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TITANFALL: Patch Update

 

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...Click Read More

Read more: TITANFALL: Patch Update

TITANFALL: Matchmaking Update

UPDATE: EA - Thanks to everyone who played in our Improved Matchmaking Beta during the last week. As of tonight you'll notice that option is no longer in the menu. We've updated Attrition and Hardpoints modes (non-Campaign) with improved matchmaking, so you'll be playing it automatically.

 

We'll continue updating matchmaking for the other modes. Stay tuned!

We have been watching the game performance and we know that there has been a problem of a lack of variety in the teams. We are fixing that - but let's get into matchmaking and skill a little bit.

Titanfall has a skill system behind the scenes, even though we don't show this to players. Here's what our current skill curve looks like (where 25 is average):


As you can see, we have a nice symmetric skill graph, which is good.

The game finds teammates and opponents for you by using this skill data. After we build teams and those two teams play a few matches it is usually very clear which team is better. However, we weren't taking full advantage of this new information.

We've made some changes to address this:

1. Searching for teammates and opponents will now sometimes take more time to look for players that are a good skill level match, rather than purely prioritizing speed over quality. This will give us more time to build better teams and create closer games that are worth staying in for a longer period of time.

2. Rather than playing against the same opponents over and over, the game will periodically split the teams apart and search for new opponents for each team. This means if one team is dominating, we will update the skill for all of the players and then find each team a better suited match for the next round. Did you lose to a really great team? We'll make them disappear and replace them with a new opposing team - and they will have no idea that you just got your butts kicked. This should end some of the frustration with playing for extended periods when you're having an off night.

We're making these changes available immediately in a new "Improved Matchmaking (Beta)" playlist that you can try right now under "Play Classic MP". We may expand this into the other playlists after we watch the behavior and tweak things so that we're happy with it.

 

We're going to keep a close eye on game balance and refine things as needed to make everyone's experience the best that we can.

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