Infinity Deathmatch TAG Raid - par Corvus Belli - Livraison novembre 2022

C’est cool ca me fait pas rêver plus que ca. Jsuis plus tenté par GKR: Heavy Hitters que j’avais croisé aux détours d’une page internet si je devais aller vers du mécha ou simple obsidian protocole dont les designs sont quand même a tomber pour moi.

La grosse bestiole, c’est l’équivalent d’un kaiju et les tag l’affrontent?

Assez d’accord avec toi. J’aurais voulu des mega tag, pour pouvoir les utiliser dans gamma wolves… Mais là ils ont l’air d’avoir une taille normale…

Je ne crois pas que ça soit du cooperatif, tag raid, donc ça doit être un monstre special

D’après le dernier Studio Update Carlos a annoncé le live gameplay sur Twitch pour le 31 août et il a aussi annoncé la version jouable sur TTS pour bientôt.

Et voilà le Infinity Deathmatch: TAG Raid development notes #3 – Dust, drills and TAGs

Infinity’s universe and lore is so large and rich that we can leave the bright and battle-ready armies behind and focus on Khurland, an uncharted and inhospitable territory in the south of the main continent on Dawn - a place in which we’ll bear witness to a brutal race to exploit and obtain valuable mining operations. The various mining corporations with operations in this region will not hesitate to do whatever’s necessary to obtain every piece of neomaterials.

So forget the shining armor and blazing high-tech weaponry - instead get ready to eat dirt while you drill the competition’s TAG with your Tricone.

One thing was clear when the work on Infinity Deathmatch: TAG Raid began: we wanted to keep the essence of Infinity, but at the same time we wanted to stray from its “perfection and cleanliness” and play in a more “dusty and rusty” environment.

We also wanted the action to unfold over short distances - we wanted to try something different from the TAGs that attack from afar and the focus on mining fit like a glove. We could play with other kinds of weapons - jumping into the fray wielding jackhammers or wrenches. This way, we’d force the action and the TAGs will be more exposed, making the game more agile and the respawn cycle constant.

Additionally, we could give the TAGs a different role to that which is expected from any known faction. They could be less resistant.

Reducing their Wounds and Armor and increasing the risk they were bound to suffer would allow us to control and maintain a fluent respawn cycle, something we believe is very important for a deathmatch game. That way the player will have the experience of using a resistant but not undefeatable machine.

A TAG with ARM 4 and only 2 Wounds? Remember that it’s a mining TAG - what led them to be used in combat was the corporations’ greed and the inhospitality of the land.

Setting aside the “cycle of death”—which is also key in deathmatch games—here the player is the one who must prove that they have the skill to gain victory - not the character that was chosen. That’s the reason why all TAGs’ starting attributes are the same.

Even so, each TAG will be slightly different, unique in their own way and with their own personality. This special feature will allow them to activate a one-per-match effect without causing the match to become unbalanced, which will demand the player keeps up and further proves their skill.

But be aware that this doesn’t mean that those capabilities or attributes cannot change during a Campaign - nothing’s impossible with enough Teseum.

Rest assured, we will talk about Teseum and the Campaign in future development notes.

Et le nouveau Development Notes…

Finally, the MegaBeast has left its lair!

In a previous development note, I spoke about the hexagonal tiles in a general manner since I couldn’t provide more details until the information about the MegaBeast was ready to be written about. Now that we know that our miners are not alone, we can delve deeper into the rules and not just talk about how convenient the tiles are to set up on the table.

One of Infinity Deathmatch: TAG Raid’s biggest challenges was to move that colossal miniature—if we can even call it that—through the game table.

We asked ourselves things like: How do I place it? If the miniature doesn’t fit, should I remove the scenery? How can we devise a movement system without it turning into pages and pages of rules, conditions, and exceptions?
That’s where the tile component of the game table comes into play. If we treat the MegaBeast as a tile itself, we can generate spaces in which it can deploy and move.

We defined these “hexagons without tile” depending on how many tiles they had around them, thus creating different types of movement, enabling movement through the “holes” in the table, through its borders or even mixing both types, giving the MegaBeast a unique essence and behavior.

In our minds, the Stoorworm worked like the classic “Whac-A-Mole”. A gigantic worm that appears out of the blue from the very bowels of the earth and devours some miners, only to disappear into the same hole it came from and attack once more in a matter of seconds - leaving nothing but chaos and fear in the mine.

Visually and rules-wise, it worked perfectly, since it could traverse large distances swiftly without compromising the movement rules. In the end, it’s simply a large monster chasing its meal.
It’s not just the tiles that the MegaBeast uses to move. They also determine the range of their attacks and can focus their attack on a single miner or strike against everyone on the tile.

In addition to all this, the tiles have a type of terrain associated with them, like vegetation, mining, rocky outcrops, and so on. These different types of terrain can be affected by different game effects (the MegaBeast being one of them), potentially inflicting States or dealing damage to any Miner unfortunate enough to be on those tiles.

But who ever said mining was going to be easy? It’s certainly not the case when a humongous worm is trying to eat you!

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Ils ont perdu bcp de monde en chemin, je crois…

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clairement, j’ai débandé y’a longtemps…

Meme chose.

Franchement cette fois-ci je pense qu’ils seront assez loin du succès de Defiance … Je les vois bien revenir à un autre DC par la suite pour un futur KS ^^

Le 31 août à 15:00 h (heure espagnole), nous serons en direct sur Twitch pour vous proposer une démo du nouveau battle royale multijoueur basé sur l’univers Infinity : Infinity Deathmatch TAG Raid.

Carlos Bostria y participera à cette occasion avec 3 autres membres de l’équipe de Corvus Belli.

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Je suis tombé la dessus.

C’est une « vieille » figurine celle-la.

Chez les Nomads

Vous avez demandé du TAG qui déboîte? Ben non pas cette fois-ci…

Not only TAG will be on the field in TAG RAID. Every faction will get their own Prospector figure (and probably will have Infinity profile)
TAG raid will be compatibility with N4? YES
Tags and Megabeast produced in plastic in china, Defiance’s Megalodron quality.
TTS module with WIP rules will arrive in september at some point




Et pour revoir le live gameplay c’est ici

ah j’aime bien ce « Aliens style » :smiley:

Là, ils ont perdu le peu qui était encore là :joy::rofl::joy::rofl:

oui, c’est con de faire du made in EU, de passer au plastique (ça gueule pas mal sur les forums) et de faire le tout en Chine.

Ce vendredi CB a donné quelques infos lors de son seminaire à la Freak Wars. Notamment pour le lancement du KS qui devrait être fin octobre début novembre selon Bostria. Et la présentation des prospectors restant (après celui de la Minescorp dévoilé récemment).













Après les TAGs et les Prospectors, voici les Remotes…

TAG Raid Remotes Coming! New figures to join the TAGs and Prospectors in Infinity Deathmatch: TAG Raid battles. These remotes will be made in metal at our factory in Spain and will be included in the game’s Core box.

Today we introduce you to the Yue Minerals remote!

Sculptor: Javier Ureña
Painter: Rodrigo Akore




C’est la première figurine vraiment sympa qu’on voit débarquer, après la prospecteur Ariadnaise qui est aussi plutôt cool.

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Complètement d’accord avec toi. Après, vu tous les points negatifs jusqu’à présent, ça ne suffira pas…

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Voilà le deuxième Remote… pour la PanO cette fois-ci.

TAG Raid Remotes are here! New figures to join the TAGs and Prospectors in Infinity Deathmatch: TAG Raid battles. These remotes will be made in metal at our factory in Spain and will be included in the game’s Core box. Today we introduce you to the remote of Minescorp!

Sculptor: Antonio Moreira
Painter: Jaime de Garnica




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