shifts to pathfinding, AI behavior, and the next major systems planned for March.

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