Post: [Homefront:]►The Next Call of Duty? (Multiplayer Wise)
03-05-2011, 08:10 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); [ame=https://www.youtube.com/watch?v=6fWkQVLI2mo]YouTube - Homefront: Multiplayer Trailer [HD][/ame]
THQ has now released the “Homefront - Multiplayer Carnage” video on their site to help us appreciate just how close Homefront is to playing the next CoD.

* To be honest, it looks good. You will notice a few things including a full complement of vehicles, including choppers, tanks and jeeps along with some rather devastating air support. You’ll also notice a couple of remote control weapons as well.

Then we have what appears to be experience points popping up on screen for all your kills, and of course it wouldn’t be a multiplayer preview without a clip of some camper getting what’s coming.

* At the end of the video though, I felt like I had just seen the next instalment of CoD, and I don’t think THQ minds me saying that one bit. They’re obviously going after one crowd and one crowd only. But will they succeed?

There’s no way to be sure until March 15th when gamers all across North America can get their hands on it, but having seen quite a bit of this game, I can honestly say it looks like Homefront might just be the game CoD fans will stand up and take notice of.


This is just my opinion, what do you think?

Updated:

Added more in-depth infomation if you wanna check it out.

[multipage= Basic Multiplayer Infomation]

Multiplayer will have ranks.
- You play as US or GKR military in MP.
- Matches will have 32 players.
- Vehicles, drones, weapons etc can be bought via Battle Points.
- The in game HUD is changing daily do not worry if you currently dislike it.
- Muliplayer will be set during the early days of the invasion.
- Only PC will have helicoptor cockpits!
- Hardcore mode is not confirmed.
- Spectators mode is confirmed.
- VOIP has been confirmed.
- PC admins can mod there servers and kick people etc.
- DPad or arrow keys will be used for purchasing your BP equipment.
- DLC is already planned.
- Dedicated servers are a go!

Classes

- All classes can be customized.
- Assault
- Smg
- Heavy
- Sniper
- Tacticle
- Stealth
- There are going to be vehicle loadouts.

Weapons
*Unlocked levels are subject to change at launch.*

Assault Rifles

- M16 Rifle - The primary infantry rifle during the Vietnam war. Limted to semi-automatic operation but has greater accuracy, range and damage then the M4. Unlocked at level 24.

- M4 Rifle - The main battle rifle for the US Armed Forces. High rate-of-fire and low recoil make it a balanced choice for outdoor and close-quarters combat. Unlocked at level 0.

- Scar-L Rifle - A lightweight, modular rifle developed to meet the needs of SOCOM. It features a burst fire mode that delivers three rounds for each trigger pull. Unlocked at level 5.

- T3AK Rifle - A chinese-manufactured assault rifle based on the AK - 47. Is slower firing then the M4 or ACR, but deals considerably more damage at medium ranges. Unlocked at level 38.

- ACR Rifle - Incorporates several features from other modern rifles into one platform. Leads the M4 in sheer damage, but has greater recoil. Unlocked at level 14.

- XM10 Rifle - Under development until the project lost its funding in the economic collapse of 2018. A number of prototypes have found their way onto the field. Unlocked at level 46.

Machine Guns
- M249 LMG - Primary LMG of the U.S. Armed Forces. The box magazine holds 100 rounds of linked ammunition. Difficult to control due to high recoil. Unlocked at level 0.

- Scar-H LMG - The MG variant of the SCAR comes equipped with a high-capacity 75-round twin drum magazine and a verticle foregrip with intergrated bipod. Unlocked at level 30.

- PWS Diablo SMG - Has similar ergonomics to the M4, but is lighter and shorter. Its vertical foregrip makes it the perfect tool for close-quarters combat. Unlocked at level 0.

- Super V SMG - Uses an asymmetrical system to reduce recoil. Allows operators to put more rounds on-target at close range. Extended 26-round magazine comes standard. Unlocked at level 9.

Sniper Rifles
- M110 Sniper - Semi-automatic sniper rifle that features a 3x scope and detachable 10-round magazine. Chambered for 7.62mm. Effective at long range. Unlocked at level 0.

- M200 Sniper - Bolt-action sniper rifle. Magazine holds five custom-tooled cartridges. Effective at extreme range. Has 4x thermal optics and a laser rangefinder. Unlocked at level 18.

Pistols
- M9 - Unlocked at level 0.

Melee
- Knife - A army knife. One hit will kill any drone or human. Unlocked at level 0



Attachments
- You can attach these to your weapons. They are unlocked via kills.

- Mk1 ACOG Scope
- Mk2 ACOG Scope
- Mk3 ACOG Scope
- AirBurst Launcher
- EMP Launcher
- Grenade Launcher
- Mk1 Holo Scope
- Mk2 Holo Scope
- Mk3 Holo Scope
- Mk1 Red Dot Sight
- Mk2 Red Dot Sight
- Mk3 Red Dot Sight
- Shotgun
- Silencer


Weapon Camo
*More to be announced*

- You can apply camos to your guns.
- Jigsaw - Orange
- Frost - Blue


Explosives
- This is your secondary explosive. Your primary is a grenade. You can equip one.

- C4
- EMP Grenade
- Flashbang
- White Phosphorus


Purchase slot 1 and 2
*BP Costs are being taken out until launch*

- These are your purchase slots. You can have 2 per class. So you could make a drone class and so on.


Drones

- Helicopter Attack Drone - Costs ??? BP. Fires 2 missiles every 4 - 5 seconds.

- RQ-10 Parrot - Recon Drone - ??? BP - A battery powered, remote-control quadricopter. Cameras relay targeting info to teammates. Unlocked at level 1.

- MQ50 MG Wolverine- Assault Drone - ??? BP -A battery powered, multi-terrain tracked drone. The assault variant is equipped with a machine gun. Unlocked at level 1.

- MQ60 AT Rhino - Anti-tank Drone - ??? BP - A battery powered, multi-terrain tracked drone. The anti-tank variant has two modes of fire: unguided and lock on. Unlocked at level 20.



Air-strikes
- Cluster bomb - ???? BP - A single-use, UCAV guided cluster bomb. High-altitude dispersal creates large area of effect. Unlocked at level 44.
- White Phosphorus - ???? BP - Single-use, UCAV-launched white phosphorus guided missile. Unlocked at level 19.
- Hellfire - ???? BP - Two UCAV-launched air-to-surface precision guided missiles. Unlocked at level 8.

Launchers
- RPG Launcher - ??? BP - Disposable dumbfire rocket-propelled grenade launcher. Comes equipped with high-explosive warheads. Unlocked at level 1.
- Proximity Launcher - ??? BP - Dumbfire rocket launcher that uses a sophisticated distance sensor to trigger detonation when near a enemy vehicle. Unlocked at level 1.

Equipment
- Flak Jacket - ??? BP - Body armor consisting of hard ceramic plates in a synthetic fiber vest. Can be purchased once per life. Unlocked at level 1.
- Personal UAV Sweep - No info yet
- Ammo resupply - No info yet
- Thermal goggles - No info yet


Abilities
- You can pick any abilities you want but the total perk value can be no more than a total of 4.

- Nearly all information here made by Kangaru. Credit him for Abilities.

*Ability values are subject to change at launch and some abilities could be taken out like tango down was.*


Infantry Abilities
- Tactical Reload(1) - Faster reload speed
- Quickdraw(1) - Quicker speed into aiming down sight
- Drone Be Gone!(1) - Faster drone speed
- My Buddy!(1) - Longer drone duration
- Now That's a Knife(1) - Increased melee range with quicker recovery
- Straight From The hip(2) - Reduced weapon deviation when shooting from the hip
- Thick Skin(2) - Increased drone health
- Penny Puncher(2) - Equipped special weapons cost less
- Ghost(2) - Invisible to UAV
- Steady Aim(2) - Less recoil when aiming down sight
- Blast Wave(2) - Larger blast radius for Special Explosives
- Utility Belt(2) - Extra special grenades
- Grave Robber(2) - Pickup ammo dropped by dead soldiers
- Fist Full(3) - Extra grenades
- Grizzled(3) - Increased XP gain
- Boomer(3) - Increased explosive damage
- Crater-to-Order(3) - Large drone explosion on death

Vehicle Abilities
There are more vehicle abilites but they are leaked info so can't put them in!
- Gryo
- Big Stick

Ingame appearance
- Ingame appearance is based off classes.

Vehicles

*Unlock levels and BP costs are being taken out until launch*

- Humvee
- Light Armor Vehicle (LAV)
- M1A3 Abrams
- AH-700 Scout
- AH-64 Apache
- You can spawn in vehicles


Vehicle positions

Humvee (High Mobility Multi-purpose Wheeled Vehicle)
· Driver
· Gunner
· Passenger front
· Passenger rear left
· Passenger rear right

LAV (Light Armored Vehicle)
· Driver
· Main gunner
· Passenger 1
· Passenger 2

M1A3 Tank & Type 99 Tank
· Driver/Main gunner
· Secondary gunner

AH-64 Apache Helicopter & Z-10 Helicopter
· Pilot
· Gunner

Scout Helicopter
· Pilot
· Gunner

BP Info

*All BP info is subject to change at launch and most likely will change*

- Each game mode has different BP rewards
- Ground control
- You get 250 BP for capping any objective
- You get 130 BP for a kill
- You get 70 BP per assist and objective defense
- You get 30 BP for avenging a teammate
- Team death match
- You get 150 BP for a kill
- You get 70 BP per assist
- You get 30 BP for avenging a teammate


Gamemodes


Battle Commander
- The Battle Commander itself is an AI that assigns certain star-based threat levels to all players in a BC match.
- At three killstreak you get an easy to see golden name above you
- The more kills you get after that alert the enemies of your postion via radar
- Until soon every enemy has your position
- You then get a permanent red diamond
- When you die it all resets
- You get bonuses if you have alot of skulls but the enemy team sees you as a threat
- If you're in a drone or vehicle etc you get bonuses catered to that vehicle/drone
- If your drone/vehicle dies your skulls go away


Other Gamemodes.
- Team Deathmatch
- Ground Control
- Battle Commander Team Deathmatch
- Battle Commander Ground Control

Maps

- Crossroads - Large map along a ruined Interstate highway and overpass.
- Cul de sac - Small map in the occupied streets of suburbia.
- Farm - Large map. Wage war within farm lands, bridges, and creeks.
- Suburb - Small/Med Xbox 360 exclusive suburban map.
- More to come out soon





[multipage= Vehicle Defense Systems]

Homefront Vehicle Defense Systems
With expansive maps, escalating warfare and Battle Points all pushing Homefront matches toward a crescendo of vehicle and anti-vehicle warfare, the Kaos design team has created two vehicle-only systems to make that inevitable warfare much more enjoyable from both a vehicle and infantry viewpoint – the Vehicle Over Armor System and the Vehicle Missile Defeat System.

Vehicle Over Armor System
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Vehicle Over Armor is used strategically on both the medium armored vehicles and the heavy armored vehicles. We use the VOAS to not only affect damage values, but also visually represent the damage itself, both on the mesh and in the vehicle HUD.


As seen in the above image, the side panel over armor on this tank for example is functional for both game play aspects and visual aspects. For the driver of the tank, there is a HUD display that corresponds with the level of damage the vehicle has taken in any given area – green for full armor, yellow for damaged armor and flashing red for a completely exposed weak spot. For the attacker, the damage is displayed artistically with explosions, smoke, fire and visual mesh changes so that the attacker always knows where the weakest part of the vehicle is exposed. The medium armored and heavy armored vehicles use the over armor system as a ‘shield’ of sorts as the side panels on these vehicles absorb all the initial damage from an attacker leaving the armor destroyed but the vehicle with full health. Don’t worry, the entire vehicle is not armored and it is up to the driver to use this to his advantage as best he/she can. It’s also up to the attacker to exploit the vehicle’s weaknesses to the best of their ability. This really creates dynamic vehicle versus vehicle battles and vehicle versus infantry battles as it becomes tactically important to jockey for position for both attacking and protecting the vehicles.

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No other vehicles in the game currently use over armor as shields, however we do use the over armor system to convey damage to the vehicles’ owners and passengers and also visually convey damage to the attackers. Below is an image of the rear of a tank before it has been hit and after the over armor has been destroyed. In this case, 100% of the damage has been passed through to the vehicle’s overall health and the over armor does not act as a shield and therefore is not displayed in the vehicle HUD.




Vehicle Missile Defeat System
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The Missile Defeat System is a timer-based and rechargeable vehicle mechanic that helps protect vehicles from incoming enemy missiles and rockets. The system works in two ways – active projectile missile defeat for land vehicles and active shrapnel flares for air vehicles. The missile defeat system may be activated by the owner of the vehicle at any time and will last a preset time limit and immediately be followed by a cool down time wherein the system will be unavailable. This mechanic is represented in the HUD with a timer notification countdown and an available/recharge bar.


For the attacker, if a vehicle has the VMDS active an icon shield will be visible above the vehicle. On ground vehicles in 3p, a flashing red light will be visible on the defeat system itself and for helicopters, flares will be visible.

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The land-based missile defeat works by firing a projectile from the system on the vehicle to destroy the incoming missile in mid air before it causes damage. The helicopters use flares to attract the incoming missiles and then detonate to destroy them. Both systems work on all incoming missiles in the game – however – proximity rocket launchers can still damage vehicles if their detonation is close enough.

In conclusion one might think, ZOMG!? THE VEHICLES ARE SO OP! … well, don’t fret! Vehicles are meant, by design, to be powerful in Homefront. They are expensive, hard to get and difficult to keep alive and as such SHOULD be powerful and have extra features to help them not go down like they are made of paper. Our vehicles are strong, feel strong and have a ‘weightiness’ to them that makes them a treat to control and a prize to strive for in game. Vice versa, the satisfaction gained when taking out a vehicle is tremendous for the attacker. RPGs, Proximity Rocket Launchers, C4, EMP Grenades, Grenades, large caliber guns, vehicle to vehicle, and drone to vehicle rockets ALL play a major role in taking down vehicles. The mini games that spring up between vehicles and infantry versus vehicles are entertaining, challenging, tactical and over all, a blast to partake in.



[multipage= Battle Points]

So, as many of you have seen from the Homefront Pre-Alpha Multiplayer Hands-On coverage, Homefront has this great new innovative feature called “Battle points.” Battle Points (BP) is an In-Game economy & short-term compulsion loop that translates into a new immersive & evolving Multiplayer experience!

First off - BP is not XP, Homefront will obviously have XP and progressive unlocks, but Battle Points takes the in-game experience to another level. You earn them in-game through accomplishments like kills and headshots, but also for capturing/defending objectives, avenging a teammate, & blowing up vehicles. No longer do you need to roll up a 10 killstreak to use the cool weapons & toys. This leads to 2 important developments in-game. First, a natural Spend-or-Save Philosophy: Do I spend on this small yet potent drone now, or save for the big Apache to capture a later objective?

Second, it leads right into a progressive escalation in intensity. Rounds start out with drones & Humvees, then escalate throughout the match to Tanks & Apaches. Now, there are massive air to air & ground to air battles with infantry mixed in, amongst the mayhem of drones, airstrikes, and rockets galore. Focused large-scale warfare with an intensity & pacing only found in infantry shooters until now!

Another great feature that drives the high-intensity and action is the Spawn in Vehicle Mechanic. No more waiting on a map for a vehicle to spawn, only to have four douchebags jumping in a circle waiting to hop in! Now, you choose what you want, when you want. From the spawn screen you select your vehicle, spawn directly in it, while pointed towards the action! This is great for in-game intensity, you don’t have to traverse across a map after getting in a vehicle – you go directly in it and are pointed right at the action!

Battle Points is one of those game changing innovations that truly translates into a new & unique experience in the large scale warfare environment. For the first time you have that high-octane infantry shooter style pacing, with the size of a large-scale warfare game all wrapped into one. It’s an awesome feature, which is why we were confident in showing it in Pre-Alpha code, & why you’re reading all about it over the web!

· Buy what you want, when you want
o Need an anti-vehicle weapon? No need to die and switch loadouts, just purchase it instantly on the d-pad.

o Want an airstrike or chopper? Instead of waiting for that kill streak which may never come, buy it when you want it.

o Tired of infantry? Use those BattlePoints & spawn directly in a vehicle for a quick change of pace!



· Enhanced Teamwork
o Trying to take a tough objective? Have one teammate call in an airstrike to clear the area, buy a Humvee & race in with a friend, & have a buddy rain hell from above with his Apache. Coordinate & dominate!

o BattlePoints promote “teamwork” when avenging the death of a fallen comrade, marking enemies with your recon drone, & by capturing team objectives!

o Far from the action? Use your BattlePoints & deploy a drone to quickly get to your teammates!



· Escalating intensity
o As the match progresses and players earn more BattlePoints, more vehicles, drones, and air strikes appear on the battlefield, leading to climactic large-scale battles at the end each game!

o Having to save money prohibits teammates from racing & fighting for vehicles off the spawn, then dominating with them early each round. No more sitting by a spawn point waiting, or seeing someone use a helicopter as a glorified taxi. Now, you earned it and you own it – time to make the best use of it!



· Spend -or- Save
o Choose to spend your Battlepoints on small but potent weapons like Drones, or save up for the big air strikes and vehicles. It’s a fine line & every purchase matters!

o Every life adds to your pool giving you more purchasing power, but they don’t carry over from game to game, so you need to spend wisely & timely!



[multipage=


Last edited by NextGenTactics ; 03-05-2011 at 11:08 PM.

The following 8 users say thank you to NextGenTactics for this useful post:

AMNE, HomelandSec, iiSuPerBaD, killa skillz, kleszyk, manster, w8t4it, youwish1
03-05-2011, 11:17 PM #11
anddrew
League Champion
Looks sexy xD
03-05-2011, 11:20 PM #12
Looks pretty good. Can't wait till it comes out. Tired of playing Black Ops
03-06-2011, 12:22 AM #13
My Hate
At least I can fight
No, The next Call of Duty will be MW3. Not Homefront. I don't see Homefront's multiplayer have Ghost bitches with AK-74u rapid fire and grip.:\
03-06-2011, 12:35 AM #14
Hakon
Ettore Bugatti
Nothing is ever going to be like CoD. Im not saying Call of Duty is best or anything, its just that Call of Duty is..... Call of Duty :/

The following user thanked Hakon for this useful post:

JKLAZ
03-06-2011, 05:39 AM #15
I'm predicting right now Homefront will end up like Medal of Honor. Fun for a week or two, maybe three, then crap. The game looks too cartoonish and kiddy in my opinion. That trailer didn't show anything impressive, at least anything that lived up to the hype I've heard about it.
03-06-2011, 06:08 AM #16
Facepalming to this. No game can compare to CoD because of the playstyle you must play with. Fast paced rushing is somewhat necessary, and most other games have a "weighted" feel that can't compare to CoD. Some people like games like Killzone while others like CoD.
Last edited by jsonnerrr ; 03-06-2011 at 06:12 AM.
03-06-2011, 11:57 AM #17
gavros7
Treasure hunter
looks decent, will have to give it a try when it comes out
03-06-2011, 01:31 PM #18
JokerLol
Climbing up the ladder
Now all the banned black ops players have something decent to play! :P
I shake thqs hand for this because it does look awesome.
03-06-2011, 01:45 PM #19
Mr.Kane
Greatness
Originally posted by NextGenTactics View Post
You must login or register to view this content.
THQ has now released the “Homefront - Multiplayer Carnage” video on their site to help us appreciate just how close Homefront is to playing the next CoD.

* To be honest, it looks good. You will notice a few things including a full complement of vehicles, including choppers, tanks and jeeps along with some rather devastating air support. You’ll also notice a couple of remote control weapons as well.

Then we have what appears to be experience points popping up on screen for all your kills, and of course it wouldn’t be a multiplayer preview without a clip of some camper getting what’s coming.

* At the end of the video though, I felt like I had just seen the next instalment of CoD, and I don’t think THQ minds me saying that one bit. They’re obviously going after one crowd and one crowd only. But will they succeed?

There’s no way to be sure until March 15th when gamers all across North America can get their hands on it, but having seen quite a bit of this game, I can honestly say it looks like Homefront might just be the game CoD fans will stand up and take notice of.


This is just my opinion, what do you think?

Updated:

Added more in-depth infomation if you wanna check it out.

[multipage= Basic Multiplayer Infomation]

Multiplayer will have ranks.
- You play as US or GKR military in MP.
- Matches will have 32 players.
- Vehicles, drones, weapons etc can be bought via Battle Points.
- The in game HUD is changing daily do not worry if you currently dislike it.
- Muliplayer will be set during the early days of the invasion.
- Only PC will have helicoptor cockpits!
- Hardcore mode is not confirmed.
- Spectators mode is confirmed.
- VOIP has been confirmed.
- PC admins can mod there servers and kick people etc.
- DPad or arrow keys will be used for purchasing your BP equipment.
- DLC is already planned.
- Dedicated servers are a go!

Classes

- All classes can be customized.
- Assault
- Smg
- Heavy
- Sniper
- Tacticle
- Stealth
- There are going to be vehicle loadouts.

Weapons
*Unlocked levels are subject to change at launch.*

Assault Rifles

- M16 Rifle - The primary infantry rifle during the Vietnam war. Limted to semi-automatic operation but has greater accuracy, range and damage then the M4. Unlocked at level 24.

- M4 Rifle - The main battle rifle for the US Armed Forces. High rate-of-fire and low recoil make it a balanced choice for outdoor and close-quarters combat. Unlocked at level 0.

- Scar-L Rifle - A lightweight, modular rifle developed to meet the needs of SOCOM. It features a burst fire mode that delivers three rounds for each trigger pull. Unlocked at level 5.

- T3AK Rifle - A chinese-manufactured assault rifle based on the AK - 47. Is slower firing then the M4 or ACR, but deals considerably more damage at medium ranges. Unlocked at level 38.

- ACR Rifle - Incorporates several features from other modern rifles into one platform. Leads the M4 in sheer damage, but has greater recoil. Unlocked at level 14.

- XM10 Rifle - Under development until the project lost its funding in the economic collapse of 2018. A number of prototypes have found their way onto the field. Unlocked at level 46.

Machine Guns
- M249 LMG - Primary LMG of the U.S. Armed Forces. The box magazine holds 100 rounds of linked ammunition. Difficult to control due to high recoil. Unlocked at level 0.

- Scar-H LMG - The MG variant of the SCAR comes equipped with a high-capacity 75-round twin drum magazine and a verticle foregrip with intergrated bipod. Unlocked at level 30.

- PWS Diablo SMG - Has similar ergonomics to the M4, but is lighter and shorter. Its vertical foregrip makes it the perfect tool for close-quarters combat. Unlocked at level 0.

- Super V SMG - Uses an asymmetrical system to reduce recoil. Allows operators to put more rounds on-target at close range. Extended 26-round magazine comes standard. Unlocked at level 9.

Sniper Rifles
- M110 Sniper - Semi-automatic sniper rifle that features a 3x scope and detachable 10-round magazine. Chambered for 7.62mm. Effective at long range. Unlocked at level 0.

- M200 Sniper - Bolt-action sniper rifle. Magazine holds five custom-tooled cartridges. Effective at extreme range. Has 4x thermal optics and a laser rangefinder. Unlocked at level 18.

Pistols
- M9 - Unlocked at level 0.

Melee
- Knife - A army knife. One hit will kill any drone or human. Unlocked at level 0



Attachments
- You can attach these to your weapons. They are unlocked via kills.

- Mk1 ACOG Scope
- Mk2 ACOG Scope
- Mk3 ACOG Scope
- AirBurst Launcher
- EMP Launcher
- Grenade Launcher
- Mk1 Holo Scope
- Mk2 Holo Scope
- Mk3 Holo Scope
- Mk1 Red Dot Sight
- Mk2 Red Dot Sight
- Mk3 Red Dot Sight
- Shotgun
- Silencer


Weapon Camo
*More to be announced*

- You can apply camos to your guns.
- Jigsaw - Orange
- Frost - Blue


Explosives
- This is your secondary explosive. Your primary is a grenade. You can equip one.

- C4
- EMP Grenade
- Flashbang
- White Phosphorus


Purchase slot 1 and 2
*BP Costs are being taken out until launch*

- These are your purchase slots. You can have 2 per class. So you could make a drone class and so on.


Drones

- Helicopter Attack Drone - Costs ??? BP. Fires 2 missiles every 4 - 5 seconds.

- RQ-10 Parrot - Recon Drone - ??? BP - A battery powered, remote-control quadricopter. Cameras relay targeting info to teammates. Unlocked at level 1.

- MQ50 MG Wolverine- Assault Drone - ??? BP -A battery powered, multi-terrain tracked drone. The assault variant is equipped with a machine gun. Unlocked at level 1.

- MQ60 AT Rhino - Anti-tank Drone - ??? BP - A battery powered, multi-terrain tracked drone. The anti-tank variant has two modes of fire: unguided and lock on. Unlocked at level 20.



Air-strikes
- Cluster bomb - ???? BP - A single-use, UCAV guided cluster bomb. High-altitude dispersal creates large area of effect. Unlocked at level 44.
- White Phosphorus - ???? BP - Single-use, UCAV-launched white phosphorus guided missile. Unlocked at level 19.
- Hellfire - ???? BP - Two UCAV-launched air-to-surface precision guided missiles. Unlocked at level 8.

Launchers
- RPG Launcher - ??? BP - Disposable dumbfire rocket-propelled grenade launcher. Comes equipped with high-explosive warheads. Unlocked at level 1.
- Proximity Launcher - ??? BP - Dumbfire rocket launcher that uses a sophisticated distance sensor to trigger detonation when near a enemy vehicle. Unlocked at level 1.

Equipment
- Flak Jacket - ??? BP - Body armor consisting of hard ceramic plates in a synthetic fiber vest. Can be purchased once per life. Unlocked at level 1.
- Personal UAV Sweep - No info yet
- Ammo resupply - No info yet
- Thermal goggles - No info yet


Abilities
- You can pick any abilities you want but the total perk value can be no more than a total of 4.

- Nearly all information here made by Kangaru. Credit him for Abilities.

*Ability values are subject to change at launch and some abilities could be taken out like tango down was.*


Infantry Abilities
- Tactical Reload(1) - Faster reload speed
- Quickdraw(1) - Quicker speed into aiming down sight
- Drone Be Gone!(1) - Faster drone speed
- My Buddy!(1) - Longer drone duration
- Now That's a Knife(1) - Increased melee range with quicker recovery
- Straight From The hip(2) - Reduced weapon deviation when shooting from the hip
- Thick Skin(2) - Increased drone health
- Penny Puncher(2) - Equipped special weapons cost less
- Ghost(2) - Invisible to UAV
- Steady Aim(2) - Less recoil when aiming down sight
- Blast Wave(2) - Larger blast radius for Special Explosives
- Utility Belt(2) - Extra special grenades
- Grave Robber(2) - Pickup ammo dropped by dead soldiers
- Fist Full(3) - Extra grenades
- Grizzled(3) - Increased XP gain
- Boomer(3) - Increased explosive damage
- Crater-to-Order(3) - Large drone explosion on death

Vehicle Abilities
There are more vehicle abilites but they are leaked info so can't put them in!
- Gryo
- Big Stick

Ingame appearance
- Ingame appearance is based off classes.

Vehicles

*Unlock levels and BP costs are being taken out until launch*

- Humvee
- Light Armor Vehicle (LAV)
- M1A3 Abrams
- AH-700 Scout
- AH-64 Apache
- You can spawn in vehicles


Vehicle positions

Humvee (High Mobility Multi-purpose Wheeled Vehicle)
· Driver
· Gunner
· Passenger front
· Passenger rear left
· Passenger rear right

LAV (Light Armored Vehicle)
· Driver
· Main gunner
· Passenger 1
· Passenger 2

M1A3 Tank & Type 99 Tank
· Driver/Main gunner
· Secondary gunner

AH-64 Apache Helicopter & Z-10 Helicopter
· Pilot
· Gunner

Scout Helicopter
· Pilot
· Gunner

BP Info

*All BP info is subject to change at launch and most likely will change*

- Each game mode has different BP rewards
- Ground control
- You get 250 BP for capping any objective
- You get 130 BP for a kill
- You get 70 BP per assist and objective defense
- You get 30 BP for avenging a teammate
- Team death match
- You get 150 BP for a kill
- You get 70 BP per assist
- You get 30 BP for avenging a teammate


Gamemodes


Battle Commander
- The Battle Commander itself is an AI that assigns certain star-based threat levels to all players in a BC match.
- At three killstreak you get an easy to see golden name above you
- The more kills you get after that alert the enemies of your postion via radar
- Until soon every enemy has your position
- You then get a permanent red diamond
- When you die it all resets
- You get bonuses if you have alot of skulls but the enemy team sees you as a threat
- If you're in a drone or vehicle etc you get bonuses catered to that vehicle/drone
- If your drone/vehicle dies your skulls go away


Other Gamemodes.
- Team Deathmatch
- Ground Control
- Battle Commander Team Deathmatch
- Battle Commander Ground Control

Maps

- Crossroads - Large map along a ruined Interstate highway and overpass.
- Cul de sac - Small map in the occupied streets of suburbia.
- Farm - Large map. Wage war within farm lands, bridges, and creeks.
- Suburb - Small/Med Xbox 360 exclusive suburban map.
- More to come out soon





[multipage= Vehicle Defense Systems]

Homefront Vehicle Defense Systems
With expansive maps, escalating warfare and Battle Points all pushing Homefront matches toward a crescendo of vehicle and anti-vehicle warfare, the Kaos design team has created two vehicle-only systems to make that inevitable warfare much more enjoyable from both a vehicle and infantry viewpoint – the Vehicle Over Armor System and the Vehicle Missile Defeat System.

Vehicle Over Armor System
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Vehicle Over Armor is used strategically on both the medium armored vehicles and the heavy armored vehicles. We use the VOAS to not only affect damage values, but also visually represent the damage itself, both on the mesh and in the vehicle HUD.


As seen in the above image, the side panel over armor on this tank for example is functional for both game play aspects and visual aspects. For the driver of the tank, there is a HUD display that corresponds with the level of damage the vehicle has taken in any given area – green for full armor, yellow for damaged armor and flashing red for a completely exposed weak spot. For the attacker, the damage is displayed artistically with explosions, smoke, fire and visual mesh changes so that the attacker always knows where the weakest part of the vehicle is exposed. The medium armored and heavy armored vehicles use the over armor system as a ‘shield’ of sorts as the side panels on these vehicles absorb all the initial damage from an attacker leaving the armor destroyed but the vehicle with full health. Don’t worry, the entire vehicle is not armored and it is up to the driver to use this to his advantage as best he/she can. It’s also up to the attacker to exploit the vehicle’s weaknesses to the best of their ability. This really creates dynamic vehicle versus vehicle battles and vehicle versus infantry battles as it becomes tactically important to jockey for position for both attacking and protecting the vehicles.

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No other vehicles in the game currently use over armor as shields, however we do use the over armor system to convey damage to the vehicles’ owners and passengers and also visually convey damage to the attackers. Below is an image of the rear of a tank before it has been hit and after the over armor has been destroyed. In this case, 100% of the damage has been passed through to the vehicle’s overall health and the over armor does not act as a shield and therefore is not displayed in the vehicle HUD.




Vehicle Missile Defeat System
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The Missile Defeat System is a timer-based and rechargeable vehicle mechanic that helps protect vehicles from incoming enemy missiles and rockets. The system works in two ways – active projectile missile defeat for land vehicles and active shrapnel flares for air vehicles. The missile defeat system may be activated by the owner of the vehicle at any time and will last a preset time limit and immediately be followed by a cool down time wherein the system will be unavailable. This mechanic is represented in the HUD with a timer notification countdown and an available/recharge bar.


For the attacker, if a vehicle has the VMDS active an icon shield will be visible above the vehicle. On ground vehicles in 3p, a flashing red light will be visible on the defeat system itself and for helicopters, flares will be visible.

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The land-based missile defeat works by firing a projectile from the system on the vehicle to destroy the incoming missile in mid air before it causes damage. The helicopters use flares to attract the incoming missiles and then detonate to destroy them. Both systems work on all incoming missiles in the game – however – proximity rocket launchers can still damage vehicles if their detonation is close enough.

In conclusion one might think, ZOMG!? THE VEHICLES ARE SO OP! … well, don’t fret! Vehicles are meant, by design, to be powerful in Homefront. They are expensive, hard to get and difficult to keep alive and as such SHOULD be powerful and have extra features to help them not go down like they are made of paper. Our vehicles are strong, feel strong and have a ‘weightiness’ to them that makes them a treat to control and a prize to strive for in game. Vice versa, the satisfaction gained when taking out a vehicle is tremendous for the attacker. RPGs, Proximity Rocket Launchers, C4, EMP Grenades, Grenades, large caliber guns, vehicle to vehicle, and drone to vehicle rockets ALL play a major role in taking down vehicles. The mini games that spring up between vehicles and infantry versus vehicles are entertaining, challenging, tactical and over all, a blast to partake in.



[multipage= Battle Points]

So, as many of you have seen from the Homefront Pre-Alpha Multiplayer Hands-On coverage, Homefront has this great new innovative feature called “Battle points.” Battle Points (BP) is an In-Game economy & short-term compulsion loop that translates into a new immersive & evolving Multiplayer experience!

First off - BP is not XP, Homefront will obviously have XP and progressive unlocks, but Battle Points takes the in-game experience to another level. You earn them in-game through accomplishments like kills and headshots, but also for capturing/defending objectives, avenging a teammate, & blowing up vehicles. No longer do you need to roll up a 10 killstreak to use the cool weapons & toys. This leads to 2 important developments in-game. First, a natural Spend-or-Save Philosophy: Do I spend on this small yet potent drone now, or save for the big Apache to capture a later objective?

Second, it leads right into a progressive escalation in intensity. Rounds start out with drones & Humvees, then escalate throughout the match to Tanks & Apaches. Now, there are massive air to air & ground to air battles with infantry mixed in, amongst the mayhem of drones, airstrikes, and rockets galore. Focused large-scale warfare with an intensity & pacing only found in infantry shooters until now!

Another great feature that drives the high-intensity and action is the Spawn in Vehicle Mechanic. No more waiting on a map for a vehicle to spawn, only to have four douchebags jumping in a circle waiting to hop in! Now, you choose what you want, when you want. From the spawn screen you select your vehicle, spawn directly in it, while pointed towards the action! This is great for in-game intensity, you don’t have to traverse across a map after getting in a vehicle – you go directly in it and are pointed right at the action!

Battle Points is one of those game changing innovations that truly translates into a new & unique experience in the large scale warfare environment. For the first time you have that high-octane infantry shooter style pacing, with the size of a large-scale warfare game all wrapped into one. It’s an awesome feature, which is why we were confident in showing it in Pre-Alpha code, & why you’re reading all about it over the web!

· Buy what you want, when you want
o Need an anti-vehicle weapon? No need to die and switch loadouts, just purchase it instantly on the d-pad.

o Want an airstrike or chopper? Instead of waiting for that kill streak which may never come, buy it when you want it.

o Tired of infantry? Use those BattlePoints & spawn directly in a vehicle for a quick change of pace!



· Enhanced Teamwork
o Trying to take a tough objective? Have one teammate call in an airstrike to clear the area, buy a Humvee & race in with a friend, & have a buddy rain hell from above with his Apache. Coordinate & dominate!

o BattlePoints promote “teamwork” when avenging the death of a fallen comrade, marking enemies with your recon drone, & by capturing team objectives!

o Far from the action? Use your BattlePoints & deploy a drone to quickly get to your teammates!



· Escalating intensity
o As the match progresses and players earn more BattlePoints, more vehicles, drones, and air strikes appear on the battlefield, leading to climactic large-scale battles at the end each game!

o Having to save money prohibits teammates from racing & fighting for vehicles off the spawn, then dominating with them early each round. No more sitting by a spawn point waiting, or seeing someone use a helicopter as a glorified taxi. Now, you earned it and you own it – time to make the best use of it!



· Spend -or- Save
o Choose to spend your Battlepoints on small but potent weapons like Drones, or save up for the big air strikes and vehicles. It’s a fine line & every purchase matters!

o Every life adds to your pool giving you more purchasing power, but they don’t carry over from game to game, so you need to spend wisely & timely!



[multipage=




NGT this is a good post (like always) but I think it should be in the upcoming games section.

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