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Modern Warfare & Warzone Update Today October 8 Nerfs the VAL & SP-R 208

Just yesterday, Infinity Ward mentioned that they were doing a weapon tuning pass on the AS VAL and SP-R 208 in Call of Duty: Modern Warfare & Warzone given how overpowered both guns were in their current state. Well, the Modern Warfare & Warzone update today October 8 server-side patch is now live, and yep, it nerfs both guns!

Note that there is no actual download for this update, as it will automatically be applied once you connect to the game’s servers.

Modern Warfare & Warzone update today October 8 patch notes:

GENERAL: 

  • Fixed an issue where players could survive in the gas while staying on the subway fast travel system

WEAPONS:

  • AS VAL:
    • Fixed a bug where the SSP 10-R mags could allow bullet penetration through multiple walls
  • SP-R 208:
    • Increase to flinch
    • Minor reduction to ADS speed
    • Variable zoom scope
      • Moved weapon closer to the player while ADSing
      • Small reduction to ADS speed
    • .300 Norma mag and .338 Lapua Mag ammo types:
      • Reduction to bullet velocity
      • Reduction to ADS speed
  • SKS: Small reduction to ADS speed for variable zoom scopes
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Alex Co

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

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Outriders Release Date Announced for February 2, 2021, Crossplay and Free Next-Gen Upgrade Confirmed

If you’re looking forward to People Can Fly’s looter shooter Outriders, well, you’ll have to wait a wee bit longer. Originally targeted for release this year, Square Enix has sent out the press release announcing the Outriders release date for February 2, 2021!

Alongside that, a new trailer and next-gen upgrades have been shared too.

Square Enix has confirmed that Outriders will feature full crossplay functionality and across all gaming devices! meaning players across PS4, PS5, Xbox One, Xbox Series X|S, PC and Stadia will be able to play together regardless of what platform they are on.

Those looking to purchase the game on PS4/Xbox One, Square Enix has also confirmed that upgrading to the next-gen version will be free!

“We’re very happy to announce that we can offer full cross-play support and a free next-gen upgrade plan for OUTRIDERS players. The great thing about this system is that even if you’re not picking up your PS5 or XSX quite yet, we’ve got you covered and there’s no need to wait. If you buy the current-gen version of OUTRIDERS, we’ll give you the next-gen version for free,” said Jon Brooke, Co-Head of Studio at Square Enix External Studios.

“We’re taking a little bit longer to ensure players have the best possible experience with OUTRIDERS, we’re also including new features like Cross-Play which will make our game much more accessible on all platforms,” added Lee Singleton, Co-Head of Studio at Square Enix External Studios.

Check out the latest Outriders gameplay look right here.

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Alex Co

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

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Report: Mortal Kombat 11 Ultimate Kollector’s Edition Leaks, Includes Exclusive DLC and Real Life Sub-Zero Mask

Details on Mortal Kombat 11 Ultimate Kollector’s Edition seemed to have accidentally leaked from the latest Kombat Pack 2 announcement trailer.

Found at the end of the Kombat Pack 2 trailer of Facebook (has since been removed/edited), it seems that NetherRealms Studios is planning to launch a Kollector’s Edition for Mortal Kombat 11 Ultimate. Details and an image can be found below concerning the content of the package.

Mortal Kombat 11 Ultimate Kollector Edition

Mortal Kombat 11 Ultimate Kollector’s Edition Contents:

  • Mortal Kombat 11 Ultimate game
  • Exclusive avalanche Sub-Zero DLC
  • Steelcase
  • 1:1 scale of Sub-Zero’s mask
  • Kollector Box
  • Certificate of authenticity

Since this was removed and isn’t mentioned in any of the press material or even the official Mortal Kombat 11 website, treat this as  a rumor just in case it’s no longer being released. If we were to take a guess as to why it was removed, judging from the image above it lists the physical edition coming out on November 17.

As mentioned in our Mortal Kombat 11 next-gen features article, the physical versions for the PS4 and PS5 won’t be due until January 2021. We suspect the removal was so that they can possibly fix the date, or it was just simply because they weren’t suppose to announce it this early.

We reached out to publisher Warner Bros. for a statement regarding this, and we’ll update the post if we hear back.

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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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Report: PS5 Storage May Support Four Different M.2 NVMe SSDs Sizes Based on Hardware Breakdown

The recent PS5 breakdown gives us a look at the internal SSD expansion slot, though upon further examination it would appear that the system might support different sizes (length) of M.2 NVMe SSDs.

In the recent PS5 breakdown video, we see Yasuhiro Ootori, VP of the mechanical design department at Sony remove the cover for the storage expansion slot. not much else is elaborated other than this is where users can install a supported M.2 NVMe SSD drive. However, if you pay close attention to the shot you’ll notice that there are different screw holes with a numbers by each of them. 

For those unaware, these represent the different length that a M.2 NVMe SSD can come in, though there are more depending on the type device. 

As detailed on SanDisk official site concerning M.2 sizes

M.2 Module Sizes
M.2 Cards and Motherboard slots vary in sizes, both in the width and length of the card. Compatibility will depend in part with a Motherboard’s ability to fit that specific card’s size, in the same way other PCIe devices do. The current available sizes for M.2 modules are as follow:

  • Widths: 12, 16, 22, and 30 mm
  • Lengths: 16, 26, 30, 38, 42, 60, 80, and 110 mm

We ourselves aren’t too knowledgeable when it comes to potential benefits that the different length can provide, so here’s an excerpt from FaceofIt that goes over a couple of the difference between a M.2 2242 (42 length) and 2280 (80 length).

Well, the significant difference between the M.2 2242 and M.2 2280 lies in the measurement of the SSD drives. Of course, this difference translates into further differences ahead. We will have a look at them as well.

The length of the SSD drive has a significant bearing on the performance characteristics of the SSD. Given this fact, since the M.2 2242 is smaller than the M.2 2280, the performance of the latter will be a little better placed in comparison to the M.2 2242.

Another area that the M.2  2280 takes the lead over the M.2 2242 is on the heat dissipation. The limited length of the M.2 2242 may not provide adequate heat dissipation. The M.2 2242 SSD drives are used in laptop motherboards, while the M.2 2280 drives find themselves being used in tablets.

So what this means for PS5 owners is that there may be more available options from third-party to go with when looking for some expandable storage. Do mind however that Sony has yet to officially announce whether the console will actually support different length M.2 NVMe SSDs, so for now take this with a rumor despite what the image may suggest. 

We’ve reached out to Sony for clarification on the matter, though expect them to go into further details later once they reveal a supported list of M.2 NVMe SSDs.

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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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Predator Hunting Grounds Update 2.06 Brings Hotfixes

Illfonic has released the Predator Hunting Grounds update 2.06 patch today, which brings a number of hot fixes.

Predator Hunting Grounds Update 2.06 patch notes:

General

  • Fixed an issue where foliage was indestructible for clients
  • Fixed an issue where full face covers were sometimes causing issues during cinematics
  • Fixed an issue that caused several elements to be missing their proper localized text
  • Fixed a stuck spot in Excavation near caves
  • Resolved several issues that were causing crashes

Clash

  • Fixed an issue where capture points would say “Capture” when they should say “Defend”
  • Clash matches now end when an entire team leaves
  • Fixed an issue where the countdown timer was not working properly in Clash lobbies
  • Fixed an issue where kill notification would appear for non-lethal headshots
  • Fixed an issue where XP was not being calculated properly in Clash
  • Fixed multiple Clash lobby issues related to players leaving and viewing profiles/reporting

If there are any other fixes not detailed in the patch notes above, please let us know in the comment section so that we may document them for other users. As for those experiencing the stuck on aiming bug, know that the issue is still present in this update. Hopefully Illfonic sorts that out in the next update.

Source: Illfonic f0rums

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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 GTA Online Weekly Update October 8 Summary and Highlights

Would-be robber and gangsters, Rockstar Games has released the new GTA Online weekly update October 8 refresh! Same as before, head on below for the summary and discounts for the week.

New GTA Online Weekly Update October 8 Summary and Discounts:

  • Double GTA$ & RP in all Contact Missions
  • Triple GTA$ & RP in Transform Races
  • Associates and Bodyguards are earning Tripled Salaries for the next seven days
  • free Fruit Tee, emblazoned with “THINK Simple,” for any player that logs in before October 14th
  • The Los Santos Summer Special’s Lampadati Tigon is the latest Lucky Wheel top prize
  • 40% off High-End Apartments and all Garages
  • Vehicle Discounts, including: 40% off the Blista Kanjo and Dinka Sugoi, plus 30% off the JB700W and Maxwell Vagrant
  • Laser Weapon Discounts: 40% off the Up-n-Atomizer, Widowmaker, and the Unholy Hellbringer
  • Prime Gaming Bonuses: A one-time GTA$1,000,000 bonus for players who link their Amazon and Rockstar Games Social Club accounts, plus a GTA$200K bonus for playing this week
  • Prime Gaming Discounts: 80% off the P-45 Nokota and FH-1 Hunter, along with the free Vespucci Canals Nightclub property

Discounts
As in any thriving economy, excess and sales discounts go hand in hand. Aspiring moguls can take 40% off the retail cost of both High-End Apartments and all Garage properties, plus discounts on vehicles and laser weapons like the Up-n-Atomizer. Read on for the complete list.

 High-End Apartments – 40% off

All Garages – 40% off

 Laser Weapons:
Up-n-Atomizer – 40% off
Widowmaker – 40% off
Unholy Hellbringer – 40% off

 Vehicles:
Blista Kanjo – 40% off
Dinka Sugoi – 40% off
JB700W – 30% off
Maxwell Vagrant – 30% off

For more details regarding today’s weekly update, head on over here.

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Alex Co

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

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Mortal Kombat 11 Next-Gen Upgrade, Ultimate Edition & Kombat Pack 2 Detailed

With NetherRealm Studios announcing the Mortal Kombat 11 Kombat Pack 2 with a new trailer, the studio also announced that we’ll be getting next-gen upgrades of the game for free! In addition to that, WB Games has sent the press release where it details the Mortal Kombat 11 next-gen upgrade, pricing and more!

Mortal Kombat 11 next-gen upgrade, Ultimate Edition pricing and Kombat Pack 2 details:

  • Definitive Mortal Kombat 11 Experience – Two critically acclaimed story campaigns taking players on a time-bending adventure that continues the epic Mortal Kombat saga, along with the full roster of 37 playable characters.

  • Kombat Pack 2 – Newly added fighters Mileena, the hybrid Edenian and Tarkatan clone of Kitana; Rain, the royal Edenian demigod; and Rambo, the iconic Special Forces soldier featuring the voice and likeness of actor Sylvester Stallone.

  • Mortal Kombat 11: Aftermath Expansion – Franchise-first story expansion, three playable characters (Fujin, Sheeva, RoboCop) and 10 additional character skins.

  • Kombat Pack 1 – Six playable characters (Shang Tsung, Nightwolf, Sindel, The Joker, Terminator T-800, Spawn) and 25 additional character skins.

  • Mortal Kombat 11 – Packed to the brim with multiple features and modes for all players including Story, Custom Character Variation System, Stage Fatalities, Friendships, Online, Towers of Time, Tutorial, Krypt, Kombat League and the signature roster of returning and franchise-first fighters, all equipped with unique Fatalities that display devastatingly brutal cinematic visuals.

  • PS5 Upgrade Available – Delivering 4K dynamic resolution, enhanced visuals, improved loading times and cross-generation console compatibility for select modes. Mortal Kombat 11 and Mortal Kombat 11 Ultimate owners and new buyers on PS4 and PS4 Pro can also access a free upgrade to the PS5 version of their game, available in conjunction with the Mortal Kombat 11 Ultimate launch.

  • Xbox Series X|S Smart Delivery Enabled – Providing 4K dynamic resolution, enhanced visuals, improved loading times and cross-generation console compatibility for select modes. Mortal Kombat 11 and Mortal Kombat 11 Ultimate owners and new buyers on Xbox One consoles can also access a free upgrade to the Xbox Series X|S version of their game, available in conjunction with the Mortal Kombat 11 Ultimate launch.

  • Krossplay Support – Allowing PS5, PS4, PS4 Pro, Xbox Series X|S and Xbox One players to fight against other players on opposite platforms in select modes.

As for the pricing, head on below where we made it in an easy-to-read table format:

Mortal Kombat 11 Ultimate Edition price: $59.99

Pre-order date: October 15

Release date: November 17

Kombat Pack 2 standalone price – $14.99

Mortal Kombat 11 Ultimate PS4and PS5 physical version release date: January 2021

Lastly, Ed Boon, NetherRealm Studios boss, also shared a slew of new Mortal Kombat 11 Kombat Pack 2 screenshots!

Once we get more details regarding the new characters (and gameplay), we’ll be sure to let ouer readers know.

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Alex Co

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

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Mortal Kombat 11 Kombat Pack 2 & Ultimate Edition Announced, Free Next-Gen Upgrade

Remember when Ed Boon teased Mortal Kombat 11 news this week? Well, it’s been announced today and it’s for the Mortal Kombat 11 Kombat Pack 2! Same as before, expect new fighters, cosmetics and more to be included in this premium DLC pack.

Check out the official trailer below.

New characters include Rain, Melina, and Rambo.

Additionally current owners of the PS4 and Xbox One versions will receive the next-gen upgraded version for free. Upgrades include 4K dynamic visuals, visual upgrades, and reduced load times.

This will be available on November 17 alongside the Mortal Kombat 11 Ultimate edition.

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Alex Co

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

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Fall Guys Update 1.09 October 8 Ushers in Season 2

Excited for more Fall Guys? Mediatonic has released the Fall Guys update 1.09 October 8 patch that ushers in Season 2! While we already know a new level is part of it, there are other improvements as well. Head on below for the patch notes.

Fall Guys Update 1.09 October 8 patch notes:

New Features

The Show Selector: There are now time-limited shows that give players new ways to enjoy their favorite round types by selecting which show they want to play!

Banners & Nameplates: Mix and match customizable banners and nameplates to compliment your Fall Guy’s attire!

Random Outfit Generator: Randomize your outfit and get a combination you like!

New Levels

Knight Fever: The hardest gauntlet level yet!

Wall Guys: Cooperate with other players to traverse castle walls!

Egg Siege: A brand new Egg Scramble map with moving drawbridges!

Hoopsie Legends: A solo Hoopsie round with movable blocks!

Improvements

You can now see your party members fall alongside you while waiting for a match to be found.

Fall Guys now have more responsive mantling up ledges.

Many levels had visual updates applied to them.

Other

Base PS4 FPS should now be much better – 60 rather than 30.

Various crashing issues have been resolved.

Many bug fixes and optimizations have been applied.

That’s it for the patch! If you haven’t bought the game yet, head on over here for our review.

Source: Reddit

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Alex Co

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

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The Factions of Watch Dogs: Legion and What They Represent

Recently we were given a few new videos for Watch Dogs: Legion. However, the one I’d like to focus on here is the new story trailer, and what the factions are that we can see represented in it. Check out the trailer below, and read on for more details.

DedSec

dedsec

DedSec are a pretty straightforward group. They’re a collection of hackers who operate underground, outside of the law, and serve their own brand of justice to those who deserve it. In Watch Dogs: Legion they’re trying to put things right. This is a change from the norm of the seires, which usually sees DedSec as the anarchists attempting to disrupt the flow of modern life. Now though, they’re recruiting as many people as they can from around London in order to put the rest of the factions in the game back in their place.

This group is gong to be made up of everyday people. Instead of winning casino bonuses at SlotsWise, those people will be making a contribution to society, even though they don’t know it yet. As a whole, the city of London is stronger, and that’s the core message behind this group.

Albion

albion

Albion is a private military group. They were brought into London to support the authorities, and patrol the streets enforcing order. The thing is, they’re getting a bit ahead of themselves. The group’s leader, Nigel Cass, has his own agenda. In Watch Dogs: Legion we see Albion using unnecessary force in almost every way possible. They’re the oppressive faction that is ever present in the game. Players will be working to disrupt their day to day patrols, but also turn the tide of whatever plot their leader has in play.

Clan Kelley

clan kelley

Clan Kelley is led by Mary Kelley. It’s a criminal organisation that is on the rise due to London being in utter turmoil. In the wake of recent events, the group is trying to seize as much power as it can. Players need to put a stop to that. These guys are nasty. They take people in, put bombs in their heads, and then force them to do whatever they want. This is how they make the bulk of their illegal cash, and when they’re finished with these people, they just blow the bombs and dump the bodies.

Zero Day

zero day

Finally we have Zero Day. This group are the anarchists in Watch Dogs: Legion, but they’re dangerous. They’re trying to assert their dominance and vision through force, which is pushing all the other groups to the brink. It also puts the focus squarely on DedSec, who everyone thinks that Zero Day is a part of. This group is very much on their own, and they just want to watch London burn. They don’t care about hurting people, and they certainly don’t care about blowing up the entire city to get their point across.

Jamie Moorcroft-Sharp

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

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Modern Warfare VAL & SP-R 208 Weapon Tuning Incoming, Here’s How OP Both Are

At the start of Season 6 of Call of Duty: Modern Warfare, two new weapons were introduced in the form of the AS VAL and the SP-R 208. Now, if you’ve been playing multiplayer since Season 6, chances are you’ve been obliterated by the Modern Warfare VAL or SP-R 208, and you’re not alone given how powerful these weapons are.

Well, that’s hardly surprising given how seriously overpowered (OP) both guns are. The AS VAL’s ammo conversion makes it so that it can penetrate ANY object in the game (yes, even rocks), while the SP-R 208 rifle has super fast ADS (Aim Down Sight), mobility and more. Want to see how OP both guns are? YouTuber Drift0r has released a video today that summarizes it perfectly.

Thankfully, Infinity Ward is doing something with these weapons (finally!), as Infinity Ward Senior Communications Manager Ashton Williams confirmed that a weapon tuning pass is being worked on for both!

https://twitter.com/ashtonisvulcan/status/1313840149373964288?s=21

Note that she doesn’t exactly say “nerfs” are incoming, but given the state of the two guns, buffing them more would seriously make no sense at all. For now, we don’t know when this patch will drop or whether this will require a download or be a server-side change. Once we know more details,  we’ll let our readers know.

In other Call of Duty news, if you’re a multiplayer fan, Treyarch has dropped a ton of info about Black Ops Cold War’s beta that’s happening this week! Read up on the new ping system and FOV slider here, as well as the patch notes made from the alpha to the beta.

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Alex Co

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

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NBA 2K21 Next-Gen Improvements to Shooting, Dribbling and More Detailed

As promised by Visual Concepts, the studio has started talking about the NBA 2K21 next-gen improvements after yesterday’s gameplay reveal. There are shooting changes, dribbling, and more. It’s not just a graphical upgrade, as it seems the added horsepower from next-gen consoles are being put to good use.

NBA 2K21 Next-Gen Improvements:

Pro Stick – Shooting

The Pro Stick is probably the most obvious gameplay difference if you’re familiar with 2K basketball, and it’s been great seeing it being adopted by both pro and casual gamers alike on current-gen. With the next-gen consoles, we were able to take shooting and dribbling with the Pro Stick to even greater heights and give you more tools to score the basketball. Here’s a look at some of the new innovations you can look forward to:

Shot Arc control: Shot Aiming is one of the big changes we’ve introduced this year. Being able to both time and aim your shots is a fresh new skill to master and it’s helped us widen the skill gap with shooting. Aiming works by pulling the Pro Stick down to start a jump shot. The speed of your Pro Stick movement dictates whether the ideal aim point skews to the left or right on the shot meter and then you adjust the aiming marker to the center of the release window. For next-gen, the stick speed also now controls the arc of your jump shot. Slow flicks will give you extra high arcs, while fast flicks will make your shot flat. It feels really good to be able to have that extra bit of control over how you shoot, and also a lot of fun sitting in the practice gym chucking up rainbow 3’s. You also get a small bonus for shooting with an ideal shot arc, so it’s important to be mindful of the tempo of your initial stick throw to make sure you give yourself the best chance at making the shot.

Bank Shot control: Fast flicks (or slightly aiming in the direction of the backboard) will also allow you to control bank shots. So if you want to emulate Dwyane Wade or Tim Duncan, it’s now much easier for you to do that. This works for layups too. It may seem like a tiny detail but I love being able to control whether I drop a layup directly into the hoop vs. put it off the window. It’s a cool control that’s never been in a basketball game before!

Shot Meter: The shot meter is such an important tool for shooting and, for next-gen, gets a new look and plays a bigger role in your makes and misses. The new presentation is much more “readable,” really pops against various court floors, and no longer scales in world space (meaning it won’t be really small if you’re in a far away camera view.) We’ve added an arrowhead to the aiming and timing marker that makes it much easier to see the sweet spot as well. The shot meter’s make window is now blue and will grow and shrink dynamically based on how good the shooter is, the degree of difficulty of the shot, and how well it’s defended.

Touch Around the Rim: Layup timing is something that many players have struggled to master. Every layup has a different release point and you must have really good reaction time to nail down the meter. As a result, layup timing was reduced to have a very nominal effect in current-gen to prevent people from getting frustrated. For next-gen, we’ve decided to disable layup timing on the shot button by default so most players can just focus on taking it to the rim with the right players at the right time. But for elite guards who strive to finish at the rim like Steph or Kyrie, or bigs who want to show off their Jokic-like touch on the low block… we’ve redesigned the layup timing and aiming meters to be completely under the control of the player.

Shot Creators: We’ve completely revamped all of the off-dribble jumpers and added new signature packages for key players like LeBron James and Luka Doncic. These new jump shot packages are as beautiful as they are effective and are great weapons for shot creators. Pull-ups have been separated into two categories: controlled and high momentum. Controlled pull-ups set your feet better and are more balanced while high momentum pull-ups (triggered by holding Sprint) create more separation from the defense but are tougher to knock down. So just like real life, it’s important to shoot under control and get your feet underneath you, but skilled players can also pull off tough fading shots over the defense like MJ or Kobe.

3PT Line Recognition: There are some great nuances that we were able to capture thanks to the next- gen hardware. The added computational power allowed our engineers to upgrade our inverse kinematics (IK) and foot planting technology (more on that later) to both make our jump shot gathers feel more grounded and also improve 3PT line recognition. In the past, you’d either slide back for the 3PT shot which looked pretty bad, or step on the line for a long two. But now we adjust your feet placement in real time when you’re near the line to ensure that no longer happens. It looks very natural and a relief for shooters to know that they’ll get credit for the three when taking those deep clutch jumpers.

Pro Stick – Dribbling:

Size-Up Speed Control: Next-gen has given us the opportunity to add an interesting feature to ball handling that we never had before: the ability to control the speed of your size-up moves based on how slowly or quickly you flick the Pro Stick. Great ball handlers don’t just have one gear. They have the ability to change speeds and give defenders so many different looks that it makes it difficult to stay in front of them. Now you have that ability too. It’s so cool to be able to slowly rock the stick back and forth for a slow rhythm size-up and then quickly change pace with some rapid crossover chains. Mixing these together with the signature size-ups (hold RS up) and new signature escape moves gives dribblers an insane number of combos to pull off in NBA 2K21 next gen. And wait till you see some of the new anklebreaker animations we’ve added this year. They’re going to make for some very entertaining videos that I’m sure will make the Top Plays on 2KTV!

Sauce [Signature Moves]: There’s a whole lot of new signature dribble move content for next-gen. LeBron gets the suspended dribble that works oddly well in real life and James Harden gets a quicker between-legs sequence, among others. And if you check out the Stepback signature moves, you can now equip signature quick stops (performed by tapping L2/LT) as well as several new lateral stepbacks. These are probably my favorite moves to use this year as you see them all the time in the NBA.

Park Handles: Park dribble moves, now pulled off by clicking L3, are now tied to the Hall of Fame Tight Handles badge. So if you find yourself accidentally rolling on the floor while breaking down the defense in the park, try dropping Tight Handles down a tier.

Triple Threat: One of the first things you’re coached on when learning how to play basketball is the use of the triple threat. It’s a fundamental skill that all players need to have but for players like Carmelo Anthony, it’s also their bread-and-butter for scoring in 1-on-1 situations. NBA 2K21’s triple threat game got some serious upgrades for next-gen. There’s a host of new moves and first step launches at your disposal. Hesitations, escapes, stepbacks, hard go’s and crosses… if you’ve seen it pulled off in the NBA, chances are you can pull it off in the game. And just like the size-ups, Pro Stick speed control works in the triple threat too. So you have full control of both the direction and speed of your rocker steps and jab fakes by how slowly or quickly you flick the stick.

Lastly, passing has also been tweaked, as bounce passes and Lead Pass are now much better, and this also applies to catches and transition into passes.

For a more detailed look into the NBA 2K21 next-gen improvements, head on over here.

Here’s a video of all the next-gen gameplay clips shown today in one video:

Here’s today’s NBA 2K21 next-gen gameplay clips in one video. Shows off Shot Arc control and the new Shot Meter. Plus, first looks at LeBron, Harden, and Booker.
byu/yyy2k inNBA2k

For those playing the current-gen version of NBA 2K21, a new patch was rolled out earlier today and here’s what got changed.

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Alex Co

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

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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.

Tim Villasor

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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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Alex Co

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.

Home > Features

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.