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Hitman 3 Year 2 Content Roadmap Outlined by IO Interactive

343 Interactive have revealed their upcoming plans for their latest Hitman title, as they have released the Hitman 3 Year 2 content roadmap via an announcement video as well as a short blog post. Head down below to see the video and read on for what you can expect for Hitman 3 Year 2.

Hitman 3 Year 2 Roadmap

Here’s a recap of everything covered in our HITMAN 3 – Year 2 Announcement video – and look out for more details on everything below and more in our full Year 2 reveal coming in early 2022.

50 Million
The World of Assassination trilogy has reached the phenomenal milestone of 50 million players and HITMAN 3 is now the most successful Hitman game of all time.

Year 2
HITMAN 3 – Year 2 will start on 20 January 2022, with post-launch support confirmed for another 12 months. New maps, storylines, modes and ways to play are all lined up for 2022, which is set to be another exciting year.

Ray Tracing
Together with our partners at Intel, we’re committed to bringing the best possible performance and optimization to our PC players. HITMAN 3 has already been enhanced on PC with support for 8+ core CPUs and Variable Rate Shading. In 2022, HITMAN 3 will also support Ray Tracing on PC.

PC VR
HITMAN 3 launched with support for PS VR and we’re happy to bring HITMAN VR to PC in January 2022. Full technical details, including the platforms that we’re supporting will be revealed before Year 2 starts on 20 January 2022.

Elusive Target Arcade
A new way to play Elusive Targets arrives in HITMAN 3 in a brand new game mode that we’re calling Elusive Target Arcade. Prepare to take on the ultimate Elusive Target challenge in a change to the established formula in this fan-favourite game mode. All Elusive Target Arcade content will be a permanent addition to the game. Full details on how this game mode works will be shared in early January 2022.

[REDACTED]
In Spring 2022, we’ve got a major update to the game planned. Stay tuned for more details.

What do you think? Are you interested to see everything in store for Hitman 3 in the Year 2 roadmap? Let us know in the comments below!

Source: IO Interactive

MP1st Staff

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The Elder Scrolls V: Skyrim Update 1.001.001 Released This Nov. 22 (Update)

Bethesda has released The Elder Scrolls V: Skyrim update 1.001.001 patch this November 22 for both last-gen and next-gen platforms.. While there’s no new content included in this patch, this should fix some of the nagging game-breaking issues affecting the game.The last patch before this one was for the 10th Anniversary Edition, which we posted and have details of right here.

The Elder Scrolls V: Skyrim Update 1.001.001 Patch Notes:

Update: Bethesda has released the official patch notes (via Steam):

FIXES
  • Fixed a problem preventing some doors in Rielle from opening properly.
  • Fixed an issue where Russian and Polish notes were not displaying text properly.
  • Fixed an issue where German and French players were given incorrect menu text when leveling up.
  • Fixed an issue where players were experiencing a “black screen” and upon launching

Bethesda has not issued the official patch notes just yet, however some people on the game’s subreddit have chimed in on what this patch is (allegedly) for. One user has mentioned that this patch should fix the black screen and the 0kb bug on PS4. What is the 0kb bug? Here’s an explanation from Reddit:

The 0kb Glitch
by inskyrim

Hopefully, this is sorted out for real, as that bug can wipe out hundreds of hours of progress, which no one wants to suffer to. On the PC front, someone has reported that after updating the game, Skyrim won’t even run.

New update on pc
by inskyrim

If you spot any gameplay-related or technical fixes, let us know what you find down in the comments. We’ll be updating the post as soon as Bethesda releases the official list of changes.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Elder Scrolls V: Skyrim Update 1.21 Rolled Out for Fixes This November 22 (Update)

Bethesda has released The Elder Scrolls V: Skyrim update 1.21, which is an unannounced title update. While there’s no new content included in this patch that’s out now for both next-gen platforms, and last-gen (and PC), this should fix some of the nagging game-breaking issues affecting the game.

The Elder Scrolls V: Skyrim Update 1.21 Patch Notes:

Update: Bethesda has released the official patch notes!

FIXES
  • Fixed a problem preventing some doors in Rielle from opening properly.
  • Fixed an issue where Russian and Polish notes were not displaying text properly.
  • Fixed an issue where German and French players were given incorrect menu text when leveling up.
  • Fixed an issue where players were experiencing a “black screen” and upon launching

Bethesda has not issued the official patch notes just yet, though some people on the game’s subreddit have chimed in on what this patch is for.

One user has mentioned that this patch should fix the black screen and the 0kb bug on PS4. What is the 0kb bug? Here’s an explanation from Reddit:

The 0kb Glitch
by inskyrim

Hopefully, this is sorted out for real, as that bug can wipe out hundreds of hours of progress, which no one wants to suffer to. On the PC front, someone has reported that after updating the game, Skyrim won’t even run.

New update on pc
by inskyrim

The last patch before this one was for the 10th Anniversary Edition, which we posted and have details of right here.

If you spot any gameplay-related or technical fixes, let us know what you find down in the comments. We’ll be updating the post as soon as we get the official patch notes. or if we can confirm what got fixed.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Brawlhalla Update 10.47 Brawls Out for Street Fighter Collab Patch 6.01 This Nov. 22

Ubisoft has released the Brawlhalla update 10.47 November 22 patch, or what’s also called patch 6.01. This huge update brings a the Street Fighter collaboration characters, as well as various gameplay changes and various fixes. Head down below for the complete patch notes.

Brawlhalla Update 10.47 November 22 Patch Notes | Brawlhalla Update 6.01 Patch Notes:

Choose your character as new challengers Ryu, Chun-Li, and Akuma from Capcom’s Street Fighter ready for battle in Brawlhalla update 10.47! 

The newest Epic Crossovers feature custom Signature effects with VO lines for the first time ever, two new Weapon Skins each, unique lock-in animations, and dedicated Roster spots. The event also brings a new game mode featured as the Brawl of the Week – Street Brawl, a new 1v1 competitive Map, Satsui no Hado Emote, Kapukon Yu Podium, Knockout KO Effect, and new Avatars.

Follow the Satsui no Hado symbol in Mallhalla to discover all the Street Fighter Crossover items! Munin’s price has also been reduced to 5400 Gold. 

This update also includes a new feature: Rematch! Players now can rematch opponents in Ranked 1v1 and Ranked 2v2 games. The drop shadows Test Feature also graduated into all queues.

Additionally, we made a few game improvements, bug fixes, and updated the free-to-play Legend rotation. Claim the Halloween Bundle now with Amazon Prime Gaming!

To catch the latest Brawlhalla news and content, be sure to follow us on Twitter, Twitch, Facebook, YouTube, Instagram and Discord!

brawlhalla update 10.47

Get ready for action as another fight is coming your way! Ryu, Chun-Li, and Akuma battle in the Grand Tournament as new challengers.

Ryu, Chun-Li, and Akuma are new Epic Crossovers that feature custom Signature effects that include VO lines, custom lock-in animations, dedicated Roster spots, and two new Weapon Skins each. 

In Brawlhalla, Ryu, Chun-Li, and Akuma mirror the abilities of Petra, Wu Shang, and Val, respectively, and will stay in Mallhalla after the event ends. ©CAPCOM CO., LTD. ALL RIGHTS RESERVED.

Featuring:

Ryu Epic Crossoverbrawlhalla update 10.47

“My one true rival is the fight within!”

  • Ready for the next challenger, Ryu is eager to fight with his Fūrinkazan Gloves and Power of Will Orb.

Chun-Li Epic Crossoverbrawlhalla update 10.47

“What’s the matter? Too many kicks to the head?”

  • Chun-Li will make justice triumph in the end with her Sparring Gloves and Martial Staff.

Akuma Epic Crossoverbrawlhalla update 10.47

“Weaklings! Is there no one worth fighting?”

  • The Master of the Fist bows to no one and will eliminate his opponents with his Raging Fists and Messatsu Blade.

KO Effect

Knockout

  • “Continue?”
  • A new Street Fighter themed KO Effect with VO sound effects!

brawlhalla update 10.47

Emotebrawlhalla update 10.47

Satsui no Hado

  • “To harness this means great power. But at what cost?”

Podium

Kapukon Yu

  • “Nothing like a relaxing bath after a tough battle!”brawlhalla update 10.47

Avatars

Quarter Circle Punch

  • “Practice makes perfect.”
  • An animated Avatar!

The Red Cyclone

  • “Nothing can stop Zangief when a new challenger approaches!”

HADOKEN!

  • “Hadoken! Hadoken! Hadoken!”

Shadaloo

  • “The most powerful and deadliest criminal organization.”

The Street Fighter Epic Crossover event also includes:

  • A new game mode that is also featured as the Brawl of the Week – Street Brawl!
  • Brand new 1v1 Map called “Suzaku Castle.”
  • Daily login bonus of 250 Gold to celebrate this Epic Crossover event.
  • New main menu, character select, and victory theme music!

Get ready for action as another fight is coming your way! Choose your fighter and brawl in this 1v1, 8-minute match. Go for broke and knock out your opponents into oblivion. Defeat your opponent first in this stamina mode to win!

  • New Street Brawl Game Mode
  • 1v1
  • 8 minutes
  • 3 stocks each
  • First to 3 KOs wins!
  • Also featured as the Brawl of the Week

Players now can rematch opponents in Ranked 1v1 and Ranked 2v2 games.

  • Players may opt into rematches up until a best-of-3 is decided. No farming Elo!
  • Players must opt in before each rematch. For Ranked 2v2 games, only one player needs to opt in on each team in order for the rematch to launch.
  • For 2v2 games, a player may opt out of a rematch by opting in and then canceling. This will make it so your teammate cannot opt into a rematch on your behalf when you don’t want one.
  • Leaving the post-match scoreboard and returning to the Legend select screen will automatically opt out of any rematch. Rematches will launch straight from the scoreboard. If a remote player leaves the scoreboard while you’re still there, the option to rematch will disappear.

After receiving feedback from the community, we are graduating drop shadows from Test Features into all queues! Along with this graduation, we adjusted the shadows to more naturally match the idle poses for each weapon. Thank you so much for your continuing support and feedback as we continue to improve Brawlhalla.

The Halloween Bundle brings these treasures from the depths of the underworld free with Prime Gaming! Unlock these premium rewards:

  • Nix Legend Unlock
  • Scarecrow Nix Skin with Reaping Time Scythe & Birdshot Blasters
  • Maniacal Laugh Emote

This limited-time promotion is available to all Amazon Prime members. Claim your loot at https://gaming.amazon.com/loot/brawlhalla.  

  • Search for the Satsui no Hado symbol to locate all of the Street Fighter Crossover items!
  • Munin’s price has been reduced to 5400 Gold!
  • Looking for a certain chest? We’re rapidly rotating through chests, so check out the in-game timer to know when the next chest will rotate.
  • Find the new sales items!

User Interface

  • Added localization of the “Incorrect Version” UI screen.
  • Added a transparent backing to all icons for the Street Brawl gamemode in order to prevent negative space from appearing in game.
  • Added a Podium-only variant animation of the “Howl at the Moon” Emote so that the effects don’t block the UI.
  • Added a screen that warns the user when they attempt to buy a Mammoth Coin pack that is too small to cover the cost for a particular purchase.
  • Added a popup screen for server maintenance status tiles.

User Experience

  • Steam PC: -unlockfps now sets the fps target to 1000 (similar to tech-test beta).
  • -setfps <target> is now supported outside of tech-test.
  • Improved camera consistency for Climb and Kung Foot.

Invite to Lobby

  • Players will now receive a notification whenever a player accepts or declines a room invite that is sent to them.
  • Players may now accept game invites from the post-match Scoreboard screen.
  • Players no longer see lobby invites from players they have muted.
  • Lobby invites received from recent players will now automatically expire after 3 minutes or after beginning a new online match.
  • Recent players you invite to your lobby will now automatically decline your invite once they start a new online match.

Animation

  • Improved art performance for Petra.
  • Optimized Garnet’s art for better performance and fixed a visual bug on Garnet’s fireball hit.

User Interface

  • Fixed a bug where the “Say GG” and “Emoji” prompts on the post-match scoreboard screen were visible for spectators.
  • Fixed a bug where you could still send messages in post-game chat despite it being hidden.
  • Fixed a rare crash on the Scoreboard screen.

User Experience

  • We fixed an issue with the Experimental bots where they would get stuck Dashing.
  • We fixed rare game crashes on all platforms.

Animation

  • Fixed a bug where shadows displayed on the bottom of platforms.
  • Fixed an animation loop in the Champion’s Throne Emote for animated Skins.
  • Fixed a visual bug where Hugin’s Bow skins would display improperly in her character select animation.
  • Fixed a visual bug where Hugin & DJ Hugin Skins didn’t display Bow skins properly in the character select animation.

The free-to-play Legend rotation for this week includes: Rayman, Hattori, Ada, Magyar, Petra, Lin Fei, Nix, Koji, and Vector.

  • Rayman -The Champion of the Glade of Dreams, wielding his Gauntlets and Axe, has found his way into Valhalla on a mission to save his home.
  • Hattori – A gifted ninja with unparalleled skill with the Sword and Spear has discovered Valhalla. Will she find any worthy challengers there?
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Magyar – As the last remaining member of the Batavian Strazci army and wielding the strength of a 100 elite knights, this spectral guardian has come for the glory of battle with their Greatsword and Hammer!
  • Petra – Having been set free from Terminus, Petra sets her eyes on Valhalla with her Orb, Gauntlets, and Darkheart powers.
  • Lin Fei – A defender of the innocent and teacher of the lost ways.  She is a great teacher who has developed her own fighting style, the ‘Way of the Iron Dragon,’ which utilizes her Cannon, Katars and an ancestral dragon-spirit.
  • Nix – Led by a thousand year hunt, this reaper, armed with both Blasters and Scythe, has found herself a new bounty in Valhalla.
  • Koji – Armed with his ancestral katana, Koji slices his way through the battlefield with Sword and Bow!
  • Vector – Transforming into a jet with his Rocket Lance and wielding his Bow to fight, Vector travels through time and space to battle crime!

That’s about it for the Brawlhalla update 10.47 patch notes.

Source: Brawlhalla

MP1st Staff

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Star Wars Battlefront 2 Dev Shares How R2-D2 Was a “Backup Hero,” Dagobah Never in the Cards for DLC

If you’re still one of the thousands of players still enjoying Star Wars Battlefront 2 to this day, then here are some interesting tidbits for you. The game’s creative director, Dennis Brännvall, shared some behind-the-scenes information on Star Wars Battlefront 2, including how infamous droid R2-D2 was envisioned as a back-up hero and why Dagobah was never in the cards for DLC.

Brännvall shared these information on his Twitter as well as a years-old Star Wars Battlefront 2 thread on Reddit. In both, he mentioned some key details on the game’s DLC inclusions, and how they picked which parts of the Star Wars universe will get to be in Star Wars Battlefront 2.

Outer Rim – Chewbacca and Bossk (originally only going to be a Sullust-only pack depending on other stuff, read below)

Bespin – Lando and IG-88 (rigging a droid character was going to take too long, so Dengar replaced and all bipedal droid characters were moved to SWBF2)

Death Star – Obi-Wan and Tarkin. I can’t fully recall why we didn’t do Tarkin, maybe it had something to do with the character going to be showing up in Rogue One later on.

We weren’t sure that Rogue One DLC was going to happen, so backup plan was R2D2 as a full-on hero instead of a game mode objective replacing Obi-Wan on Death Star and Obi-Wan headlining a Mos Eisley pack for Battlefront 1 likely with Greedo (since Rogue One did happen, Mos Eisley was instead moved to Battlefront 2).

When I joined SWBF2 development I then realized they still weren’t doing Obi-Wan so I flipped. As you probably noticed at EA play, I was quite satisfied with Obi-Wan finally joining the game. 🙂

While it’s understandable how they chose a Rogue One DLC (which is more relevant at the time) over Mos Eisley, it’s still a bummer to not see R2-D2 as a playable character in the game, especially when BB-8 is in it.

A user on Twitter also chimed in, asking why we never got to see Dagobah in Battlefront 2.

I always wanted DLC 4 to be a DLC pack that included places like Mos Eisley and Dagobah (even though there was never a canon battle there)

Brännvall answered this question in the same thread, addressing why, even though it could make sense in some canonical reason:

Dagobah was off the table for us. It was hard to tell a believable “what-if” scenario of the Rebels and Empire fighting on that planet + Yoda and his origins are of course extremely precious (as it should be).

There you have it. A mixture of keeping Yoda’s origins a mystery and the difficulty of fitting possible scenarios into canon may have hindered the swamp planet Dagobah from making it into the game.

What do you think? Which Star Wars character would you have chosen to be in the game, if you had the option of picking? Let us know in the comments below!

Source: Twitter

MP1st Staff

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Death Stranding Director’s Cut Update 1.004 Zips Out for November 21

Kojima Productions has released the Death Stranding Director’s Cut update 1.004 patch for November 21, and this is an unannounced title update, so don’t expect much. As far as we’re aware, this is only for the PS5 version of the game.

Death Stranding Director’s Cut Update 1.004 Patch Notes:

  • Performance Improvements

Death Stranding Director's Cut Update 1.004 patch notes

Per the official in-game changelog, this update adds general improvements to performance. No other details are listed, though if we do spot anything new or fixed, we will be sure to update this post. As always, saves created under this new update will no longer work with earlier versions of the game.

About Death Stranding:

From legendary game creator Hideo Kojima comes a genre-defying experience, now expanded and remastered for PS5 in this definitive DIRECTOR’S CUT.

In the future, a mysterious event known as the Death Stranding has opened a doorway between the living and the dead, leading to grotesque creatures from the afterlife roaming the fallen world marred by a desolate society.

As Sam Bridges, your mission is to deliver hope to humanity by connecting the last survivors of a decimated America.

Can you reunite the shattered world, one step at a time?

If you notice any gameplay-related changes, or technical fixes, let us know what you spot down in the comments below.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Battlefield Portal Squid Game Red Light, Green Light Mode Created by Fans

Are you a fan of Netflix’s hit show Squid Games? If you are, and you’re playing Battlefield 2042, then you might be interested to try out this Battlefield Portal Squid Game Red Light, Green Light mode created by creative fans!

Our own Jimmy Lara captured gameplay footage of him playing the mode in action! For those not familiar with the Red Light, Green Light game, check out details of it here. This Portal mode comes courtesy of the fine folks over at TWOANGRYGAMERSTV.

Those interested in hosting it can does so using their experience code: AADYBD

Not bad, right? Given how robust the game editor is in BF Portal, I suspect we’ll be seeing more inventive game modes crop up in the future.

Not everything is turning up roses for the game however, as it has now entered the list of worst reviewed games on Steam of all-time! Thankfully, the game is online-focused, so DICE can tweak and adjust it until gamers are happy. That said, the studio has relayed some of the changes coming in the game’s next patch due out this month.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Dying Light 2: Techland Hopes Choices & Consequences Will Give Players Meaning to Play Thousands of Hours

For those wondering whether Dying Light 2 will offer the same amount of game time as its predecessor, it seems that won’t be a concern at all — at least according to Techland. While the studio didn’t exactly say how long it will take gamers to finish the game, the studio did let on that they are expecting gamers to play for “thousands of hours.”

In an interview with MP1st, we asked Lead Game designer at Techland, Tymon Smektala about multiplayer, whether the game is getting a Season Pass. While Smektala wasn’t able to answer that specifically, he did comment that he hopes that given the game’s choices and consequences, that it will incentivize gamers to play the game for a longtime.

MP1st: So I got to ask some questions about the multiplayer. Are there any plans for any kind of a Battle Pass or Season Pass?

Smektala: Nothing that we are announcing at this point, what we are saying about the online is that it supports four player online co-op. You will be able to play basically the “whole” game from start to finish. When I say “whole” game I do these funny faces because there’s a short section at the very beginning of the game, the prologue and tutorial that introduce you to the story, the characters, and the gameplay mechanics. So that part is played in single-player, but as soon as it ends you move on to a full co-op experience. You can play the game with your friends, or complete strangers.

I think one very interesting thing about co-op is how well it supports the choices and consequences you make in this game. If you have a game about choices, someone has to make that choice, someone has to make that decision. So it’s always the host of the session. Let’s imagine it’s your session and you invite me to play with you and I play with you and we come to a point where there is a decision is to be made. So what I can do is of course, besides screaming at you on the headset, is that we have some solutions that allow me to kind of vote or suggest to you what I would choose. You make the decision, all of us get to see that outcome and that decision stays in your save game and you will complete the game in your own canon version of the experience.

But then the next weekend I will invite you to play in my game and now I get to make the decision, and now you get to see all the version of the story, all the options, all the other decisions we can make. For me the optimal way to play the game is first to play by yourself or with your friends, but as the host and get your version of Dying Light Stay Human, and then hop online and start joining other people and start experiencing all of the other variations the game has to offer.

My personal bet on this is that I will bet $1000 that this will be appreciated by the gamers and give them the meaning to play the game for hundreds, and thousands of hours.

Hopefully, the choices players make are meaningful enough that players will want to pour in thousands of hours into Dying Light 2. Given how well supported the first Dying Light was, if there’s a studio that can pull this off, it’d be Techland.

Dying Light 2 will be out this February 4, 2022 on the PS4, PS5, Xbox One, Xbox Series X|S, Switch, and PC.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 2042 SFAR-M GL Gun Guide

Continuning with MP1st’s weapons of Battlefield 2042 gun guides, first-person shooter fan and weapon guides maker Sorang has crafted another one, and this is a Battlefield 2042 SFAR-M GL gun guide! Check out its time-to-kill, rate of fire, effective attachments and more.

Battlefield 2042 SFAR-M GL Gun Guide:

Hi! Remember how my SVK guide was about arguably the most powerful gun in the game? Well worry not, my friends, because if you hate good guns and want to use the worst thing possible, I’ve got you covered. ENTER SFAR-M GL!!

All of the data comes from my own testing using the portal mode. All of the sarcasm is my own. If you have anything to add, feel free down below! But don’t be rude. I’m lookin’ at you, Kevin. I saw you push the downvote before you even read this far.

Just a heads up that I am Korean, so my English isn’t perfect. I try hard to translate things appropriately, but if you find any errors feel free to let me know and I’ll get ’em fixed!

Acronyms:

TTK = Times to kill

BTK = Bullets to kill

RPM = Round per a minute

DMR = Designated Marksman Rifle

SFAR-M GL

1. DAMAGE & FIRE RATE
Base = 22

Headshots = 44

Fire rate = 600 RPM

On previous guides I mentioned that the fire power stat doesn’t actually equate to damage, but it’s actually even more confusing on this gun.

SFAR-M GL has the highest fire power stat for a full-auto gun. But, showing how the stat is weird as hell, it actually does the lowest damage when compared to the others. I guess they boosted the stat because it has a grenade launcher?

2. BTK

One Armor Plate adds 20 Health to an Infantry, giving you 120 Health in total.

As you can see on the chart above, Headshots can help at any range.

3. Range
The High Power Ammunition, which SFAR-M GL has by default, doesn’t have a range limit.

Other ARs, by default, all have limits on their ranges.

However, the High Power Ammunition removes the limit for any AR. Because of that, it’s hard to say this makes SFAR-M GL any better than the others.

4. TTK


Compared to other full auto weapons, SFAR-M GL has the slowest TTK.

Its TTK can even be slower than a DMR’s beyond a certain range, while its accuracy is way worse.

5. Recoil
The horizontal recoil on SFAR-M GL is very unstable and troublesome, which makes it even harder to benefit from having the High Power Ammunition by default.

6. Attachments
Silencer – I really didn’t want to get 210+ kills with this gun. I might kill myself.

On every other gun that I’ve tested so far, the silencer reduces damage by 10% at any range. I’m gonna go out on a limb here and just assume that SFAR-M GL is the same.

Standard Issue Ammunition – This ammunition increases the fire rate from 600RPM to 650RPM. It also adds a limit of 50m to the range. Beyond 50m, the damage falls off to 18 (or 36 for a headshot).

The TTK under 50m does decrease, but it still proudly boasts the slowest TTK for an AR regardless.

Extended Barrel – This attachment reduces the fire rate by a lot. At this point, a DMR might be a better choice, since the TTK on SFAR-M GL gets even slower than DM7.
When equipped with the Standard Issue Ammuntion, the fire rate doesn’t decrease. However, due to the limit on the range, the increased bullet velocity wouldn’t be needed anyways.

7. Recommanded Build

  • An optic of your choice
  • Standard Issue Ammunition
  • + Horizontal Recoil Control

Some might prefer the Drum Mag. If you do, keep in mind that any other gun will always outperform SFAR-M GL under 75m. Beyond 75m, SFAR-M GL might start to perform better than others in terms of TTK, but the gun is so inaccurate that it’s almost impossible to take the benefit.

However, with the Standard Issue Ammunition, SFAR-M GL outperforms other ARs at the range of between 50m ~ 75m. Its horizontal recoil, which is the biggest downside, also gets bit better.

Of course, the gun still has many other downsides such as the small magazine size, the terrible accuracy… Not as fast TTK as other guns so you die even when you notice and shoot at your enemy what feels like 10 minutes before they even see you…

8. Grenade Launcher
The armor piercing grenade punches through the Dozer’s shield. You can kill him with 2 shots.

By now, you all probably have realized why I ranked SFAR-M GL as F Tier on my weapon tier list post. I already know youtubers will make videos about how broken SFAR-M GL with the big text saying [BROKEN] [OVERPOWERD] as well as shocked faces of themselves on the thumbnail.

Don’t let them trick you.

More Battlefield 2042 Guides:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Crystal Dynamics: “No Plans” to Sell Marvel’s Avengers Units for Real-World Currency; Shipments Won’t Have Marketplace Items

With the big November 30 update set to hit for Marvel’s Avengers, players aren’t just getting the Klaw Raid, Spider-Man (for PS4, PS5 gamers), but even new in-game currency called “Units” to earn as well. These said Marvel’s Avengers Units can be used to purchase Shipments, which are packs that include cosmetic items that will allow players to further customize their Avenger as they wish.

Given how Square Enix made it so that XP boosters can be bought with real-world money (even if the devs promised this would never happen), some might be wondering if this would be the case for Units as well. Well, thankfully, that’s not the case according to the developers.

Over on Twitter, Crystal Dynamics Game Designer Brian Waggoner answered some fan concerns regarding this new in-game currency and other stuff, and confirmed that there are “no plans” for Marvel’s Avengers Units to be purchasable via real-world money.

In addition to that, Waggoner confirmed that Shipments won’t contain Marketplace items, which is a huge relief for those worrying that these would be just rehashes from the Marketplace and branded as new rewards.

Finally, Waggoner also touched upon the new stuff incoming that are in Shipments, and states that there are 20-30 items in these packs that are new to the game since launch.

Given how much backlash Crystal Dynamics got from making XP boosters paid (and then reversing it within a week), I suspect the devs and Square Enix won’t attempt something like it again.

If you want to know more about Units, Shipments, and the other earnable cosmetics, read on our post right here. Marvel’s Avengers will be getting its next major title update this November 30, which also includes hero perk reworks, and more. Once it’s out, we’ll be sure to let our readers know.

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Alex Co

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Here’s a Comprehensive List of Battlefield 2042 Missing Features Present in Past BF Games

While DICE introduced Specialists in Battlefield 2042, there’s no denying that the game lacks certain features that past Battlefield games had. From a more robust weapons list, server browser functionality, leaning taken out, and more, here’s a huge list of the Battlefield 2042 missing features (both good and bad) that veteran fans will remember were in past Battlefield games.

Battlefield 2042 Missing Features:

Core Features

  • No single-player story/campaign mode
  • No standard server browser
  • Fewer standardized game modes (Can’t even play TDM or smaller scale modes without relying on community servers. Really?)
  • No standard hardcore mode
  • No persistent lobbies (seriously why do I have to matchmake after EVERY round?)
  • Fewer in-game assignments
  • No class system
  • Less character customization options (than BF5)
  • No profile progress/stats page in the menu
  • No battle log/stats tracker for other players
  • No global leader boards
  • No dog tags (they still sort of exist I guess?)
  • No custom emblems
  • No cross-game profile screen (BF 4, HL, 1, and V were all linked by a menu if you owned them digitally, was a neat feature.)
  • No spectator mode
  • No permanent community servers (would be useful for clans and events)
  • No Central US servers
  • No test range (this one is sort of compensated for with single payer servers vs bots)

Infantry Gameplay

  • Fewer guns (even including all the portal guns, BF4 still had more at launch)
  • Fewer infantry gadgets
  • No manual leaning
  • No diving while swimming
  • No high wall vaulting
  • No crouch sprinting
  • No backwards prone
  • No explosion knockback
  • No rolling after falling from heights
  • No ammo or health pickup off teammates
  • No scope zeroing
  • No tiered reloads/paused reloads
  • No melee weapon choices
  • No thermal optics
  • No indirect fire gadgets
  • Less anti-tank launchers (Come on man only one?)
  • No lock-on launchers (The M5 works with the SOFLAM but that requires 2 people)
  • No AP mines/claymores
  • No suppression mechanic (This one I don’t mind but I’m including everything)
  • No first person takedown animations (whether this is a downgrade is up for debate, but I think it is)

Vehicles

  • Fewer vehicle types (and separate vehicle progression per faction even though they are functionally identical… why???)
  • No naval vehicles (Except I guess the hovercraft technically)
  • Cannot spawn in a passenger seat in transports at round start.
  • No vehicle gunner direction indicator
  • No lock on direction indicator
  • No unoccupied seat indicator on friendly vehicles
  • No vehicle enter/exit animations
  • No tank turret decoupling (This was so great in BF4!)
  • Less vehicle driver/pilot customization options
  • No tank zoom customization options
  • No tank gunner customization options
  • No heli gunner secondary weapons
  • No separate heli/fixed-wing controls
  • No rocket aiming reticle for helictopters
  • No control input while looking behind/free looking in aircraft (BF1 and V pilots, this one is gonna absolutely suck for you guys)
  • No joystick/non-generic gamepad support
  • General consensus seems to be that the helicopter and fixed wing flight models are a step down from BF4.
  • No behemoths

Scoring System

  • No squad wipe scoring
  • No player damage points
  • No vehicle damage points
  • No vehicle kill assist points
  • No headshot bonus
  • No long-range kill bonus
  • No assist counts as kill bonus
  • No multi-kill bonus
  • No killstreak stopped bonus
  • No comeback bonus
  • No squad objective play bonus
  • Oversimplified teamplay scoring (i.e. healing a teammate always gives you a flat +5xp rather than being based on how much you heal them)

Squad and Teamwork

  • No commander
  • No special squad call-in abilities
  • No squad field upgrades
  • No in-game VOIP (coming soonTM)
  • Fewer factions (with almost nothing to give the 2 factions any distinction)
  • No cross-team chat
  • No team changing
  • No “create new squad” option
  • No self protmot to squad lead using “request order”
  • No clans/platoons (coming soonTM)
  • No view of squadmates while in the spawn screen
  • No “Medic incoming” indicator in downed state (coming soonTM)
  • No rank names/icons, just a number.

Maps

  • Lack of persistent servers means poor map rotation (I played for 10 hours and never saw Kaleidescope, Orbital, or Breakaway)
  • Fewer base game maps (not including portal maps)
  • No static weapon emplacements
  • Fewer destructible buildings
  • Very poor balance between vehicle and infantry gameplay
  • No infantry focused maps
  • No game changing levolution
  • Absolutely zero cover between capture zones
  • Poor spawn points (Constantly spawning in the open/visible to enemies)
  • No fortification building (given how open all the maps are, this could have been super useful)
  • Fewer urban areas
  • No naval maps

UI and Quality of Life

  • Less control customization options
  • Less UI customization options
  • No HUD/icon opacity customization
  • No HUD scaling customization options
  • No gunsight reticle customization options
  • No network performance graph
  • No individual player scoreboard
  • No ability to zoom in on the spawn map
  • Less detail in the ‘who killed you’ screen
  • Less ultrawide monitor support (hud ratio is locked in at 16:9)
  • Very poor friend joining system (Lack of server browser makes playing with more than 4 friends completely impossible)
  • Poor console aim assist (big fat fuck you to console players there, dice. Hopefully this will come with the D1 patch)
  • No in game crossplay toggle option (you have to change your global console settings)

Audio

  • General consensus seems to be the audio design is bad, especially compared to both BF3 and BF1.
  • 3D soundscape is almost non-exsistent
  • Less impactful soundtrack (menu music is very dull and repetitive)
  • End of round music is dull and uninteresting (compared to BF1 and V this is a big downgrade)
  • End of round voicelines are just so tone-deaf and awful. I can’t describe how much I hate them. (Tried to keep the rest of the list objective, but I had to add this. You guys understand)

Bear in mind, some of the features removed were for the betterment of the franchise (subjective, but veterans would know what we mean). Also, there is a possiblity that some or a majority of these said missing BF2042 features might make it into the game via patches. Speaking of patches, DICE has released a list of fixes incoming to the game as part of a patch, which is listed here.

Source:  Jellyswim!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty: Vanguard Review (PC) – Familiar Territory

Amidst the growing allegations at Activision-Blizzard, another yearly Call of Duty title is upon us. Call of Duty: Vanguard promises to give a fresh take on World War 2, with a gritty story, a multiplayer experience packed with content, and a new Zombies mode helmed by fellow COD studio Treyarch. So how does it fare? Read on for our COD Vanguard review for all three core modes the game has available at launch.

Campaign

Vanguard’s campaign follows a small group of elite soldiers, each with their own specialty. Those specialties translate into unique gameplay abilities, and you’ll need to use each of them during the roughly five-hour campaign.

As you follow Vanguard squadron on their mission to retrieve classified intel from the Germans, you’ll learn about their backgrounds, and play through some of the most important moments of their lives. After each mission, a short cutscene returns you to the “present day” narrative of Berlin’s fall and a fictional Nazi plan to install a new Fuhrer.

Despite the interesting premise, Vanguard’s campaign unfortunately falls flat. For the most part, the characters are generic and there is nothing about the story to keep you invested. Most of the unique gameplay abilities are either highly situational, or could have simply been quick time events.

That’s not to say it’s all bad. Operation Tonga, one of the game’s standout levels, follows Vanguard squadron’s captain Arthur Kingsley, as he relives the Battle of Normandy. After crash-landing, you’ll have to sneak into enemy lines in the dead of night, in order to regroup with your fellow British soldiers. One of the highlights will have you charging into battle, flanked by transport tanks and your fellow troops as you mount an attack on a Nazi bunker. This moment is bolstered by Vanguard’s incredible soundtrack.

In the end though, Vanguard’s campaign feels like just another run of the mill Call of Duty campaign that says nothing about the events of the war. The story is decent enough, and it certainly has its highlights but nothing about this campaign stands out or pushes the series forward.

Multiplayer

With tons of competition this Fall, Sledgehammer Games had to bring their A-game for this year’s multiplayer, and for the most part, they’ve succeeded.

Call of Duty Vanguard’s big selling point is content — and lots of it. Vanguard launches with 16 standard multiplayer maps, with an additional four maps reserved for the new Champion Hill mode. As if that weren’t enough, there are a healthy number of weapons in the game, each with dozens of attachments to unlock. The challenge and progression system has been upgraded as well, now with unique specialist skins to earn and more customization options to grind for than COD has seen in years.

So how does it play? Vanguard’s multiplayer sits somewhere between the last two entries, Modern Warfare and Black Ops Cold War. The playstyle is faster than Modern Warfare’s, where a slower, more tactical playstyle was encouraged. This is partially due to the map design, which is overall solid, and omits some of the clutter seen in Modern Warfare 2019. The TTK (time-to-kill)  is a bit slower as well, which gives you more of a fighting chance during gunfights.

The maps as a whole are solid, which is impressive considering the number of maps in the game. One of the standouts is Numa Numa, where a big, circular hill in the center of the map makes every match feel like a game of King of the Hill.

Vanguard runs on a slightly modified version of Modern Warfare 2019’s engine, which now features destructible elements. While it’s a cool feature, truth be told it doesn’t add a whole lot to the gameplay. Killstreaks are also back, in lieu of Black Ops Cold War’s convoluted semi-scorestreak system.

Outside of that, the core gameplay of Call of Duty: Vanguard hasn’t changed very much. But this seems to be by design. Activision have decided to forego some of the drastic gameplay changes and experimentation seen in Modern Warfare and Cold War, such as the changes to the minimap and the scorestreak system. Instead, they’ve opted for a more back to the basics Call of Duty multiplayer, with new and returning features that have long been requested by its core fanbase, and they’ve packed it with as much content as possible at launch. That decision pays off.

Zombies

Unfortunately, the same can not be said for Vanguard’s Zombies experience. At launch, Vanguard Zombies is a barebones experience, that amounts to little more than a series of mini-games played on maps recycled from the game’s multiplayer.

Unlike previous COD Zombies entries, there is no standalone Zombies map this year. Instead, you’re dropped onto one of the game’s multiplayer maps with a different skin and some of the Zombies essentials like perk machines, and the Pack a Punch.

Each round, you’ll take one of the portals on the map and attempt to complete a small challenge to proceed. For example, you may be asked to survive in a small room for 60 seconds while zombies flood in or fill up obelisks by depositing Runes. Once you complete the challenge, you’ll travel back to the main map, where you can purchase upgrades before continuing on to the next round. Rinse and repeat, until you choose to extract and end the game, or until the team wipes.

While I appreciate the attempt at trying something new, it’s a lackluster experience at the moment. Treyarch have promised a main Easter egg quest with Vanguard’s first season of content in December, but until then the loyal COD Zombies community has been left hanging.

Final Thoughts

Vanguard comes at an awkward time for Activision, and into a sea of competition. While the campaign is decent, it’s nothing to write home about, and the Zombies experience probably should have been delayed altogether. For Call of Duty, multiplayer is where it counts though and they’ve managed to put together a solid offering this year. Kudos to the teams at Sledgehammer Games and the other COD studios for managing to do so on such a tight deadline, in the midst of a global pandemic.

Score: 7/10

Pros:

  • Enjoyable multiplayer that addresses feedback from the core community.
  • Beefy amount of content at launch with a good variety of maps.
  • Very well-optimized with no real technical issues to speak of.
  • Decent campaign.
  • Has a campaign (sorry Battlefield).

Cons:

  • Zombies mode is unfinished and feels like an afterthought.
  • Nothing new or exciting.

Call of Duty: Vanguard review code was provided by the publisher. Game tested on PC. You can read SP1st and MP1st’s review and scoring policy right here.

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Battlefield 2042 Is Now One of the Worst Rated Games on Steam of All-Time

To say that November has not been a very good month for huge AAA publishers would be an understatement; Activision Blizzard is still deeply entrenched in controversies, Rockstar Games has been called out for their buggy launch of Grand Theft Auto: The Trilogy – Definitive Edition across all platforms, and Electronic Arts and DICE themselves are now facing the pushback from a buggy launch of their own. Despite a middling score on Metacritic, Battlefield 2042 is now one of Steam’s worst rated games of all-time, breaking the bottom ten of the veritable Hall of Shame on Steam 250.

If you’re wondering how this came to be, then look no further than the Steam reviews for Battlefield 2042, which now sits at Mostly Negative across its more than 35,000 reviews (at the time of writing). Checking the bottom ten games at Steam 250, we see this list:

  1. eFootball 2022 – (1.25, 12%, 23,845 votes)
  2. Flatout 3: Chaos and Destruction – (1.54, 15%, 2,941 votes)
  3. Uriel’s Chasm – (1.73, 17%, 2,744 votes)
  4. Kinetic Void – (1.83, 18%, 1,516 votes)
  5. Spacebase DF-9 – (1.86, 19%, 4,136 votes)
  6. Identity – (2.17, 22%, 1,948 votes)
  7. GASP – (2.26, 23%, 1,592 votes)
  8. Battlefield 2042 – (2.43, 24%, 35,603 votes)
  9. RollerCoaster Tycoon World – (2.46, 25%, 5,439 votes)
  10. Godus – (2.53, 25%, 7,064 votes)

What makes this even worse is that of the ten games in the list, Battlefield 2042 holds the most number of reviews owing to the game’s popularity. It dwarfs the top stinker, Konami’s eFootball 2022, by more than 10,000 votes. One of the best-rated Steam reviews compiled all the list of issues with Battlefield 2042, and it’s a good read to see just why so many people are upset with the release.

All of this said, we are encouraging gamers to be civil in letting their issues known with any game. Also, at the end of the day, if you yourself enjoyed it, then good for you. At the same time though, it’s clear that Battlefield 2042 is plagued by many issues, and here’s hoping both EA and DICE can get it together to fix these problems for players.

Source: Steam 250

MP1st Staff

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Battlefield 2042 M5A3 Gun Guide

Continuning with MP1st’s weapons of Battlefield 2042 gun guides, first-person shooter fan and weapon guides maker Sorang has crafted another one, and this is a Battlefield 2042 M5A3 gun guide! What attachments should you use and how is it’s time-to-kill (TTK) and so on? Read on to find out.

Battlefield 2042 M5A3 Gun Guide:

Acronyms:
  • TTK = Times to kill
  • BTK = Bullets to kill
  • RPM = Round per a minute
  • AR = Assault Rifle
  • SMG = Submachine Gun
1. DAMAGE & FIRE RATE
Base = 22 ~ 18 ~ 15
Headshots = 750 ~ 36 ~ 30
Fire rate = 600 RPM
The Fire Power stat isn’t a damage of a weapon!
2. BTK
Armor
Base
1 Headshot
2 Headshots
Base
5 ~ 6 ~ 7
4 ~ 5 ~ 6
3 ~ 4 ~ 5
Armor Plate
6 ~ 7 ~ 8
5 ~ 6 ~ 7
4 ~ 5 ~ 6
One Armor Plate adds 20 Health to an Infantry, giving you 120 Health in total.
As you can see on the chart above, Headshots can help at any range.
3. Range
20m ~ 50m
M5A3 is the only AR that has a range of 20m.
4. TTK
Armor
Base
1 Headshot
2 Headshots
Base
320ms ~ 400ms ~ 480ms
240ms ~ 320ms ~ 400ms
160ms ~ 240ms ~ 320ms
Armor Plate
400ms ~ 480ms ~ 560ms
320ms ~ 400ms ~ 480ms
240ms ~ 320ms ~ 400ms
The headshot efficiency on M5A3 is pretty good, which means headshots reduce the TTK by a lot.
5. Recoil
The recoil pattern goes up and to the right in overall, but it bounces side to side a lot, and it makes the gun quite inaccurate.
6. Attachments
Silencer – The silencer doesn’t actually reduce M5A3’s range. It does, however, reduce its damage by 10%. It increases the overall BTK by 1, but due to the high fire rate M5A3 has, it doesn’t slow down TTK that much. (Only by about 80ms).
Close Combat Ammunition – This attachment seems to be bugged. Even though it says it reduces the effective range of the gun, it actually increases the first ranage radius from 20m to 30.1m. It does, however, reduce the second range radius from 50m to 40m. It also adds the third range radius of 50m. Beyond that, the damage falls off aditionally to 13.
Is it confusing? Let me make it simple!
Range Change
20m ~ 50m -> 30.1m ~ 40m ~ 50m
Damage Change
22 ~ 18 ~ 15 -> 22 ~ 18 ~ 15 ~ 13
High Power Ammunition – It extends the first range radius from 20m to 50m, and also removes the second range radius. Under 30m, the Close Combat Ammunition outperofrms this ammunition by a lot. Between 30m ~ 40m, this ammunition performs little bit better than the other one, but not by much. IMO, there’s no reason to use this ammunition for now.
Extended Barrel / Shortened Barrel – The gun is quite inaccurate from a distance because of its troublesome side-to-side bouncing recoil pattern. It’s just better to keep the combat distance short with this gun. Therefore, I highly recommand the Shortened Barrel, and recommand to avoid the Extended Barrel.7. Recommanded Build

  • An optic of your choice
  • Close Combat Ammunition
  • Shortened Barrel
  • Any attachment that increases the accuracy wether while moving or static / Grenade Launcher

There are some weapons that is at somewhere between one weapon category and another. M5A3 is an AR that kinda feels like an SMG. If you’re an aggressive, assulting player, M5A3 might be it for you. The grenade launcher, especially the smoke launcher can help with that playstyle a lot. Also, the armor piercing grenade punches through the Dozer’s shield. You can kill him with 2 shots. If you aren’t a fan of it, you can simply go for an attachment that increases the accuracy.

More Battlefield 2042 Gun Guides:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Someone Has Computed How Much It Costs to Buy All the Marvel’s Avengers Cosmetic Items

Marvel’s Avengers have seen its fair share of ups and downs, but throughout it all there are its cosmetics, with some earnable through play and a chunk of them purchaseable through a marketplace. If you don’t like grinding for your swag, then you may have once or twice considered purchasing these cosmetics; but have you ever wondered just how much it will cost to own them all? A Reddit user took that question to heart, with their research showing a total price for all Marvel’s Avengers cosmetic items.

The Reddit user shared his findings on the thread, stating:

Was bored so I added up everything that’s for sale (disregarding bundles) as of right now. Completionists would have to pay 331,750 credits (i.e. 3,317.50 USD/EUR) to unlock everything.

It’s worth noting that this price is not set in stone, as Marvel’s Avengers is a live service game, meaning that it will continue to receive new updates – including new cosmetics – in the future. However, if you’ve got $3,400 to spare, then you can own every single purchaseable cosmetic item, barring all of the bundles.

What do you think? Is the price for all the cosmetic items for Marvel’s Avengers as high as you expected? Let us know in the comments below!

Thanks, saali22 !

MP1st Staff

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Battlefield 2042 SVK Gun Guide

MP1st is back with another gun guide for Battlefield 2042! Same as before, MP1st contributor Sorang lays out the groundwork for one of the shooter’s weapons. This time around, we’re here with a Battlefield 2042 SVK gun guide, which should help given how meta the weapon is right now. I’m sure most of you are in the same boat as Sorang, feeling like a majority of the weapons in game just aren’t that satisfying to use because of the weird wide spread radius. Many of you have already put down you ARs and started to use SMGs or DMRs. SVK is definitely the best DMR in the game now, and some people argue it’s overpowered.

Acronyms:

  • TTK = Times to kill
  • BTK = Bullets to kill
  • RPM = Round per a minute
  • DMR = Designated Marksman Rifle

Battlefield 2042 SVK Gun Guide:

1. DAMAGE & FIRE RATE

Base = 60

Headshots = 90

Fire rate = 180 RPM

The Fire Power stat isn’t a damage of a weapon!

2. BTK

SVK boasts a 2 rounds at any range BTK, regardless of headshot or armor plates.

3. Range

There is no range limit for the SVK when using high power ammunition, which the gun has by default.

4. TTK

333ms

Under 20m, SVK has a TTK that’s a little bit slower than M5A3 and AK24.

However, beyond 20m the only weapon category that can outperform SVK in terms of TTK is an SR.

5. Recoil

SVK has a recoil that technically goes up and left, but that doesn’t really matter because of how slow the fire rate is.

6. Attachments

Silencer – The silencer doesn’t just reduce the gun’s range, but also its damage! It will increase the BTK and I would avoid this attachment.

Standard Issue Ammunition / Extended Mag – With this attachment, SVK gets a range limit of 40m. Beyond that its damage falls from 60 to 35. In return, the fire rate jumps significantly from 180 to 220, which brings its TTK under 40 just as fast as if it were an SMG. However, even with the increased fire rate, if you go beyond 40m your TTK goes down below the other DMR, DM7’s. This attachment also offers you a bonus to recoil control, but in actuality the overall recoil is stronger. This is because, while you have better recoil control, you’re also shooting bullets way faster and have less time to recover from recoil- which is to say that your recoil is worse despite the higher recoil control.

Extended Barrel – This attachment honestly seems bugged. Supposedly it lowers the fire rate, but that’s not what happens. I’ve tested it several times, and the numbers I’ve gotten have all been the same with and without it. I’m not entirely sure if this attachment increases the bullet velocity as it says it is supposed to, but it doesn’t have any penalty. So why not use it?

7. Recommanded Build
  • An optic of your choice
  • High Power Ammunition
  • + Accuracy While Static / Bipod
  • Extended Barrel

Note: This is not to say that this is the best build bar none, and there may be a build that works better for you, but for SVK I couldn’t think of any other build that would actually be as viable as this one.

Related Battlefield Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 Ability Changes for Dec. 7 Update Detailed by Bungie

Ahead of the big 30th Anniversary update next month, Bungie, in their latest weekly blog, detailed some of the finer Destiny 2 ability changes coming to the game. Most of these changes are targeted towards PvP, as the side of the game have been descibed by both players and Bungie being slightly more ability-based rather than gun-based. Head down below for a rundown of these changes and see if you’re subclass just got a boost or a nerf.

Destiny 2 Ability Changes:

Flux Grenade 
  • Increased base cooldown from 82 seconds to 182 seconds.
  • Increased attached detonation damage from 150 to 250 (one-shot kill in PvP).
  • Increased damage vs PvE combatants by 15% (on top of base damage increase).
  • Removed projectile tracking.
  • Added a small amount of aim assist.
  • Increased throw speed by 117%.
  • Now sticks to all surfaces.
Firebolt Grenade 
  • Reduced base cooldown from 82 seconds to 64 seconds.
  • Reduced damage per bolt from 90 to 65.
  • Increased damage vs. PvE combatants by 15%.

On the Character screen, you’ll see the actual cooldown time of your abilities as they’re affected by your equipped ability and armor stats.

  • The “Base Cooldown” time is actually the cooldown time at tier 3 of the relevant armor stat (Strength, Discipline, etc.) This is because the system technically penalizes you for tanking your stats below tier 3, in which case your cooldown would be longer than the base. We are looking into updating this to be more intuitive in a future release.
  • Cooldown times for class abilities are not currently displayed due to a technical issue. We plan to fix this in a future release.
One of our design goals this year was to reduce the amount of ability spam in the Crucible and put the focus back on gunplay. To this end, we’ve made ability cooldown times longer on average than they were before. We don’t want the PvE experience to suffer for the sake of PvP balance though, so we’ve tried to compensate where possible. For example, we’ve increased all grenade damage vs. PvE combatants by 15% or more. This should make grenades feel like bigger power moments than they do in today’s game. Melee ability cooldowns haven’t been increased quite as much as grenade cooldowns, and some of the less-aggressive melee attacks have lower cooldowns than before. Class ability cooldowns have also generally increased, but the changes vary depending on which ability is equipped.

In high-stakes game modes like Trials of Osiris or Survival where each life is precious, passive play becomes more common as players sit back and wait for their Supers to close out a tied game. In general, we want the most efficient way to gain Super energy to be actively engaging in combat. That doesn’t mean you need to win every fight, but we want you to try.

To get us closer to that goal we’re making a big change to the system. Super regeneration will still have a passive component scaled by your Intellect stat, but at a significantly reduced rate. On top of your passive regeneration, you will also gain Super energy by dealing and taking damage to or from opponents.

Here are a few key goals for this new system:

  • In PvE, Super uptime should be relatively unchanged from the live game, if not slightly higher.  
  • Everybody should get at least one Super in a 6v6 match that goes to the score or time limit as long as they engage in regular combat. 
  • Supers should be less frequent in 3v3 modes than in the live game, where two Supers per match is a fairly regular occurrence.
  • Primary weapon play should have a noticeable benefit in Super energy regeneration.
  • Different Supers should come online at different times in a given match, and your Super of choice should have an impact on how quickly it regenerates.  

To that end, we’ve separated Supers into cooldown tiers that affect both the passive regeneration rate as well as the damage-based regeneration rate. This tiering was primarily influenced by each Super’s kill potential, where most one-off Supers are unlikely to wipe a team or a room of combatants, but a long-lasting roaming Super can and should have a tradeoff as a result.

  • Tier 5 (Fastest Regeneration)
      • Well of Radiance
  • Tier 4
      • Blade Barrage
      • Silence and Squall
  • Tier 3
      • Shadowshot
      • Burning Maul
      • Arc Staff
      • Nova Bomb
      • Thundercrash
  • Tier 2
      • Golden Gun
      • Chaos Reach
      • Nova Warp
      • Stormtrance
      • Daybreak
      • Sentinel Shield
  • Tier 1 (Slowest Regeneration)
      • Spectral Blades
      • Fist of Havoc
      • Hammer of Sol
      • Glacial Quake
      • Winter’s Wrath
Subclass Neutral Game Perks – These perks have had their ability energy regeneration reduced by roughly 50% in PvP. We targeted perks that can either activate out of combat, with a single button press, or those that were returning amounts of ability energy that were significantly out of band.
  • Whisper of Shards (Stasis Fragment)
  • Arc Web (Stormcaller Warlock)
  • Rising Storm (Stormcaller Warlock)
  • Ionic Traces (Stormcaller Warlock)
  • Electrostatic Surge (Stormcaller Warlock)
  • Aftershocks (Striker Titan)
  • Inertia Override (Striker Titan)
  • Benevolent Dawn (Dawnblade Warlock)
  • Practice Makes Perfect (Gunslinger Hunter)
  • Dark Matter (Voidwalker Warlock)
Subclass In-Super Perks – These perks scale down energy returns as you get kills in your Super (i.e., the first kill while in Super returns more Super energy than the third kill). These perks often result in Supers being able to roam the map for much longer than is healthy for the game and mean that a victim can frequently die to an active Super, respawn on another side of the map, and be killed by that same Super again. We’ve rescaled this energy refund decay more aggressively in PvP so that the minimum energy refund is reached roughly twice as quickly. No change has been made to the refund decay against PvE combatants. 
  • Everlasting Fire (Dawnblade Warlock)
  • Trample (Striker Titan)
Exotic Armor – Each Exotic below had a custom tuning pass focused on their ability energy return in PvP:
  • Frost-EE5 – No longer stacks multiplicatively in PvP with other regeneration buffs, is now an additive scalar.
      • No change in PvE.
  • Heart of Inmost Light – Ability energy regeneration scalars reduced by 50% in PvP.
      • Reworked so activating multiple abilities will now reliably result in multiple Empowered stacks. The stacking behavior was previously a bug, but this seemed like a good opportunity to promote it to a feature.
  • Contraverse Hold – Duration of the grenade regeneration buff is no longer random between 1 and 4 seconds and is now a fixed duration of 1.75 seconds. Reduced grenade energy regeneration scalar by 50% in PvP.
      • The previous average duration due to weighting was 1.71 seconds, with a 1 second duration being most common, so this should improve the Exotic’s consistency across the game with a lower return in PvP.
  • Doomfang Pauldrons – Reduced Super energy gain on activation when an opposing player is killed by a Void melee by 50%.
      • No change in PvE.
  • Shinobu’s Vow – Reduced grenade energy gain on hits vs players by 66%.
      • No change in PvE.
  • Crown of Tempests – Grenade, melee, and Super energy regeneration scalar buff duration reduced from 7s to 4s in PvP.
      • No change in PvE.
  • The Stag – Reduced class ability energy refund on shield break by 50% in PvP.
      • No change in PvE.
Armor Mods – In general, we’ve reduced energy returns from these mods by roughly 50% in PvP, depending on the number of copies of the mod you have slotted.
  • Melee Kickstart
  • Grenade Kickstart
  • Utility Kickstart
  • Perpetuation
  • Bolstering Detonation
  • Focusing Strike
  • Bomber
  • Outreach
  • Dynamo
  • Distribution
  • Momentum Transfer
  • Impact Induction
STASIS CRYSTALS 
Stasis crystals do a lot. On top of freezing players when they’re created, they also block line-of-sight, block movement, and act as explosive barrels. It’s all a bit too much for PvP. With this release, Stasis crystals will now slow players instead of freezing them, and they’ll do much less damage to players when they detonate.
As far as PvE is concerned, Stasis crystals will still freeze combatants, and we’ve increased Stasis crystal detonation damage vs PvE combatants. Looking at the numbers, it was almost always better to shoot directly at a combatant instead of at a crystal near a combatant. This change should help crystals better live out their explosive-barrel dreams.
Stasis Crystals 
  • While forming, Stasis crystals now slow nearby players instead of freezing them.
      • They still freeze PvE combatants while forming.
  • Increased slow/freeze radius while forming from 1.75m to 2.6m.
  • Reduced crystal detonation damage vs players by ~55%.
  • Increased crystal detonation damage vs. PvE combatants by ~60%.
  • Increased crystal detonation radius from 6m to 8m.

Hunter

DODGE 
In order to meet our goal of less ability spam in the Crucible, we’re reducing how often Hunters can dodge. Gambler’s Dodge is getting hit the hardest here because it can completely circumvent melee-ability cooldown times. It also completely changes the Hunter’s silhouette in PvP, making it very powerful. In addition, Hunter dodges will no longer break projectile tracking, meaning it’s less of a get-out-of-jail-free card when a tracking rocket or another slow-moving projectile is flying toward you.
Hunter Dodge 
    • No longer breaks projectile tracking.
    • Marksman’s Dodge
        • Tier 10 Mobility cooldown increased from 11s to 14s.
        • Base cooldown unchanged at 29s.
    • Gambler’s Dodge
        • Tier 10 Mobility cooldown increased from 11s to 18s.
        • Base cooldown duration from 29s to 38s.
REVENANT 
You guessed it—the Stasis Crystal changes detailed earlier mean that the Hunter Revenant’s Shatterdive will now almost never kill a full-health Guardian. Shatterdive may still kill if the Hunter is using Whisper of Fissures, Touch of Winter, and the target is in the very center of all six crystals, but that has been incredibly rare in our playtesting.
I think we can all agree that Shatterdive was too powerful—we tried a number of fixes over the past few releases, but the truth is that as long as Stasis crystals froze players and Shatterdive shattered players, it was going to be too good. But it’s not all rainclouds and puddles for Shatterdive Hunters—the increase in Stasis crystal damage vs PvE combatants makes Shatterdive a great choice in PvE. On top of that, we’re increasing Shatterdive damage vs frozen combatants by 100%. Have fun melting frozen monsters.
Shatterdive 
    • Much less lethal vs players due to Stasis crystal changes.
    • Much more lethal vs combatants due to Stasis crystal changes.
    • Increased shatter damage vs frozen PvE combatants by 100%.
Grim Harvest Aspect 
    • Increased fragment slots from 2 to 3
TOP-TREE ARCSTRIDER 
This change to the Combination Blow melee was made possible by our Variable Ability Cooldowns system. Previously, top-tree Arcstriders were basically required to use Gambler’s Dodge with this tree. We hope this change will make this ability viable even if you’re using Marksman’s Dodge.
Combination Blow 
    • Reduced base cooldown duration from 96s to 15s.
BOTTOM-TREE NIGHTSTALKER 
The Vanish in Smoke melee has low damage output but high utility. Our data shows that this subclass tree is struggling in PvP, so we’ve decided to increase how often Pathfinder Hunters can go invisible.
Vanish in Smoke melee 
    • Reduced base cooldown from 96s to 75s.

Titan 

SHOULDER CHARGES 
In our effort to put the emphasis back on gunplay in the Crucible, we’ve decided to reduce the number of abilities that can one-shot a full-health Guardian. As such, the Titan’s three shoulder charges are no longer one-shot abilities in PvP. To balance this out, we’ve made the shoulder charges quicker to activate, easier to hit with, and travel farther. We’ve also increased their damage in PvE. In our experience, they’re still powerful in PvP in combination with short-range weapons and when used as a movement tool. We wanted to curb shoulder charge’s potency now that we’ve tuned down shotguns as their current counter. We’ll be monitoring the data and feedback and adjusting accordingly.
All Shoulder Charges 
    • No longer one-shot players.
    • Sprint activation time reduced from 1.5s to 1.25s.
    • Increased range from 5.5m to 6.8m.
    • Targeting-cone width increased by ~10%.
    • Increased damage vs PvE combatants by 25%.
Seismic Strike (Arc Shoulder Charge) 
    • Reduced AoE damage from 90 to 40.
    • Now blinds enemies in the area on hit.
    • Increased base cooldown from 82s to 90s.
Shield Bash (Void Shoulder Charge) 
    • Reduced AoE damage from 90 to 40.
    • Increased base cooldown from 82s to 90s.
Hammer Strike (Solar Shoulder Charge) 
    • Reduced direct impact damage from 170 to 120.
    • Increased base cooldown from 82s to 90s.
BARRICADE 
Even with the Rally Barricade changes we made in Season of the Lost, using this ability during a firefight is still a risky proposition. We’ve spaced out the cooldowns of the two barricades to make the choice slightly more interesting.
Towering Barricade 
    • Increased base cooldown duration from 37s to 40s.
Rally Barricade 
    • Reduced base cooldown duration from 37s to 32s.
BEHEMOTH 
We agree with the general community feedback that the Behemoth could use some love in PvE. We’re hoping these changes to Diamond Lance make this Aspect a top-tier PvE pick. Shiver Strike is getting a big damage buff during the Glacial Quake Super. The Whisper of Chains fragment buff here is also very spicy and should help the Behemoth’s survivability in pinnacle PvE activities. Whisper of Chains can be used by all Stasis subclasses, but making crystals is kind of the Behemoth’s thing so we’re listing it here.
Diamond Lance 
    • Increased fragment slots from 1 to 3.
    • Now spawns a Diamond Lance upon:
        • Killing a PvE combatant with a Stasis weapon.
        • Killing three players with Stasis weapons in a single life.
        • Killing an enemy with a Stasis ability.
        • Shattering an enemy.
Shiver Strike 
    • Increased Shiver Strike damage while in Glacial Quake by 50%.
Whisper of Chains 
    • Increased damage resistance vs PvE combatants from 25% to 40%.
BOTTOM-TREE STRIKER 
This class is absolutely dominating PvP this Season, so we’re turning it down a notch. The changes we made to Fist of Havoc in Season of the Lost helped top tree as intended, but they also turned bottom tree into a monster. On top of that, the Stasis nerfs and other changes we’ve made over the past few releases created a power vacuum that Striker Bot filled with extreme prejudice. We hope these changes put Striker Bot back into the pack instead of towering high above everything else.
Knockout 
    • Melee lunge range and melee damage bonus now deactivate after a melee kill.
Trample 
    • Super-energy gain from Fist of Havoc light attack now decays to minimum amount over 3 PvP kills (down from 7).
Frontal Assault melee 
    • Increased base cooldown from 82s to 106s.
Fist of Havoc  
    • Heavy-slam radius reduced from 8m to 6m (bottom-tree only).

Warlock 

UNCHARGED MELEE 
Warlocks have been losing slap fights for too long. Yes, up until now, Warlocks haven’t been able to melee back-to-back as quickly as Titans and Hunters. NO MORE! With the 30th Anniversary, Warlocks will be able to melee just as quickly as Titans and Hunters. We’re also removing the 1m range extension Warlocks received to compensate. We still think the idea of each class having unique qualities to their melee is interesting, but we want to do it in a way that won’t cause one class to consistently lose slap fights. Maybe someday in the future.
Uncharged Melee 
    • Reduced melee range from 5.5m to 4.5m (now matches Hunter and Titan).
    • Reduced suppression time after melee (can now melee back-to-back at the same speed as Hunter and Titan).
MIDDLE-TREE VOIDWALKER 
In our effort to do away with one-shot abilities that are frustrating to be hit by, Handheld Supernova is also getting the Shoulder Charge treatment. That’s right—Handheld Supernova will no longer one-shot in PvP. To compensate, it now travels farther and pushes enemies back. We also increased the damage of Handheld Supernova and Nova Warp vs Champion and Boss combatants. We had increased their damage in Season of the Lost, but it felt like they could use even more juice.
Handheld Supernova 
    • Reduced damage vs players.
    • Now deals 150 damage max.
    • Increased damage vs Champions and Bosses by 30%.
    • Increased projectile range from 12m to 14m.
    • Now pushes targets away from the Warlock on detonation.
Nova Warp 
    • Increased damage vs Champions and Bosses by 30%.
SHADEBINDER 
We feel the Shadebinder is in a pretty good place with a couple of exceptions. One—Winter’s Wrath is still the best Super for shutting down other Supers, and it’s not even close. Winter’s Wrath must now freeze and shatter other Supers twice to kill them. As a general rule, roaming Supers shouldn’t be able to one-shot other Supers. Two—the Penumbral Blast melee is too difficult to land against PvE combatants. When we made the ability harder to land in PvP, it had a negative effect on the PvE experience. We’ve increased the proximity-detonation radius against PvE combatants to make it easier to land.
All three Stasis grenades now have different cooldown times, so we made a change to Bleak Watcher to avoid a situation where it was always best to use the grenade with the shortest cooldown time. This results in an overall cooldown increase for Bleak Watcher, which fits its incredibly high-power output.
Winter’s Wrath 
    • Reduced shatter-pulse damage vs enemy Supers.
    • Must now generally freeze and shatter all Supers twice to eliminate.
Penumbral Blast 
    • Increased proximity-detonation radius vs PvE combatants by 100%.
Bleak Watcher 
    • While Bleak Watcher is equipped, all Stasis grenades charge at Glacier Grenade rate.

What do you think? Are these ability changes overall good for PvP in Destiny 2? Let us know in the comments below!

Source: Bungie

MP1st Staff

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Marvel’s Avengers Earned Cosmetics Changes Coming in November 30 Update Detailed

Ahead of its big November 30 update, Crystal Dynamics have detailed the upcoming Marvel’s Avengers earned cosmetics changes, from its vendors, patterns, shipments, and more. Head down below to check out these earned cosmetics changes for Marvel’s Avengers, and what players can expect from them.

Marvel’s Avengers Earned Cosmetics Changes:

Cosmetic Vendor

First, we’ve made some updates to the Cosmetic Vendor inventory on the Helicarrier. When you visit Chastity McBryde for the first time after the update, you’ll see that she once again has a full inventory! The top 16 slots are full of various emotes, nameplates and outfits that rotate daily. Make sure to come back each day to see what she has available. Her inventory is a mixture of items that were previously available as well as some new ones that Chastity found lying around, including nameplates and emotes for Black Panther!

Selections in Chastity McBride's shop.

We wanted to give users more choice in their Cosmetic Vendor experience, so we are now utilizing the Specialty Items selection to showcase a single set of items each month. During a specific timeframe, a specific set of outfits will rotate each week in the Specialty Items section, including outfits that were previously only available through special promotions and some brand new looks. If you miss one of the outfits one week, it’ll appear again in a following week, allowing you more time to ponder and choose. Keep an eye out for information on the Specialty Item outfits coming to the vendor each week in our weekly blog! We’ll make sure to state what outfits are available for the next few weeks so that you can plan ahead!

Patterns

Patterns will be making their return as well. Patterns that were previously available via random drops now have a chance to drop whenever a Mega Hive gauntlet is completed! You can exchange Patterns at the Fabrications machine in the Helicarrier or in Birnin Zana.

Shipments

Shipments is our brand-new feature for earnable cosmetics in this update. You’ll find them located as a new tab in your character management screen under the consumables tab. Shipments are another way for you to spend your Units to earn cosmetics, resources, and consumables. Each shipment can grant the following item types:

  • Outfits
  • Takedowns
  • Emotes
  • Nameplates
  • Boosters
  • Fragments
  • Upgrade Modules
  • Polychoron

Some items are obviously rarer than others, but each shipment has hundreds of possible items for you to collect. Each shipment costs 500 Units, the same cost as a Nameplate on the Cosmetic Vendor.

Current Stock

When you select the shipment icon in the Shipment UI, you’ll be presented with what is in the current stock.

Shipments UI

That specific set of stock will be available until the next daily reset (9AM PT). If you decide you like what you see in the Current Stock and claim it, you will be granted the items listed and a new set of stock will become available for you to review. If you don’t see anything that you are interested in in the Current Stock, you can always wait until the next refresh. You can also preview items in your Current Stock to see them before you claim! If you are interested in all the items that are possible to obtain in the current Shipment, you can select More Info.

Full Shipment Info UI

On top of listing all the items that are possible to obtain from the Shipment, this portion of the UI will also show you items that you may already have with a white checkmark in the lower right corner of the icon. Any items that you have already collected that are selected in your Current Stock will have a Fragment value that is based off item type and item rarity. In the Current Stock, these items will also be indicated with a white check mark and will let you know the Fragment value you will get in exchange. In the event that there are multiple items that you may already have collected in your Current Stock, the total Fragment amount will be listed at the bottom of the claim UI.

Shipment items being broken down into Fragments.

Specialty Item

Each Shipment will have a specialty Item for you to chase. The specialty item can be obtained one of two ways.

  1. There is a small chance to obtain the specialty item each time your current stock refreshes.
  2. After you have claimed 100 Shipments within the refresh timeframe, you will be automatically granted the specialty item.

On the Shipment screen, you’ll see an image of the specialty item as well as some descriptive text. You’ll also be able to see your progress towards earning the guaranteed specialty Item as well. Above that bar, you can see the time left for you to earn the Specialty Item.

Iron Man's Wakandan Stealth Outfit in the Specialty Items section

You’ll see here that our first Specialty Item is Iron Man’s Wakandan Stealth Outfit. We have some very exciting ones planned for upcoming Shipments, so keep earning those Units! Here’s a better look at the Wakandan Stealth Outfit.

Iron Man's Wakandan Stealth Outfit

The Chase

Over time, we’ll cycle out the current Shipment and add a new one. Each new Shipment will bring a new specialty Item to earn, new outfits, emotes, nameplates and more. All Shipments have a specific set of “evergreen” items that will be a part of multiple Shipments as well as some that are limited time. The time remaining to earn the Specialty Item appears in the UI above the progress bar.

Free Claims!

Each day, you’ll be able to earn a voucher for a free Shipment claim by completing the Rise and Shine mission chain that we have recently added in addition to the other rewards that the mission chain grants. The voucher expires at the next daily reset, so you’ll need to make sure you use it before then!

Daily Mission Chain for earning free Shipment voucher

After you’ve earned the voucher from the quest, the next time you head into the Shipment tab, the price will be updated to show it has no cost!

Shipments UI

Units

To help players earn Units, we have added Units to some quests and game modes as rewards where there previously were none. We have also increased the number of Units gained from bronze strongboxes from 6 to 10. We will be monitoring Unit earn rates once the update releases and will adjust if needed.

What do you think? Are these cosmetics changes for Marvel’s Avengers a welcome one for the game? Let us know in the comments below!

Source: Square Enix Games

MP1st Staff

Home > News

Battlefield 2042 Upcoming Changes and Fixes in Next Update Outlined

While DICE has already released the list of known issues plaguing Battlefield 2042 at launch, the studio did release a patch yesterday that included a bunch of gameplay-related fixes. Not only that, but today, DICE has also listed the Battlefield 2042 upcoming changes and fixes that are planned in the next title update!

Note that this isn’t the complete list, but some major issues that are gameplay-related have been touched upon, so read up, soldier!

Battlefield 2042 Upcoming Changes and Fixes in (Planned in Next Title Update):

We’ve compiled the tweets in text form for an easier read. Enjoy!

We’re pleased to see that the release of yesterday’s update has helped to improve the smoothness of the experience on servers these past twenty four hours 💪 #Battlefield2042

Here’s some insight on upcoming changes that we’re looking to make with our next update:

Soldier Revives ⚡

We’re confident that we’ve identified the cause of the issue that was preventing you from always getting off a revive, particularly when a player is in close proximity to nearby geometry.

A fix for this is on the way

Soldier Revives ⚡

Separately we’re closing in on a possible server side fix for players who in rare circumstances find themselves unable to respawn.

If that server side fix doesn’t stick, we already have a further solution lined up for our upcoming update

UAV-1 Interaction 🔘

We temporarily removed this whilst we could evaluate the best way to keep it balanced, and fun.

That work is now complete and we’ll be looking to re-enable this alongside the next update

Missing Loadouts 📦

A rare issue that could sometimes cause a data call to fail on our end now has a fix developed, and is presently in testing.

We’re keen to roll this one out to you all and make sure that you don’t have that frustration of needing to reconnect to a server

Vehicle Balancing 🛺

The LCAA Hovercraft will be re-equipped with lighter armor, lowering its health, and we’re tuning down some of its weaponry

The MD540 Nightbird will have similar tuning done on it’s weaponry too

We’re keeping a close eye on early balance for future changes

We’ll keep you updated here on further fixes, and changes we have coming in our next updates Eyes

It’s been great welcoming you all back onto the Battlefield throughout our Early Access launch

These changes, and more, are presently scheduled for deploy at the end of next week

As you can see from the message above, the patch is planned to be deployed next week. DICE has also shared previously that there is another patch planned for release within 30 days, which means players will get three client-side patches in less than a full month’s cycle.

Source: Battlefield Direct Communication

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

GTA San Andreas – The Definitive Edition Update 1.02 Fires Out (Update)

Rockstar Games has released the (Grand Theft Auto) GTA San Andreas – The Definitive Edition update 1.02 (PS5 version 1.002), which is part of the GTA Trilogy bundle released earlier this month. This is a patch available on both next-gen and last-gen versions, and is out for all three games of the bundle, which MP1st can confirm.

Update (11/30/21): For the update released today, November 30, head on over here.

GTA San Andreas – The Definitive Edition Update 1.02 | GTA San Andreas – The Definitive Edition Update 1.002:

Update: Rockstar has finally released the official patch notes and they are listed below.

File Size: 1.158GB (PS5), 1.172GB (PS4)

General – All Platforms

  • Fixed multiple localization issues
  • Fixed multiple instances of missing or misaligned collision
  • Fixed multiple instances of holes in the map
  • Fixed multiple instances of incorrect or misplaced textures
  • Fixed multiple instances of the camera clipping through objects
  • Fixed multiple instances of incorrect subtitles being displayed
  • Fixed multiple instances of incorrect help text being displayed
  • Fixed multiple instances of misplaced objects
  • Fixed multiple instances of issues with character models in cutscenes
  • Fixed multiple instances of audio lines being skipped, delayed, or repeated

Grand Theft Auto: San Andreas – The Definitive Edtion

  • Fixed an issue with rain visual effects
  • Fixed an issue with the camera spinning around quickly when finishing or failing Blood Bowl
  • Fixed an issue where the camera is incorrectly positioned when returning to gameplay after finding Sweet in the mission Reuniting the Families
  • Fixed an issue where a bridge in Flint County is invisible
  • Fixed an issue where players can equip weapons while swimming which can cause issues with the weapons clipping through the character’s body
  • Fixed an issue where incorrect help text was displayed for swimming
  • Fixed an issue where the results screen was appearing at the start of Bike School – Jump and Stoppie
  • Fixed an issue with grey pedestrians appearing around the Willowfield and Playa del Seville area
  • Fixed an issue with a pedestrian looking partially translucent in the Just Business cutscene
  • Fixed an issue with the legal text not being displayed correctly
  • Fixed an issue with Enforcer lights not flashing
  • Fixed an issue with players not being able to kill Paul and Maccer before triggering the cutscene for the mission Don Peyote
  • Fixed an issue where the mid-mission cutscene would start then fade to black before restarting again during the mission Sayonara Salvatore
  • Fixed an issue where the game would restart from the beginning when selecting to retry from the last checkpoint on the Mission High Stakes, Low Rider
  • Fixed an issue with an invincible enemy during the mission Los Desperados
  • Fixed an issue with incorrect inverted controls when swimming underwater when setting them to either on or off
  • Fixed an issue with the aiming sensitivity for the Pistol Ammu-Nation Challenge
  • Fixed an issue where progress is blocked due to Sweet being killed prematurely during the mission The Green Sabre
  • Fixed an issue where the help text does not disappear which ends up blocking the muscle stat from showing it increasing at any Gym
  • Fixed an issue with the incorrect time being displayed when collecting rings during the BMX or NRG-500 Challenges
  • Fixed an issue with the camera warping during the In the Beginning cutscene
  • Fixed an issue where some character models were not animating during some cutscenes
  • Fixed an issue with the player getting stuck behind the Cluckin’ Bell counter (Xbox Series X|S, Xbox One)
  • Fixed an issue where Police Officers can be seen floating before a police car spawns during the Reuniting the Families cutscene (Xbox Series X|S, Xbox One)
  • Fixed an issue with pedestrian weapon accuracy (Xbox Series X|S, Xbox One)

No word yet on what’s exactly in the title update, but Rockstar Games has announced that they are rolling out technical fixes for all three titles on every platform. Here’s an excerpt from the letter posted by the studio:

Firstly, we want to sincerely apologize to everyone who has encountered issues playing these games.

The Grand Theft Auto series — and the games that make up this iconic trilogy — are as special to us as we know they are to fans around the world. The updated versions of these classic games did not launch in a state that meets our own standards of quality, or the standards our fans have come to expect.

We have ongoing plans to address the technical issues and to improve each game going forward. With each planned update, the games will reach the level of quality that they deserve to be.

A new Title Update is on the way in the coming days for all versions of Grand Theft Auto: The Trilogy – The Definitive Edition that will address a number of issues. We will update everyone as soon as it is live.

Once the official patch notes for each version are out, we’ll be sure to update the post accordingly. If you notice any major changes, please let us know what you find down in the comments below.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.