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Rainbow Six Siege Tachanka Rework Overview and Gameplay Revealed

Those playing Rainbow Six Siege for quite some time and wanted Tachanka to be changed drastically in how he plays, rejoice! Ubisoft has shown off the Rainbow Six Siege Tachanka rework gameplay and what his new gadget can do!

Check out the gameplay clip as well as a summary of what’s in the said clip (via Reddit).

https://www.youtube.com/watch?v=-nY12UiyJlc

Rainbow Six Siege Tachanka Rework Summary:

  • Now carries the DP27 LMG as a primary weapon
    • Can easily open hatches and walls
    • 48 damage @ 550 RPM
  • New gadget: Shumikha incendiary grenade launcher
    • Shoots incendiary grenades that spread fire in a small area
    • Grenades bounce off of walls
    • Two magazines with five grenades, ten grenades in total
  • New passive ability: Withstand (as seen on Zofia)
  • Loadout:
    • Primary: DP27 or 9x19VSN
    • Secondary: PMM or GSH-18
    • Secondary gadgets: Barbed Wire or Proximity Sensor

This Operator change will be taking place on the Test Servers this Thursday, October 8 (tomorrow) for further testing.

In other Rainbow Six Siege news, the Y5S3.2 patch notes have been revealed, with console gamers getting this next week as the Y5S3.3 patch.

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Alex Co

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

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Resident Evil Resistance Update 1.10 October 7 Now Live

Capcom has released the Resident Evil Resistance update 1.10 October 7 patch and this brings a host of fixes and changes to the multiplayer title. Read on below for the patch notes.

Resident Evil Resistance Update 1.10 October 7 patch notes:

New features:

Cosmetics

  • ・Added 5 new weapon skins.
  • ・Added 35 new Survivor skins.
  • ・Added 10 new Survivor gestures.
  • ・Added 30 new sprays.
  • ・Added 10 new creature skins.
  • ・Added 4 new zombie gestures.

Survivor Weapons

  • ・The new KASHIMA weapon can now be purchased from the Armory in all areas.
  • ・The new RAI-DEN weapon can now be purchased from the Armory in areas 2 and 3.

Creatures

  • ・A new creature, the Ne-α, has been added. It can be spawned by using the new Ne-α skill card.

Skill Cards

  • ・Added the Decoy skill card.Places a harmless trap to trick Survivors.
  • ・Added the Shock Trap skill card.Places a trap that shocks nearby Survivors when triggered. Causes temporary paralysis.
  • ・Added the Flashbang Mine skill card.Places a trap that emits a blinding flash when triggered. Temporarily blinds nearby Survivors and blurs their vision afterwards.
  • ・Added the Enhancer – Invincible skill card.Equips a launcher which fires darts that grant creatures temporary invincibility.
  • ・Added the V-ACT Zombie skill card.Spawns a zombie buffed with Berserker, Regen, Energy Leech, and Infection. Interrupts Bio Energy recharge for a short duration.
  • ・Added the Reclamation Anchor skill card.Deploys a device which projects energy tethers to nearby creatures, recharging Bio Energy if they are killed. Lasts until disabled.
  • ・Added the Energy Leech Rifle skill card.Equips a rifle that deals a small amount of damage and recharges Bio Energy.
  • ・Added the Remote Regen Mod skill card.While in hand, restores a small amount of health to creatures when they are controlled.
  • ・Added the Remove Limiter skill card.Immediately decrease Ultimate Skill cooldown by a certain amount. Interrupts Bio Energy recharge for a long duration.
  • ・Added the Ne-α skill card.Spawns a Ne-α that has an auto targeting ranged attack. (controllable)
  • ・Added the Ne-α – Infectious skill card.Spawns a Ne-α that has an auto targeting ranged attack and emits infectious gas. (controllable)
  • ・Added the Barrier skill card.Raises a protective barrier in place that blocks all Survivor projectiles and firearm attacks except for the flamethrower.
  • ・Added the Supply Zombie skill card.Spawns a Supply Zombie that is immediately marked on the Survivors’ map. (controllable)
  • ・Added the Deception skill card.Makes all cameras look as if they are currently being used by the Mastermind.
  • ・Added the Umbrella Reserves skill card.When used, this card transforms into a random powerful skill card. Interrupts Bio Energy recharge for a short duration.

System Changes

  • ・Increased the Equipment Point limit for all characters (20→25)
  • ・Adjusted ranks at which additional skill cards are unlocked such that all skill cards are obtained by rank 20.

Annette

  • ・Added the new Ambush area 2 exclusive card for Annette.Spawns a zombie without expending any Bio Energy. (controllable)
  • ・Added the new Licker – Regen Aura area 3 exclusive card for Annette.Spawns a Licker with a regeneration aura that shares its buff effects.

Daniel

  • ・Added the new Synchronize Mod area 2 exclusive card for Daniel.While in hand, up to 4 creatures in view will move in sync with the creature being controlled.
  • ・Added the new Remote Shell area 3 exclusive card for Daniel.Spawns a zombie with all creature buff effects and greatly increased attack power and health. Does not act unless controlled. Cannot be killed while inactive.
  • ・The Unnatural Selection skill variant now also increases damage dealt by the Ne-α’s Tentacle Spear.

Alex

  • ・Added the new Contagion area 2 exclusive card for Alex.Makes infected Survivors vomit. This deals damage, but also lowers their Infection Rate. Damage dealt scales with Infection Rate, but will not defeat Survivors.
  • ・Added the new Detonator Mod area 3 exclusive card for Alex.While in hand, all explosive traps detonate immediately after being spawned.

Spencer

  • ・Added the new Omniscience area 2 exclusive card for Spencer.When used, this card transforms into a random Exclusive Card that belongs to another Mastermind.
  • ・Added the new Reroute area 3 exclusive card for Spencer.Switches out the active Bio Core. The cost of this card decreases as fewer Bio Cores remain.

Nicholai

  • ・Added the new Auto Shield Mod area 2 exclusive card for Nicholai.While in hand, newly equipped on-camera weapons will gain an electromagnetic shield for a set duration.
  • ・Added the new Tactical Shields area 3 exclusive card for Nicholai.All cameras gain an electromagnetic shield. Interrupts Bio Energy recharge for a set duration.
  • ・The Watchdog skill variant now includes the Ne-α amongst the creatures it can randomly deploy.

Adjustments and Fixes:

Martin

  • ・Lengthened the cooldown of Flash Baton’s “Shockwave” skill variant.
  • ・Resolved an issue where the damage reduction effects of Sapper’s “EOD Suit” skill variant would remain applied indefinitely if Martin was in the process of disarming a trap when the Survivors advanced to the next area.

Daniel

  • ・Resolved an issue where the Tyrant would become unresponsive if attacked while performing certain actions.

Spencer

  • ・Increased the rate at which cards’ Bio Energy cost decreases when using Bioactivation’s “Paracelsus Generator” skill variant.

Nicholai

  • ・Adjusted the odds at which various creatures are randomly spawned when using Firearms Specialist’s “Watchdog” skill variant.
  • ・Reduced the damage dealt by the Nemesis’s Exterminate ability when using Bioweapon: Nemesis’s “Extermination” skill variant.

Survivors

  • ・Increased the ammo consumed per reloaded shot for the W-870.

System Changes

  • ・Resolved an issue where it was not possible to disarm traps placed on inclines and multi-leveled surfaces.
  • ・Other minor changes and adjustments.

Once we get wind of more updates, we’ll let our readers know.

Source: Resident Evil

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Alex Co

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

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Hyrule Warriors: Age of Calamity Gets 22 Minute Gameplay Demo With Urbosa and Zelda

Hyrule Warriors: Age of Calamity has a brand new 22 minute gameplay demo video courtesy of the latest Nintendo Treehouse Live segment that just aired, and shows off the first gameplay footage of The Legend of Zelda characters Urbosa and Zelda in action.

As an official prequel set 100 years before the events of The Legend of Zelda: Breath of the Wild, the game brings together playable characters such as Link, Princess Zelda, the Four Champions, Daruk, Urbosa, Mipha, and Revali, and the Sheikah warrior Impa as they battle in a hack-and-slash adventure that depicts the events of “The Great Calamity”. Here’s the official description from Nintendo’s webpage for the game:

Join the struggle that brought Hyrule to its knees. Learn more about Zelda, the four Champions, the King of Hyrule and more through dramatic cutscenes as they try to save the kingdom from Calamity. The Hyrule Warriors: Age of Calamity game is the only way to firsthand see what happened 100 years ago.

– Battle hordes of Hyrule’s most formidable foes –
From barbaric Bokoblins to towering Lynels, Ganon’s troops have emerged in droves. Playable heroes like Link, Zelda and more must use their distinct abilities to carve through hundreds of enemies to save Hyrule from the impending Calamity.

Check out our more detailed feature on Hyrule Warriors: Age of Calamity’s story. The game will be coming to the Nintendo Switch on November 20.

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The Division 2 TU11.1 Release Date Revealed, Here’s What to Expect

Following The Division 2’s Title Update 11 (TU11) patch released a few weeks ago, Ubisoft has now revealed The Division 2 TU11.1 release date and what people can expect from it in the latest State of the Game devstream.

Agents can expect Title Update 11.1 to make its way out this October 20 (this is planned, and is subject to change), and will include changes and fixes to The Summit game mode, and more. Head on below for the complete details. Note that this is not the complete patch notes for TU11.1 but rather, an overview of what’s included.

The Division 2 TU11.1 Release Date

Release Date: Planned date is October 20th (if all goes well)

The Summit Update

Main Changes

TU11.1 has the goal to address the feedback that was brought up in the PTS Feedback and also since TU11 launched:

  • The fantasy of climbing from floor 1 to 100 with customized challenges and rewards.
  • The Difficulty
  • The Directives
  • The Targeted Loot

Rally Points are removed

When you launch the Summit after TU11.1 you will no longer get the known Rally Point selection menu.

When you open the elevator, you get a selection if you want to continue your journey to the top or if you want to change the settings.

In this example, you played until floor 34 and had two Directives active. And now you can continue from that floor with these settings or change it to the experience that you want.

With TU11.1 this could be your progression from 1-100 with different team combos and difficulty settings:

=> Progression Example – these are only examples.

Select Difficulty and Directives

When you select “Settings” in the elevator menu, you can change your difficulty and the number of Directives any time you want:

Difficulty

  • Here you can select the difficulty you want to play on (normal – legendary)
  • When you enter the elevator you will continue your journey on the next floor with the new difficulty.

Directives

  • You can now select the Directives that should be active.
  • In the Summit you can select all Directives that have been added to the game so far.
  • If you really want to challenge yourself, you can play on legendary difficulty with a total of 9 Directives.

Directives increase Targeted Loot Drop Chance

To give you more incentives to use the Directives, they further increase the chance to get targeted loot. This applies to the whole game, not just the Summit.

  • The difficulty you select defines the chance of how much targeted loot you get.
  • Legendary difficulty has of course the highest chance – normal has the lowest.
  • But you can further increase that chance by adding Directives that add a bonus to what you would get on the selected difficulty.
    • For example – hard difficulty with 1 Directive has a lower chance than challenging difficulty.
    • When you add more Directives to that, you could play on hard, but you have the challenging difficulty Targeted Loot drop chance.
  • The highest chance is:
    • Legendary + 9 directives = targeted loot chance of legendary + (directive targeted loot chance bonus * 9)
  • This should give you a motivation to work with these directives.
  • While the Targeted Loot chance modifier applies to the whole game and not just the Summit, you can only select 9 directives in the Summit. The rest of the game has the established 5 Directives.

Threat Scaling

While you can select one difficulty setting for the entire 100 floors of the summit, there is a difficulty scaling as you climb the tower.

As shown in the image, the number of mini-bosses you encounter on the boss-floors will increase the higher you get. For example, on Level 70 you have two bosses and so on.

Targeted Loot Selection

When you look at the map of The Summit you see the active Targeted Loot and at the bottom “Targeted Loot Selection”.

In this menu you can select what Targeted Loot you are looking for:

  • Weapon Archetype
  • Gear Slot
  • Gear Mod
  • Skill Mod
  • Brand Set
  • Gear Set

You can change this any time you want.

With that and the added Targeted Loot chance from the Directives, you not only can customize what Targeted Loot you want but also actively change the chance. This should give you a very effective way to farm what you need in The Summit.

  • This selection applies to your personal loot and can be different for each player in a group.
  • The session host does not enforce the Targeted Loot on the entire group.

Weekly Project

There is a new weekly project that you can complete in The Summit. You can complete it in any difficulty you want.

The project rewards

  • Exotic cache
  • Blueprints (if you have any missing blueprint)
  • Specialization Points (if you still need)

Ridgeway’s Pride Exotic

They’ve seen the feedback, that it is not as desirable as it should be, and because if that it was buffed:

  • Range is now 15m (from 10m)
  • The Repair Rate was also buffed across the board.

The Quest now only requires neutralizing 2 Hunters / Rogues and the items drop based on the floor numbers.

Additional Improvements

  • More Objectives
  • Quicker laptop interact animation (also the NPC spawn is adjusted)
  • Holding SHD Crates is more beneficial (when you control the SHD Crates, you get faster skill spawns and it deploys better skills – it stays the same as it was pre TU11.1 when it is hostile)
  • New UI notifications about Exotic fireteams, Bosses, etc.

Summit Fixes

These issues will be fixed with TU 11.1

  • Loot crates reset (if encountered again)
  • Select Matchmake without reloading
  • Mega-Map has correct tabs (Project / Manhunt / SHD)
  • Various UI & Map fixes
  • Improved loot from final 100th-floor enemy

Targeted Loot Change

These are the Targeted Loot changes that apply to the entire game:

  • Higher Targeted Loot chance through active Directives
  • Individual Gear Set allocation. (So you will encounter True Patriot as Targeted Loot on a mission and not just “Gear Set”)

TU11.1 Bug Fixes

  • The Firewall bug in Conflict will be addressed.

Same as before, once we have the official patch notes, and once the title update is live, we’ll let our readers know ASAP.

Source: Reddit

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

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Black Ops Cold War Alpha Update & Changes Reflected in the Beta Announced

Following today’s massive news regarding how Call of Duty: Black Ops Cold War will be getting a FOV slider and ping system, Treyarch has also announced the Black Ops Cold War alpha update and changes that we’ll see in the beta later this week.

In a new post, Treyarch revealed a huge list of changes and improvements to Black Ops Cold War that were based on alpha feedback. I gather, players who tried the alpha will be loving the stuff listed below.

Black Ops Cold War Alpha Update & Changes:

MOVEMENT

We’ve made a large tuning pass on core movement with the goal of improving the responsiveness of player controls and actions. We’ve identified several key areas in our core movement set for improvements, largely focused on sprinting and sliding:

  • Core Movement
    • Integrated updated locomotion animations and systems for walking, jogging, and sprinting.
    • Slightly increased acceleration when moving from a standstill.
  • Sprinting
    • Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This results in more opportunities to use the Sprint Takeoff feature for a quick burst of speed when initiating a sprint.
    • Increased the time it takes to ramp down from maximum to minimum sprint speed for a smoother change of speed. This also slightly increases the time at which a player sprints at a faster pace.
    • Slightly adjusted camera bob during sprint to better align with updated movement animations.
    • Disabled Field of View increase when sprinting. This should provide a smoother in-game view and prevent a “floating camera” feeling when sprinting.
  • Sliding
    • Slightly reduced slide speed.
    • Increased the minimum amount of time a player must sprint before sliding to better align with time to reach max sprint speed. This means a player cannot immediately trigger a slide from a near-standstill.
    • Addressed an issue that allowed players to cancel a slide without the appropriate slowdown. We will continue to monitor and investigate any slide-cancel exploits.

Announced before, snipers are getting nerfed in the beta.

WEAPONS / GUNSMITH

We’ve refined our weapons tech and animations since the Alpha, completed numerous tuning and tweaking passes on our weapons, and added more details to attachment statistics in Gunsmith. We’ve also made several positive changes to how sniper rifles work based on Alpha data and feedback.

Sniper rifles are a key component of Black Ops combat, and in some ways more relevant than ever in Black Ops Cold War. With support for large maps and game modes, as well as cross-platform play, sniping can be an effective and often extremely powerful play style. To balance out cross-play sniping, we’ve brought back aim assist for snipers on controllers – something we haven’t had in Black Ops Multiplayer since Black Ops 2.

The data from our Alpha proved to us that even without cross-play or larger maps, sniper rifles were still dominant on smaller maps. As a result, we’ve made some adjustments to bring them back into balance for the Beta, and look forward to seeing what the community can do with these finely tuned precision weapons.

Here’s the list of changes to weapons and Gunsmith statistics:

  • Gunsmith
    • Added a more detailed breakdown of statistics for each attachment, explaining in detail how each attachment influences its weapon’s stats.
    • Moved the Gunsmith UI button closer to the weapon for easier access.
  • Recoil and Firing Animations
    • Added new weapon recoil systems and firing animations with a comprehensive tuning pass for a revamped weapon firing feel on every weapon for both hip-fire and ADS.
    • Reworked and rebalanced all recoil patterns, impacting weapon balance and mastery across the board.
    • Full touch-up pass on animations across all weapons based on feedback.
  • Aim Down Sights (ADS)
    • Added new ADS weapon rendering technology for more realistic ADS perspective.
    • Smoothed out all ADS in/out transitions.
  • General Weapon Tuning
    • Made tuning changes to Alpha weapons that overperformed or underperformed, including increases to AK-74u recoil and ADS time, increasing LMG ammo capacity, and more.
  • Attachment Tuning
    • Full attachment balance pass to ensure all attachments stay relevant and balanced.
  • Sniper Rifles
    • Added aim assist on snipers for controller users for cross-platform balancing.
    • Several precision-aiming adjustments to help the sniping experience feel more fluid.
    • Sniper glint now displays more often and more reliably to help players understand when they are in danger.
    • Adjusted ADS time on sniper rifles.
    • Sniper rifles now requires higher hits on the body for one-hit eliminations (for example, upper chest instead of stomach, or upper arm instead of lower arm).
  • Frag Grenades
    • Reduced the fuse time on the Frag Grenade for Beta. Throw speed adjustments are targeted for launch.

VISUALS

We’ve made several graphical improvements throughout the Beta, and we’ve responded to player feedback about low visibility in some areas of the Miami map. With our latest changes, players should be able to spot enemies more clearly on Miami.

  • Graphics
    • Improved graphical fidelity and performance across the board.
  • Lighting / Visibility
    • Adjusted lighting and character visibility throughout the Miami map for better overall visibility based on player feedback.

AUDIO

The audio team has made several crucial improvements to weapon sounds between the Alpha and Beta, and continues to work on further enhancements for launch. Footstep audio design and its interaction with the Ninja Perk have also been tuned significantly for players who like to keep it stealthy.

  • Weapon Audio
    • Added bass and punch to all weapon sounds by adjusting master EQ and compression output.
    • Added 3 presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to suit player preferences.
    • Redesigned several weapon audio layers, corrected audio decay playback, and added blending for interior/exterior sounds.
    • Polished reverb audio across all maps.
  • Footsteps
    • Crouch-walking now functions as a near-silent movement option available to all players, with or without the Ninja Perk.
    • ADS crouch-walking now makes the player’s footstep audio even quieter. Enemies should not hear the player when crouching outside of extreme close quarters.
    • While Ninja is equipped, core movements such as sprinting, jogging, and walking are now greatly reduced in volume and distance by roughly 50% compared to the Alpha.
    • ADS walking will also provide a significant stealth advantage when using Ninja.
  • Hit Marker Audio
    • Added new sounds for fatal and non-fatal hit markers.
  • Scorestreak Audio
    • General
      • Polished audio for several Scorestreaks.
    • Spy Plane Audio
      • Reduced the volume of the Spy Plane’s locational pings.
      • For the first time in a Black Ops game, Spy Plane pings are directional and locational based on where an enemy is when they are swept by the radar, allowing for pinpoint accuracy. As this is a new mechanic, we will continue to monitor and adjust as necessary.
  • Bullet Crack
    • Tweaked the bullet crack system to prevent players from hearing sounds when they shouldn’t, and vice versa.

Another thing being touched is how scorestreaks are handled! Treyarch is making it harder to get top streaks, and also, more score for objectives!

SCORESTREAK SYSTEM

We’ve increased the score reward for a number of objective-based game modes and objective score events to further incentive playing the objective in the Beta. These changes are in service of rewarding players of all playstyles fairly, whether it’s the slayers out in the dunes of Satellite or the OBJ players holding down Hardpoints in the jungles of Cartel.

Our philosophy acknowledges that players put themselves at considerable risk for playing the objective, and we don’t want the risk of losing a streak to disincentivize objective play. At the same time, we want to avoid allowing players to “game the system” by waiting for streaks to build up before capturing objectives, which is why objectives don’t count in streak multipliers.

As we continue to gather data and feedback on the new Scorestreak system and kill-streaking mechanics, the changes below reward objective players and require slayers to stick to their role more carefully to ramp their score up. We recognize that there are hybrid styles that achieve both, and this system rewards players for the play style they gravitate to the most.

  • Scorestreak System
    • Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and do not require or reward objective streaking.
    • Adjusted Scorestreak rewards to reduce Scorestreak spam and make Scorestreaks more rewarding. Players will need to go on higher streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low end, and ramps up quickly as the player earns higher kill-streak numbers.
    • Reduced Scorestreak cooldowns to offset these changes and allow players to cycle through Scorestreaks more often.

 SPAWNS

We heard from several players during the Alpha that they felt it took too long to get into the action in 6v6 game modes on Miami. To address this, the design team has adjusted the spawns and spawn logic across multiple modes to ensure a faster time to engagement on the map.

  • Miami
    • Full spawn pass for Team Deathmatch and Kill Confirmed modes on Miami with the goal of reducing the time to engagement and increasing the overall pace of 6v6 game modes.
    • Spawns at the ends of the map have been pulled in closer.
    • Added new spawns to get players back into the fight faster.
    • Adjusted the spawn logic to reduce the distance at which an enemy player will influence the enemy team’s spawn points.
  • Moscow
    • Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
  • Armada
    • Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
  • Crossroads
    • Adjusted Combined Arms: Domination spawn logic and spawn placement to keep players spawning closer to their owned objectives, reducing time to engagement and getting players back into the action faster.
  • Satellite
    • Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.

VEHICLES

Vehicle vs. infantry combat is a dynamic we work hard to balance out for both parties. We’ve made substantial adjustments for this combat loop in the Beta, and will continue to dial this in for launch.

  • Vehicle Damage Tuning
    • Reworked the bullet damage mitigation model for Tanks to provide a more consistent experience across weapon classes. This fixes issues where some guns seemed inordinately more powerful against vehicles than others.
    • Adjusted the “Cavalry Lancer” weapon attachment to be more consistent across weapons, especially on LMGs. We will continue to keep a close eye on tuning this for launch.
  • Tanks
    • Reduced Tank health to make launchers and C4 more effective counters.
    • Reduced the deadliness of the Tank shell’s splash damage.

BUG FIXES

  • Character Models
    • Addressed an issue where a player disconnecting from the match during the loading sequence could result in that player’s character displaying an unnatural pose at the start of the game.
  • AK-74u
    • The AK-74u’s reload animations will no longer appear to skip.
  • RC-XD
    • Called in the Fun Police to address an issue that allowed players to ride around on a teammate’s RC-XD. Sorry.
  • Gunboat and Wakerunner
    • Fixed an issue where Wakerunners being deployed from a ship’s davits could cause the Gunboat to be flung into the ocean.
  • Motion Blur
    • Addressed an issue where the Motion Blur setting would not properly retain its settings.
  • Moscow Window
    • Addressed an issue where a player could become stuck when sliding through a window in Moscow.
  • Mantling
    • Tuned mantling at tall heights to ensure they are performed at a more natural speed.
    • Where necessary, map designs will be updated to restrict areas where mantling is not intended.
  • Moving Before Match Start
    • Addressed an issue that could allow players to begin moving before the match countdown timer had ended.
  • “Invisible” Weapons
    • Addressed an issue that could display an invisible third weapon when exiting a vehicle, preventing the player from being able to use any of their weapons.
  • After Action Report
    • Addressed an issue that would show incorrect Scoreboards in the After Action Report.
  • Stability
    • Addressed various stability issues encountered during the Alpha.

ADDITIONAL UPDATES / FEATURES

  • Ping System
    • Added locational Ping system across all MP modes, allowing players to ping objectives, loot, locations, and enemies for teammates during a match using D-pad left on controllers or Z on keyboards by default.
    • Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected in the Gameplay Settings menu.
  • FOV Slider on All Platforms
    • Added Field of View (FOV) slider on all platforms to define the height and width of the player’s view in Settings.
  • HUD Visual Toggles
    • Added the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints in Settings.
  • Name Plates
    • Adjusted the ruleset around when friendly player names would show to reduce instances where friendly name plates would appear over enemies in certain situations.
  • Deadzones / Minimum Input Threshold
    • Expanded the options to reduce minimum stick input threshold (or “deadzone”) to 0.
    • NOTE: Setting this to 0 is only recommended for advanced users. Depending on controller hardware, setting this to low values can cause “stick drift”, which can engage the stick even when no input is given.
  • Kill Confirmed Score Limit
    • Our data from Alpha showed that Kill Confirmed was ending on time limit too frequently in the Alpha, so we’ve reduced the score limit to 65 for the Beta.
  • Start Spawn “Soft Freeze”
    • We’ve enabled the ability for players to rotate their Operator, swap weapons, ADS, and changes stances during the pre-round timer.
  • Progression
    • We’ll be introducing a deep progression system synchronized across Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we’ll have more details in a dedicated blog as we get closer to launch. While players won’t see this full progression system in the Beta, you’ll be able to rank up to certain levels to unlock additional content throughout both Beta weekends.

In case you’re curious, you can read up on our alpha impressions here. We’re also giving away Black Ops Cold War beta keys so you can play starting tomorrow! Head on overe here for that.

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Alex Co

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Rainbow Six Siege Update Y5S3.2 Patch Notes Revealed

PC players, Ubisoft has released Rainbow Six Siege update Y5S3.2 (Year 5, Season 3.2). Those on consoles should get this patch soon (probably next week), and will be tagged as the Y5S3.3 patch (Y5S3.2 will be lumped into the Y5S3.3 patch). Head on below for the complete Rainbow Six Siege update Y5S3.2 patch notes.

Rainbow Six Siege Update Y5S3.2 Patch Notes:

BUG FIXES

GAMEPLAY

  • FIXED – If a deployable shield is placed in a doorway, players are sometimes blocked by the doorframe when trying to vault over it.
  • FIXED – Yellow Pings were not displayed in Replay Mode.
  • FIXED – Only the first Trax Stinger deployed could be targeted by the Smart Ping feature.
  • FIXED – Frost’s Welcome Mats becoming invisible when Frost was killed under certain conditions.
  • FIXED – Spas-15 and Bearing-9 reload animations have to be entirely restarted when the reloading was interrupted.
  • FIXED – Missing burn/fire SFX for smaller explosions that accompany an explosion.

OPERATORS

ZERO

  • FIXED – Missing or incorrect interaction prompts for Zero’s Piercing Camera crosshair when aiming at certain map assets/surfaces.
  • FIXED – When aiming through see-through + unbreakable glass, Zero’s Argus Launcher does not detect an obstacle.
  • FIXED – Zero’s Piercing Camera is not piercing through the destructible floor on the carpet in 2F Gym of Clubhouse.
  • FIXED – The Argus Camera activation SFX can be heard when deployed on an electrified wall.
  • FIXED – The Argus Camera can sometimes pierce through other gadgets on the other side of a wall.
  • FIXED – The Argus Camera cannot pierce through the rug in 1F Great Room.

CLASH

  • FIXED – When affected by a Breach Charge detonation, Clash’s Shield is automatically placed on her back.
  • FIXED – Speed penalty does not gradually wane after being affected by Clash’s CCE shield.
  • FIXED – Fix for an issue with weapon swapping when Clash’s CCE shield is deployed.

NOMAD

  • FIXED – Missing fall damage for Nomad when jumping/vaulting from an elevated location (hotfixed on PC on Oct 1st).

FUZE

  • FIXED – Fuse SFX for Secondary Hard Breach gadget is too long.

LEVEL DESIGN

  • FIXED – Various LOD issues on maps.
  • FIXED – Various clipping issues on maps.

CHALET

  • FIXED – The vault prompt at the stairway railings (1F Fireplace) was inconsistent and difficult to activate on Chalet.
  • FIXED – Vault prompt inconsistencies in stairway railings (1F Gaming Room Hallway and 2F Library Stairs) on Chalet.
  • FIXED – Defenders were able to scan Attackers through trees and rocks from EXT Campfire camera on Chalet.
  • FIXED – Navigation issues due to rock collision in EXT Snowmobiles on Chalet.
  • FIXED – Drones can fall through the map at EXT Front Yard of Chalet.
  • FIXED – Drones can teleport into the shelf at B Storage room on Chalet by forcing collision.
  • FIXED – Low lighting inside the wardrobe of 2F Master Bedroom of Chalet after breaking the doors.

BORDER

  • FIXED – Throwable gadgets could be thrown through walls above certain windows on Border.

CLUBHOUSE

  • FIXED – Yellow Pings do not appear immediately when targeting TVs on Clubhouse.

COASTLINE

  • FIXED – Valkyrie cam can be thrown through the wall in 2F Hallway on Coastline.

USER EXPERIENCE

  • FIXED – Battleye ticker is now fixed. Previous banwaves carried out during the season were not visible due to a bug with the ticker.
  • FIXED – In map ban phase, system always bans the map on the right when there are two maps left.
  • FIXED – Ensuring all maps are properly randomized to show up in the map-ban phase.
  • FIXED – Crashes when using Vulkan (hotfixed on PC on Oct 1st)
  • FIXED – Various shop/cosmetic issues.
  • FIXED – Various HUD/UI issues.
  • FIXED – Reload prompt still appears even when interface preference is disabled.
  • FIXED – Steel Wave Champions charm is very, very pink.
  • FIXED – Players getting expired/older in-game notifications and pop-ups.
  • FIXED – Banned players could hit the “Find another Match” button, causing odd in-game messages.
  • FIXED – Custom color sights were not applied in Replay Mode.

Once the patch is out for consoles, we’ll be sure to let our readers know.

Source: Ubisoft

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Alex Co

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

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PS5 Removable Panels Just Opened a World of Possibilities

With today’s PS5 hardware teardown, we finally see (and can confirm) that the PS5 will have removable panels/shells. Outside of the center piece, Sony has just made it easier and cheaper for PS fans to swap their console look for something they may prefer more.

Easiest Panels to Remove for a PS Console

With today’s breakdown of the PS5, Sony confirmed something that was rumored for some time and that was that both panels on the PS5 are completely removable with no needed tools (outside of removing stand). For comparison, the original PS4 only allowed the left portion of the cover to be removed with ease so that users could access the HDD. If they wanted to remove the rest of it, they would need to remove some screws that are mounted to the HDD side in order to remove the right side plate. This was eventually changed in the slim and pro models, with users being able to just remove the panel directly, though even that could prove to be a struggle at times.

The original PS3 was also relatively easy, with just one screw holding it in place. Once removed a user could easily slide it off with little to no effort.

However, it should be noted that if you wanted to remove the rest of the panels in either systems you’d have to do a whole lot more that, well, isn’t very fun for first time users. With the PS5 though, it appears Sony is taking a more user friendly approach in not just allowing easy removal of the top/left panel that houses the NVMe SSD slot, but also the bottom/right panel of the console also. 

As you can see above, while some pressure was needed to pull both panels off, the only real thing that was holding the panels in place is the stand itself and of course the grooves on the panel. Also noting in the video we can see that the panels aren’t made of hard plastics as there is some slight bendability to them, which should make them easier to pop off versus a hard cover that snaps in and out of place. And with both panels being super easy to remove, this opens up the possibility of customization to everyone, more so than the previous consoles.

You’re Telling Me It Can Be in Black? 

Outside of the size and design, one of the biggest mixed reactions we have seen for the PS5 is the coloring Sony decided to go with. For me personally, I like the white and black color schemes, but for some they may prefer the all classic black that past PS consoles have always had since the PS2. 

With the exception of the PS1, all PS consoles have shipped with black as the default color

It’s understandable why a black themed PS5 would be requested by so many as the color is seen as the traditional choice. Thankfully if you happen to be an early adopter and don’t want to wait for Sony to release an all black theme PS5, swapping out the panels should be a breeze. This includes both sides, and as mentioned before, something that was pretty difficult with previous consoles.

The coloring of course doesn’t stop at just black either as the possibilities for uniquely colored PS5 are endless, especially when it comes to mix and matching covers.

Limited Edition Console at the Fraction of the Cost

The big take away with these removable panels is that owners now have access (assuming standalone sale) to even limited edition designs produced by Sony and partner. Of course this doesn’t include any design changes they make to the center piece, but in the very least it opens the possibility of custom shells without someone needing to spend as much as buying a new console. Want that limited edition God of War PS5 console? Well, here’s some easy to swap out panel that isn’t going to break bank.

Regardless if Sony officially releases custom plate covers themselves, the market of customizable shells for the PS5 will most definitely be filled by some third-party manufacturers as we have seen in the past. This design decision made by Sony is without a question a brilliant one, as it leaves room for users to shed a bit of their own personality on the console. 

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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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Black Ops Cold War FOV Slider & Ping System Announced Along With New Beta Details

Annoyed at how close everything seemed to be in Call of Duty: Modern Warfare 2019? Well, that won’t be an issue in Black Ops Cold War, as Treyarch has today announced the Black Ops Cold War FOV slider and ping system for multiplayer!

In today’s blowout regarding the upcoming Black Ops Cold War beta, Treyarch talked about the Black Ops Cold War FOV (field of view) slider and even the ping system! Head on below for the official info!

FOV Slider on All Platforms

We’re extremely excited to bring the Field of View (FOV) slider feature to all platforms for the first time in a Black Ops game, and you’ll be able to try it out during the Beta. This is another way we’re optimizing Black Ops Cold War for a globally connected, cross-play experience, and the team is dedicated to providing the best performance possible for this feature across all platforms at launch. Give it a shot this weekend and see which setting feels right for you.

Treyarch also went in depth when it came to the Black Ops Cold War ping system! Finally, players will be able to point out scorestreaks to take out, enemies and more!

Ping System

For the first time in Black Ops Multiplayer, we’re adding a locational Ping system as a feature across all MP modes, allowing you to ping objectives, loot, locations, and enemies for your teammates during a match. From Team Deathmatch to Fireteam: Dirty Bomb, you can use the Ping system to communicate non-verbally with your teammates for increased coordination.

By default, Ping is mapped to D-pad left on controllers and bound to Z on keyboards. You’ll also find alternate Ping-prioritized button layouts, like Bumper Ping and Bumper Ping Tactical, in the Gameplay Settings menu. Coordinate with your team by pinging objectives, pointing out loot for your Fireteam, or warning your squad of nearby danger by double-tapping Ping (or the dedicated Danger Ping key on keyboards). And for those tired of asking the age-old question, “Can anyone take out that Spy Plane?” … you can even ping enemy Scorestreaks.

The studio also announced that the HUD will be customizable as well.

HUD Visual Toggles

It’s our goal to offer a wide range of heads-up display (HUD) element settings so you can customize your UI experience to what works best for you, even during the Beta. This includes the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints. In Black Ops Cold War, how much you see on your HUD is up to you.

Compared to the Black Ops Cold War alpha, the beta will feature a new map, and three new modes!

Multiplayer Map – CARTEL

Our newest Multiplayer map, Cartel, will be available from the start of the Beta on October 8th on PS4. Set in the steamy jungles of Nicaragua, players will storm a remote cartel compound where a known Perseus associate has been operating in the shadows.

This lush map offers a variety of attack options for any play style, from the close-quarters interiors of the warehouse on one side to the shaded streams flanking the opposite end. If you’re feeling lucky, try holding down the central tower to snipe oncoming enemies, or take the stealth route through the foliage in the center lane.

You’ll get to play both 6v6 and 12v12 modes on Cartel in the Beta, including Team Deathmatch, Kill Confirmed, Domination, Combined Arms: Domination, and additional modes as the Beta continues throughout both weekends.

New multiplayer modes available in the beta:

VIP ESCORT

Our newest 6v6 mode will be available starting this weekend in the PS4 Beta, and those who pre-order digitally can try it out first.

In VIP Escort, your objective is to safely escort the VIP to one of two extraction zones, or wipe out the enemy team to win. If you’re on defense, you’ll need to stop the enemy VIP from extracting before your team is eliminated. Because this is a no-respawn mode, players can revive their downed teammates before they bleed out, so it pays to coordinate with your squad.

Scorestreaks are disabled, and players will have access to their usual loadouts except for the randomly selected VIP each round, who spawns in with a pistol, two Smoke Grenades, two Frag Grenades, a Field Mic, and a Spy Plane. Teamwork is key, so you’ll need to communicate if you want the dub. (We’ve got more on that below.)

COMBINED ARMS: ASSAULT

Our new Combined Arms category of 12v12 modes brings bigger teams, larger play spaces, plenty of vehicles, and objective-based warfare. This might sound familiar if you played the Alpha and jumped into Combined Arms: Domination, which was playable on two different maps: Crossroads and Armada. We’re unleashing even more in the Beta when Combined Arms: Domination returns on these and one of our newest maps, Cartel.

But why stop there? We’re introducing even more to the Beta with Combined Arms: Assault. This is a bigger, badder take on a classic mode that relies on team-based momentum to secure the victory.

The match gets rolling with two teams of 12 spreading out across the map to fight for control of a central neutral capture zone. Once that objective is captured, the next one opens up deeper into enemy territory. The first team to successfully infiltrate and capture the enemy’s final zone comes out on top.

FIRETEAM: DIRTY BOMB

Available for the first time during Weekend 2 of the Beta on two new large-scale maps, Fireteam: Dirty Bomb cranks the action up to 11 with multi-squad insanity. A total of 40 players broken out into 10 teams will compete to take out enemies, collect uranium caches, locate Dirty Bombs scattered throughout the map, and successfully deposit their uranium into said bombs to detonate them and get the win.

Each detonation causes radiation to leak out to large areas of the map, scoring points for the team that ignited the bomb and transforming huge portions of the map into radioactive hazards for everyone. The longer a player hangs onto uranium, the longer radiation sickness sets in. This affects Perk benefits, movement, health regeneration, and ultimately, your Operator’s life.

When that life runs out, you’ll experience the Fireteam Spawn system unique to Fireteam modes in Black Ops Cold War Multiplayer. You’ll have to make a tactical choice in redeploying into the map by spawning onto a teammate not currently in combat, by parachuting right back into the action, or by spawning directly into the passenger seat of a teammate’s vehicle for instant gratification.

Whew! That’s a lot ot take in! For those who want to play the Black Ops Cold War beta starting tomorrow to check out the ping system and more, head on over here for our code giveaway courtesy of Activison.

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Alex Co

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

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Report: PS5 Will Be Able to Track Trophy Progression

Ever wonder how much more collectibles you need in order to unlock a specific PlayStation trophy? Well, seems like we’ll soon be able to know just that as a slip up has confirmed that there will be a Trophy progression tracking system on the PS5.

Spotted on the French PS Blog, a new post for the new Trophy update  (covered here) was posted, much like all the other PS Blog domains. However, one big piece of information different from the rest of the PS Blog posts and that was the confirmation of a PS5 trophy progression tracking system. 

https://twitter.com/Nibellion/status/1313849185700020227

“On PlayStation 5, you’ll be able to track your progress towards individual trophies for compatible PS5 games. For example, you’ll sometimes see how many artifacts you have to collect, or how many armor upgrades you need to get before unlocking the trophy”

This piece of information was soon quickly removed from the post upon readers pointing it out. Obviously a slip up by the French PlayStation Blog. This is certainly a welcome feature that will prove to be useful amongst trophy hunters. No more guessing how many out of 1000 more kills you need in order to get that trophy you always wanted. We expect to see plenty of other trophy related changes on the PS5, and hopefully we hear more about them and the PS5 UI sometimes this month.

If we do, we’ll be sure to keep you all posted!

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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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Destiny 2 Beyond Light Weapons and Gear Shown Off

In November, Destiny 2 players will not only have new missions and enemies to conquer, but there will be new weapons and gear to obtain as well with the upcoming Beyond Light expansion. Today, Bungie revealed the Destiny 2 Beyond Light weapons and gear!

Before diving in to read up about ’em, check out the trailer below first.

Exotic Weapons

Exotic Pulse Rifle: No Time to Explain* – Precision hits and hits against enemies affected by Stasis will return to the magazine. Stack this effect to summon a portal which will fire bullets from an alternate timeline of the weapon.

Exotic Sniper Rifle: Cloudstrike – Precision final blows will generate lightning bolts at the target location. Rapid precision shots will summon an entire storm at the point of impact.

Exotic Sword: The Lament – A mortal blade, a stalwart shield. Block with The Lament to rev the blade, then shred through shielded enemies. At its peak, damaging an enemy will heal the wielder.

Exotic Grenade Launcher: Salvation’s Grip – Redemption is within your grasp. Each fired projectile will create Stasis crystals that will freeze nearby targets. Charge to increase the amount of crystals created and the freeze radius.

Exotic Armor

Titan Exotic Helmet: Precious Scars – Prove your strength, even when coming back from the brink. Upon revives, the Titan gains an Overshield aura that protects the wearer and nearby allies.

Titan Exotic Gauntlets: Icefall Mantle – Stand tall against the oncoming hordes with this reinforced armor that replaces the Titan’s Barricade with Overshield, absorbing damage from incoming fire.

Hunter Exotic Gauntlets: Arthrys’s Embrace – The Hunter’s weighted knife gains a second ricochet; rapid precision hits gain a damage bonus and can temporarily stagger enemies.

Hunter Exotic Helmet: Mask of Bakris – Don the Mask to replace the Hunter’s Dodge ability with a longer range Shift ability that also temporarily cloaks the wearer during use.

Warlock Exotic Helmet: Dawn Chorus – Feel that sweet burn. The Warlock’s Daybreak projectiles deal extra damage and cause enemies to burn on contact. Gain melee energy each time a burn damages a target.

Warlock Exotic Gauntlets: Necrotic Grip – A deadly caress, compounded. Melee attacks corrupt enemies with increasing damage over time. Defeating a corrupted combatant spreads the corruption to nearby targets and restores melee energy.

There was also a new trailer for Beyond Light released yesterday which you can check out here.

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Alex Co

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

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PlayStation Trophy Changes Coming Tonight and Here’s What’s Being Changed

Originally introduced during the PS3, PlayStation Trophies have now become part and parcel of every game released, and is super important for gamers who want to “complete” a game 100 percent. If you’re confused as to how Trophies are calculated, Sony has your back, as the company has announced a slew of PlayStation Trophy changes coming tonight!

Expect changes to Trophy levels, how it’s calculated and more! Head on below for the official info.

PlayStation Trophy Changes:

New Trophy Levels

The first thing you’ll notice is the big change to your Trophy level. We’re increasing the Trophy level range from the current “1-100” to “1-999,” so following this update, your Trophy level will automatically be remapped to a new level within this new range based on the Trophies you’ve earned to date. For example, if your current Trophy level is 12, your new level will jump to somewhere in the low 200’s. The exact level will depend on the number and grades of trophies you’ve acquired. There will be no changes to the Trophies already earned or Trophy information, such as unlock requirements.

New Level Calculation Structure

We’ve implemented a new Trophies level calculation system that is more optimized and rewarding. Players will progress quicker through the early levels, and levels will increase more consistently. Platinum trophies will count more toward your level progression, making them even more valuable.

New Trophy Level Icons

With an expanded level range, we’re also updating the trophy level icon on PlayStation 5, as well as PlayStation App at a later date. Currently the Trophies icon is just a single gold star, but we’re adding a few variants:

  • Bronze: levels 1-299
  • Silver: levels 300 – 599
  • Gold: levels 600 – 998
  • Platinum: level 999

According to Sony, these PlayStation Trophy changes are coming later tonight for US peeps/tomorrow for EU. Also, the companyhas confirmed that any Trophy you earned during the PS3/PS4 will carry over to the PS5 as expected.

In other PlayStation news, Sony has revealed a teardown of the PS5 hardware! Go watch it now and see how massive the console is.

Source: PlayStation Blog

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Alex Co

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

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Dreams Update 2.18 October 7 Brings the “Music Update”

Creators, Media Molecule has rolled out the Dreams update 2.18 October 7 patch, and this is the big “Music Update” that fans have been waiting for. Without further ado, head on below for the complete list of new features and more.

Dreams Update 2.18 October 7 patch notes:

What’s New in Music?

We’ve completely overhauled music-making in Dreams! You’ll find an enormous library of brand-new instruments, an expanded catalogue of music tracks, heaps of lovingly-crafted music clips, a new musical starting points collection, and new tweak options for Effect Fields. Pre-existing and new music content has been mixed to a more comfortable and balanced level (with panning and volume tweaks) throughout the audio collections. It’s all ready and waiting for you in Sound Mode collections!

Do please take care when accepting pending updates in your music projects – we recommend not updating instruments in your existing tracks, but if you’re curious, give them a listen before you decide whether to stick with the updates. You can always undo!

New Instruments

The Mm instruments library is fuller, more organised and just plain better than ever. Featuring a full suite of brand-new orchestral instruments, synths, drums and much, much (much!) more. Tuned and Non-Tuned Percussion have grown so much, they each have their own unique collection! Fan-favourite legacy instruments are still here – you’ll find them in the ‘More’ sub-collections. Don’t forget to listen to any updates on instruments after you accept them! Your existing music may be affected, because we’ve carefully balanced the mix of our older instruments, helping newly-created music in the Dreamiverse sound as awesome as possible.

Including:

  • New drum kits
  • New keyboards
  • New guitars
  • New percussion/tuned percussion – now in separate sub-collections
  • New synths (and a complete overhaul of the collection)
  • New bass
  • New strings (and a complete overhaul of the collection)
  • New wind and brass (and a complete overhaul of the collection)
  • New sampled phrases & effects
  • New vocals
  • Some legacy instruments are now in ‘More’ sub-collections of each category

New Music Clips

Clips are an easy, fun way to make music in Dreams – as simple as stamping on a timeline. And we’ve made it better, adding a whole load of new music clips, spanning multiple genres! There’s more variety than ever before, it’s all designed to work together, and it’s carefully organised to help structure your tracks.

Including:

  • New clips covering more genres and moods, organised by Melodies, Beats, Textures, Harmonies, Chords, Bass.

New Music Tracks

We’ve added a whole range of new tracks to the collection, polished and ready to be stamped into your scene, and now organised by mood and style. There’s also a brand-new remix-friendly ‘starting points’ collection, to help kick-start your own creativity. Finally, for advanced music dreamers, we’ve added more logic-based interactive music.

Including:

  • Sub-collections of tracks organised by mood and use, from Peaceful to Intense, and including new generative/interactive tracks.
  • New collection of musical starting points to kick-start the creative process.

New Effect Field Features

Including:

  • New effect field tweak menu page ‘Movement’ added to control LFO settings
  • New ‘Beatsync LFO’ button synchronises the LFO rate to the tempo
  • With beat sync on, LFO Rate slider now subdivides the tempo
  • ‘Bipolar LFO’ controls whether LFOs range from -1 to +1 or 0 to +1
  • ‘Reverse LFO’ reverses the LFO wave shape
  • New effect field ‘Upper/Lower Height in Timelines’ sliders added to the tweak menu’s Options page
  • The above means that effect fields on timelines can now be used horizontally and vertically, to affect specific instruments
  • LFOs now work in microchips, timelines and in the world itself

What’s New Elsewhere?

  • Controller Sensor Motion Controller Mappings: A new addition to the controller sensor tweak menu, displaying the button mapping for motion controllers (as applicable).
  • VR Subtitle Positioning: A new option in My Preferences to adjust the position of subtitles when in VR.
  • Disable Comfort Mode: Creators will now have the option to temporarily turn off a player’s Comfort Mode setting if their creation is not compatible. Players will receive notice of this before continuing.
  • Basic AIM Controller Support: AIM controllers will now function when connected, interpreted as a wireless controller.
  • How to… Label: A new How To… video focused on labelling your VR creations correctly. Watch here
  • Controller Compatibility Labelling: A new option to specify the controller(s) your creation is intended for.

Updates & Improvements

  • Updated: Changes to VR labels, providing clearer information on ratings and compatibility (e.g. Non-VR has changed to TV Only). The changes are highlighted on an in-game screen (see screenshot).
  • Updated: You can now choose more gizmo types for the Hand/Imp Tracker (wireless controller, motion controllers, wireless controller – VR, motion controllers – VR). All these options show imps, sized and positioned appropriately for controller, but the VR options also show the controllers, positioned and sized for VR.
  • Updated: A reminder to new VR players that Reel operates differently in Play and Create modes.
  • Removed: The ‘Welcome Dreamers’ page when booting up Dreams.

Now that’s one massive update!

Source: Dreams docs

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Alex Co

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

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Official PS5 Teardown Gives Us an Inside Look of the Hardware

While details regarding the PS5 has made its way out a few days ago thanks to Japanese content creators, Sony has now released an official PS5 teardown of the hardware!

In the video below, EVP, Hardware Engineering and Operation, Sony Interactive Entertainment Masayasu Ito takes off the PS5’s outer shell piece by piece until we see the innards. We see the heatsink, SSD slot and more. And yes, it is really a massive console.

According to Sony, the PS5 has been in development since 2015. You can read an excerpt of the message Sony has for fans regardng the PS5 below.

Our team values a well thought out, beautifully designed architecture. Inside the console is an internal structure looking neat and tidy, which means that there aren’t any unnecessary components and the design is efficient. As a result, we’re able to achieve our goal of creating a product with a high degree of perfection and quality.

In this teardown video of the PS5 console, you will be able to see how we have thoughtfully integrated our technology into this console.

We felt it was inevitable to make a generational leap in terms of performance in order to deliver a new, next-generation gaming experience. However, to do so, we had to balance every aspect of the system, from focusing on reducing the noise level to enhancing the cooling capacity, more than ever before.

We’ve also highlighted the mechanism in the video below that we’ve incorporated into the PS5 console to make the operating sounds even quieter. After an extensive and complex trial and error process, we were pleased with the end result and I can not wait for our fans to get their hands on the PS5 console and “hear” it for themselves.

It does seem like a complicated piece of hardware, and I don’t have any intention of tearing it down like this especially after seeing how massive and complicated things are.

In other PS5 news, early reports state that the console fan is quiet which should please PS4 gamers. For those in Asia, the X button will be your new “confirm” button starting with the PS5! Read on for the explanation of that here.

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Alex Co

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

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SMITE Update 11.57 October 7 Patch Released for Fixes

While Hi-Rez Studios just released the big Tricker God update for SMITE yesterday, the studio has today released the SMITE update 11.57 October 7 patch, and nope, this isn’t the Bonus Update, but rather, one rolled out for fixes. Head on below for the changes.

SMITE Update 11.57 October 7 patch notes:

Here are the known fixes shared via the official SMITE Trello board:

  • [PS4] Missing sounds on new skins
  • Esports voting not saving picks
  • Silverbranch nerf missing

For those wondering, the “[Console][Keyboard] Pressing ENTER doesn’t open up chat. Can still access via VGS menu.” issue is marked as in development and should be available in the next update (hopefully).

Yep, that’s about it, which is expected given the massive update we got yesterday. As for the Bonus Update, that’ll be released sometime near the last two weeks of October, and we should be getting item effect changes in it and new skins. We’re keeping an eye out to see if other fixes have been included in this title update.

If you notice any gameplay-related changes in this new SMITE patch, share them below in the comments. Once we verify them to be legit, we’ll update the post and credit you.

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Alex Co

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

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NBA 2K21 Update 1.04 October 7 Patch Rolled Out (Update)

While the big news regarding NBA 2K21 this week, is the gameplay reveal of the NBA 2K21 on next-gen (PS5, Xbox Series X) platforms, Visual Concepts has released the NBA 2K21 update 1.04 October 7 patch today! The patch is live now on all platforms, and clocks in at 11GB on PS4, 28GB on Xbox One, a massive over 74GB download on PC!

NBA 2K21 Update 1.04 October 7 patch notes:

We’ve updated the post with the official patch notes via Visual Concepts.

General

  • Halloween has come to 2K Beach! Beachgoers will now find Halloween themed decorations throughout the Neighborhood.
  • Player likenesses have been improved for more than 60 NBA and WNBA players.
  • Welcome to the NBA Finals! Heat vs. Lakers is now the default Quick Play matchup.
  • Preparations for new 2K Beach Events coming later in October and November. Stay tuned for more information in the coming weeks!

Gameplay

  • Adjustments to make set screen movement more realistic.
  • Fixed content holes that led to inconsistent side step pull-up jump shots.
  • Changes to Shot Aiming system to prevent modded controller abuse.
  • Park dribble moves (still performed with L3) now require Hall of Fame Tight Handles badge to use. Also disabled park dribble moves when calling for screens to prevent conflict with switch screen side function.

MyCAREER

  • Fixed some issues where MyPLAYER doesn’t win over new fans after certain in-game achievements.
  • Fixed a hang that could have happened when exiting MyCOURT after playing a 2v2 or 3v3 game in MyCOURT.

MyTEAM

  • Preparations for the first $250K MyTEAM Unlimited Tournament GameDay!
  • Preparations for the second Season of MyTEAM!
  • General improvements to The Exchange.
  • Added warning when skipping silver or gold Badge Upgrades for Hall of Fame Badges.
  • Addressed an issue when player cards appeared on Ball Drop boards

MyLEAGUE / MyGM

  • Fixed an issue where the incorrect logo may appear from downloading other user’s save via the new Save Sharing feature.
  • Fixed a hang that was occurring in Play WNBA or NBA Today after being in WNBA Season mode.

Listed below are the stuff from the initial posting of the article with the known changes before the official patch notes were released.

No official patch notes have been released yet by Visual Concepts, but we’ve included verified changes in the game via the game’s community.

Mike Wang, Gameplay Director of NBA 2K21 shared this just now regarding today’s update:

  • Halloween theme/decor up in the Park
  • Ankle Breakers are back (need verification)

Steph Curry’s face got updated (?)

They updated Curry’s face in patch 1.04
byu/NuclearAdobo inNBA2k

For now, that’s the only change noticed so far, but we’ll update the post as more stuff becomes known and verified. Of course, once Visual Concepts releases the official patch notes, we’ll update the post.

In other NBA 2K21 news, make sure to check out the NBA 2K21 PS4 vs. PS5 comparison video to see how much the visuals improved (hint: it’s a lot). Don’t forget, Visual Concepts has announced that they will be sharing next-gen info regarding NBA 2K21 starting today and all throughout the week.

If you notice any changes in today’s NBA 2K21 update, let us know what they are down in the comments.

Update: We’ve update the post with the official patch notes via Visual Concepts.

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Alex Co

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

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Next-Gen Consoles Need Payday 3 Within the Next Year

The PlayStation 5 and Xbox Series X and S launch in just over a month. When they do, they’ll be the ultimate gaming machines. Ones that developers aspire to create the best games for, ones that will capture the interest of the entire player base, and engage them in something truly unique. However, Payday 2 isn’t making the transition to next-gen, but Starbreeze and Overkill are working on Payday 3. Both next-gen consoles need a game like Payday 3. While there are some phenomenal games coming to Microsoft and Sony’s new platforms, there’s nothing quite like the gameplay that the Payday series has to offer.

Payday 2 offered players a chance at something different. You could take on the role of the bad guys. The ones robbing the bank or jewellery store, fighting against the authorities in order to make off with the most loot that you can before things get too hot.

There are so many different layers to each match. First there’s the actual heist, which involves sneaking in, taking out any security, securing hostages, and then beginning to take the loot. Then you need to manage the hostages, and keep an eye out for the police, who won’t be that far away. Finally, you need to get as much of the cash or goods to your escape vehicle as possible. This was the trickier part, because the bullets are really flying around this point in a match. It was also exhilarating though, and still can be if you play the game on PC.

Payday 3 will offer that same tense yet exciting gameplay, and could bring it to next-gen consoles. Recently we’ve heard that Starbreeze and Overkill are working on Payday 3 once more. This will be the game that makes or breaks them, particularly if it comes to PlayStation 5 or Xbox Series X and S over the next year. These are two platforms that have a handful of next-gen games, with the rest being backwards compatible offerings. Players will be screaming out for new releases, and Payday 3 is ripe for filling that gap, as long as it launches soon.

Payday 2 also had a pretty big skin gambling scene, similar to the one that CS:GO has. You may not find it on a review site like WeGamble, but at one point it saw thousands of players flocking to bet their hard earned cosmetics on matches they were playing. Currently no game confirmed for next-gen consoles has anything close to a gambling scene. If Payday 3 makes it to them before another game with a competitive gambling scene, this could be yet another first it would bring to the Xbox Series X and S and PlayStation 5.

If Payday 3 launches at some point in the next year for next-gen consoles, it will cement itself as one of the core titles that all players must engage with. There won’t be much else on offer, and certainly nothing that offers the same sort of gameplay. It’s a prime opportunity to take a generation of players by storm before something else comes along to occupy them.

The Payday way of shipping content will also fit with what players expect. With Payday 2, the base game is incredibly cheap, and there are add-on packs to purchase if you want more content, or just to support the developers. By adopting this same content structure, as well as a battle pass system, Payday 3 could be one of the most addictive games of the next-generation. It all depends on when it comes out though, and I think both Overkill and Stabreeze know that it needs to be sooner rather than later.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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New Level For Fall Guys Season 2 Revealed

Dubbed as “Knight Fever” the new level for Fall Guys will make it’s debut in Season 2.

Announced on IGN, Knight Fever will be a new opening level for Fall Guys when season 2 launches. Much like many of the current opening races, Knight fever will be a drag race to the finish,  filled with tons of deadly new obstacles, all themed after the medieval age. Details on those obstacles can be found below, along with a concept image giving a short overview.

  • Two uphill sections outfitted with spinning blades and holes in the floor
  • Two sets of spinning logs covered in patterns of spikes
  • A downhill slime slide, also covered in spinning blades
  • A stretch of ground with holes on the floor and swinging, spike-covered logs
  • Three sets of drawbridges that open and close erratically
  • The finish line!

Additionally IGN has also posted some gameplay from the new Fall Guys level, which you can find below.

Of course expect much more from Season 2 of Fall Guys when it releases this Thursday. We’ll have more details surrounding the rest of the content as we get closer, so be watchful of our official Fall Guys Ultimate Knockout hub page where you’ll find full details on the upcoming patch.  

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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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New Destiny 2 Beyond Light Trailer Teases What’s Beneath the Ice

Bungie has today released a new Destiny 2 Beyond Light trailer and this one further teases guardians on what’s beneath the ice for the upcoming expansion.

According to Bungie, we’ll know what’s beneath the ice tomorrow, October 7, which means we should be getting a new trailer again.

In other Destiny 2 news, go check ou the new stasis subclasses for the Warlock Shadebinder, Titan Behemoth and Hunter Revenant. The weekly reset of activities has happened today as well, and you can check those out here.

Destiny 2 Beyond Light will shine its way out on November 10 on the PS4, Xbox One, and PC.

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Alex Co

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

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There Are Mysterious Marvel’s Avengers Portals Showing Up in Vaults

If you’re playing Marvel’s Avengers endgame content, no doubt you’ve come across some of the Vaults in the game. While these activities house gear that players can earn, it seems some of them also include something more mysterious, and these are Marvel’s Avengers portals!

Gamer Devil079 has posted of this said portal and it looks rather odd.

I found the mysterious portal while doing a vault. It appears when you get close to it and disappeared when you get far away.
byu/DevilDestroyer079 inPlayAvengers

The community has no idea what to make of this so far. Is this part of something bigger leading to the introduction of Kate Bishop? Maybe something else? Or there’s also the chance this is just a bug that people are putting too much stock into.

Have you seen this in the game during a Vault run or in another mission? Let us know what you make of this down in the comments below.

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Alex Co

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

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Rogue Company Roadmap Update Gives Us a Peek at Phase 3

With First Watch Games’ excellent support for Rogue Company, the studio isn’t stopping with just balancing tweaks. The studio today announced the Rogue Company roadmap update for 2020!

First Watch calls this “Phase 3,” we have our first look at some of the stuff planned for the rest of the year. There’s a new Battle Pass, Ranked mode, equipment mastery that’s tied to rewards. Of course, there should be more on the way aside from the stuff mentioned — or at least we’re hoping to.

In other Rogue Company news, the studio released a patch earlier today! If you’re curious what’s in it, head on over here.

Rogue Company is now available as a free-to-play download on the PS4, Xbox One, PC, and Nintendo Switch. You can check out our early access impressions to see what we thought of it so far. We’ll be checking the game more, and if it warrants it, issue a final (scored) review.

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Alex Co

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