《REDSEC》社区更新:护甲、战利品及更多内容

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Hey everyone, As we head into Season 2, we want to take a moment to talk about where REDSEC stands today and what’s coming. While our previous REDSEC blog focused on armor, we’ve since been closely following player discussion and match data across the board. Today’s update covers what we’ve learned and what changes are on the horizon. Armor Feedback and Changes One piece of feedback we’ve seen is that armor plates can feel too scarce, particularly as matches move into mid- and late-game phases. When armor becomes difficult to recover after engagements, it can stall momentum and make successful fights feel less rewarding. To help address this, we made a change back in December so that players drop a minimum of two armor plates upon death. This helps squads recover after winning engagements and ensures that combat feeds back into the team’s available resources rather than leaving everyone searching for more plates. We are also adding a chance for armor plates to spawn in Class Crates, increasing the overall availability of armor across the map, as Season 2 goes live. Combined with plate drops on death, our goal is to make armor feel more accessible and more predictable, rather than something you’re constantly struggling to find. As with any balance changes, we’ll continue to monitor how these adjustments play out in live matches and pair that with your suggestions as we evaluate next steps. What’s Coming in REDSEC Season 2 Season 2 REDSEC content will include Limited-Time Modes for both Battle Royale and Gauntlet. These modes will include new features to the game, creating new moments and gameplay experiences. We’re also introducing the Mobile Redeploy Strike Package, which offers a new way for squads to get back into the fight, particularly in late-game scenarios where Redeploy Towers may be sparse or unavailable. It’s designed to give squads an opportunity to recover fallen squadmates and rejoin the action, in a similar way to using a Redeploy Tower. The Mobile Redeploy must be placed outdoors with an unobstructed view from above, and while active, it emits a visible purple smoke, making its location readable to other players. After activating, there is a 45-second delay before squadmates can redeploy, giving nearby players an opportunity to destroy the Mobile Redeploy and prevent respawns. Mobile Redeploys are most commonly found by looting Ambulances, with a small chance to appear in Tactical Armory Crates, Safes, and MRAPVs. They can also be earned through missions that advertise the new reward. Alongside this, we’re also adjusting vehicle pacing by adding a cooldown on Vehicle Keycard rewards from missions, once one is successfully acquired. Tanks play a key role in making REDSEC unique, but this change makes immediate back-to-back access less common while still allowing teams to gain access to multiple tanks through other means. We’re looking forward to seeing how these changes impact pacing, survivability, and counterplay once Season 2 is live. Improvements Beyond Season 2 Launch Beyond the launch of Season 2 content, we’re actively focusing on several areas that shape how looting, communication, survivability, and vehicles feel over the course of a Battle Royale match. We’re addressing cases where ground loot fails to appear, or appears late, during the initial drop, so that landing feels more reliable and players can immediately engage in the match. We’re also fixing issues with air drop crates arriving late or missing intended items, ensuring that these high-value moments are consistently worth contesting. We’re also improving core systems that affect how you read and react to combat: Loot: We’re exploring additional ways to support loot availability during the mid- and late-game, helping maintain match flow as player counts decrease. Ping System: Ping behavior is being tightened, including cases where pings don’t register or behave inconsistently at distances. Audio: Vehicles and footstep audio is being refined to improve directional clarity and threat awareness. Gadgets: We’re reviewing drones and strike packages based on feedback around how they influence the Battle Royale meta. Not all of these changes will arrive at the same time, but these areas represent our current priorities, and work is actively underway. How Looting is Designed in REDSEC Hi everyone, I’m Melad Darbandi, a gameplay designer at Ripple Effect Studios, working on the looting experience within Battlefield: REDSEC. I want to share a bit more context around our approach to the looting systems in Battle Royale. With REDSEC, we set out to create a more grounded and contextual looting experience. Here are some examples of how we make loot more grounded: Loot is nested inside physical containers, rather than just scattered freely across the environment Containers have weight and presence when interacted with Loot reacts to the sandbox, responding dynamically to what’s happening around you

我们还设计了某些战利品容器,使其根据发现位置具有明确且符合主题的功能。 想要突破并清理某个区域? 警车专注于近距离战斗,包含霰弹枪、高概率出现的霰弹枪配件包、闪光弹以及可能的烟雾弹,以帮助控制狭窄空间内的战斗。 需要支援你的小队? 救护车必定会提供除颤器,并且有很大几率包含一个移动重新部署打击包,该物品将在第二季推出。 要对付载具? 箱式卡车和反载具空投是获取反载具装备的主要来源。如果附近检测到坦克,未打开的箱式卡车内的物品可能会动态变化,或者反载具 crate 会在该区域部署。这些系统代表了当前及未来你在REDSEC中可以期待的战利品机制。随着新赛季和活动的推出,我们计划以精心设计的方式更新战利品池。这可能包括在特定场景中增加未被充分使用的武器类型,同时根据我们在加州抵抗事件中获得的经验,更有针对性地规划这些变更的方式和时机。 附:大家都找到林登堡要塞中所有隐藏的高级武器了吗?它们是对《战地》系列中某些你可能熟悉的角色的致敬。祝大家战利品丰收! 未来展望 在所有这些工作中,我们的重点仍然是让REDSEC从你的第一次空降直到最终圈都保持连贯、有趣且充满成就感。展望未来,随着新内容、改进和活动的推出,我们将继续以类似方式与大家沟通,并定期进行平衡性调整。 请继续在EA论坛上报告漏洞。 // 战地团队 本公告可能会根据社区反馈以及我们对游戏服务和内容的持续开发与改进而发生变化。我们将始终努力让社区尽可能了解相关信息。