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Battlefield 5 Update Today May 12 Released, Here’s the Full Notes for 1.34 (BF5 6.6)

True to their word per yesterday’s announcement, DICE has released the Battlefield 5 update today May 12. DICE calls this the BF5 6.6 patch, though console gamers will see this as Battlefield 5 update 1.34. While there’s no new content included, there are a bunch of gameplay changes across the board.

Battlefield 5 update today May 12 patch notes/Battlefield 5 update 1.34 patch notes:

Note that this will be a staggered release (same as always) but instead of the PC version getting the patch first, this time, it’s the Xbox One.

  • Xbox: 12 a.m. PDT/3 a.m. EDT/8 a.m. BST/9 a.m. CEST
  • PC: 1 a.m. PDT/4 a.m. EDT/9 a.m. BST/10 a.m. CEST
  • PS4: 2 a.m. PDT/5 a.m. EDT/10 a.m. BST/11 p.m. CEST

What’s New?

  • New Weekly Missions
  • New Elites: Akira Sakamoto and Steve Fisher
  • Outpost is now available on Twisted Steel

Vehicles

Tanks

  • Improved the self-repair HUD indicator to always show if the player is able to repair the damage
  • Increased the direct damage of the Type 3 shells to improve their AT ability. This tank does not have AT rounds available, and this will make the Type 3 gun a good all around choice, while the spec tree means that you can make other sacrifices to activate the upgraded driver gun.
  • Tweaked the hachi shell to be a more powerful HE shell, similar to the Calliope but not identical. It has better splash, but worse direct damage. The Hachi’s rocket barrage is designed as a better antivehicle tool, whilst the shell is designed to be good against infantry and single targets.
  • Fixed the STUG IV default shell being too low damage vs tanks. The damage vs tanks here will rise a bit to match the Panzer IV’s default shell.
  • Fixed the AP round on the Staghound having higher drag if using the Little John Adapter.
  • Standardized the Staghound HE and Staghound Little John HE rounds on the same blast and damage pattern, since the player doesn’t have a choice to keep the original gun as they upgrade.
  • Increased the Crocodile Gun’s damage to armor substantially and increased the blast radius and velocity. The Croc’s cost did not equate to its power and this change should help to improve that.
  • Reduced the damage of the Sherman 76mm HEAT and Type 5 shells direct damage so they no longer 2 hit kill against front armor. These are still very potent tank killers, but they were shown to be performing a bit outside of the intended curve.
  • Flakpanzer will now stop firing when it fully overheats.
  • Increased the velocity and rate of fire of the Type97 120HE Howitzer to match the Sherman.
  • Fixed the Ka-Mi having a shorter range AA and AT 50 caliber damage curve.
  • Increased the 2PDR Valentine cannon blast radius to the higher intended radius.
  • Fixed the quick repair specialization sound that could sometimes be inaudible for vehicles.
  • Improved the barrel and mount alignment on the LVT’s turret
  • Fixed a bug that was causing the resupply prompt to show incorrectly under certain conditions when switching vehicles
  • Fixed some Howitzer weapons on tanks needing more than 1 round to destroy house walls.
  • Fixed an exploit that would allow the incorrect team to spawn a Sturmtiger
  • Fixed a situation in which light tanks could self repair and continue to move at the same time.
  • Improved responsiveness for the Pacific tanks when switching between going forwards and backwards.
  • Increased the damage of the 50cal AA MGs on the Ka-Mi and LVT to equal the TTK of other AA guns. This change only affects their damage vs planes, and is a substantial increase in damage.
  • Fixed the Ju-87 Stuka’s Bordkanone not doing damage to airplanes.
  • Fixed various issues related to vehicle skins that had gone missing since update 6.2
  • Skins are now properly applied to all tank and plane wrecks.
  • Fixed the Sturmtiger applying mud and snow incorrectly. Snow would previously be applied in muddy environments and vice versa, and this has now been corrected.

Transport & Stationery

  • Increased the damage of AA by 20% against fighters. Improved the velocity and accuracy of AA when shooting at targets at high altitudes. This should tip the balance in favor of the AA, which should present enough of a threat to planes to prevent planes from bombing them without mutually assured destruction. The larger size of the bombers makes them easier targets, and sustains more hits so they do not need the damage buff. The other aircraft are more maneuverable and will need to focus on avoiding AA rather than tanking the damage. This change does not substantially change the part of the map that AA can cover, only the effectiveness when defending against Planes at higher altitudes.
  • Firing the AA projectiles against Dinghy boats and Kettenrad transport vehicles no longer triggers the airburst proximity explosion.
  • Improved the GPW’s camera so it clips less when backing into geometry
  • Fixed a bug that would in rare cases cause Stationary MG’s to keep firing even if the player had exited it
  • Corrected the Universal Carrier HUD which could show incorrect information when changing seats
  • Dinghy boats scoring event has been added when they get destroyed

Planes

  • Implemented two new scoring events related to pilots bailing and crashing. This will ensure that a player that manages to force a pilot to abandon a plane or crash to obtain points for their efforts. The requirement is that the plane was tagged by the player prior to the bail out, the tagging for this is activated by destroying a part of the plane such as the wing, rudder, elevator, or engine.
  • Reduced the damage on the UK air to ground rockets. Increased the damage on the 2x rockets slightly for all factions.
  • Fixed a bug that in some rare cases could cause air plane wreck sounds to play for a longer than intended duration. The collision sounds system for planes has also been tweaked to trigger more naturally based upon impact and also removes some occasions where the collision sounds could get stuck in a loop.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • Fixed an issue that would make certain skins to not show while in 1P in the JU-88 C plane
  • Planes with manual supercharger – Reduced the pitch and amp of compressor when supercharger is active
  • Removed overheat functionality from the Mosquito 6PDR and JU-88 75mm since they never overheated
  • Fixed a bug that would cause planes to not respond well to player input, if the player had left and re-entered it.
  • All of the airplanes when having the “High altitude” specialization enabled will now be able to fly 200 meters higher than without it.
  • Fixed an issue with the lift values that was causing planes to level too much at high speeds.
  • Fixed an exploit which would give some airplanes infinite nitrous

Weapons & Gadgets

  • Smoothed scope transitions for all weapons. Players’ sight will be blocked by the opaque scope model for a shorter time. The slowest scope transitions have had the most quality of life improvements, and is especially noticeable on 6x scopes without Quick ADS enabled.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • A fix for a few melee weapons that could not push transport boats around
  • Fixed a bug with the Lewis MG with the extended magazine specialization selected while using certain skins that would cause issues with the iron sight while in ADS mode.
  • The St Paddy skin no longer floats in the air when reloading the Gewehr 43
  • Fixed the incorrect ammo listed for the Breda M1935
  • Fixed the incorrect ammo listed for the Selbstlader 1906
  • Fixed a bug that was causing the player to throw multiple ammo pouches when throwing them towards a soldier who is using a stationary weapon
  • Grenades and dynamite thrown from vehicles at high speeds no longer causes extreme throwing range
  • Fixed a bug related to the lunge mine and sprinting
  • Fixed a glitch that was related to using the lunge mine and entering a transport vehicle
  • The M3 no longer displays a muzzle flash if the suppressor is equipped
  • The Snakebite stock customization no longer blocks the iron sights view of the M1A1.
  • Fixed the disconnected muzzle on the Type 11 LMG when using 3x standard sights
  • The Mk VI Revolver no longer has it’s chamber not aligned with the weapon after using the flare gun
  • The MAB 38 now correctly displays the extended magazine if selected while using the St. Paddy’s skin
  • A fix for the missing fire mode switch sound on the ZK-383
  • Fixed an issue that would cause AP Mines to be placed in unexpected ways when placed on some terrain
  • Fixed the sniper decoy being destroyed when placed next to vehicles.
  • Fixed several windows that would bounce back grenades if the grenade hit the wooden parts supporting the glass, instead of the glass itself.
  • Fixed an issue that was causing problems when attempting to throw back grenades

Soldier

  • Soldiers no longer float in the air if they are killed on top of a moving vehicle
  • The drowning effect no longer stays on the screen, if the player is drowning and then enters a Dinghy boat
  • Fixed a glitch that would teleports players slightly when interacting with doors in a specific way
  • Firestorm – Fixed an issue that could cause misaligned weapons when exiting a vehicle

Maps

  • Devastation – Conquest – Found an area by the D flag which would cause the V1 and JB-2 to not explode on impact. This has now been fixed.
  • Hamada – Fixed a bug that would cause smaller fuel tanks to not show their explosion under certain conditions
  • Narvik – Players can no longer get stuck on the boxes located on the lower part of the bridge
  • Narvik – Rush – Tweaked the sandbag walls so players do not get stuck on them
  • Pacific Storm – Conquest – Fixed a tree that was causing tanks to get stuck near Flag D
  • Solomon Islands – Improved the vaultability of certain window frames when the building has gotten damaged
  • Twisted Steel – Removed a spawn point on Breakthrough that would lead right into a barbed wire
  • Twisted Steel – Rush – Fixed an exploit that would cause the MCOM to be not armable
  • Wake Island – Fixed the flickering burnt textures that would show on the big fuel tanks once destroyed
  • Wake Island – Firing on the large shells inside the bunkers with the Panzerbusche no longer causes them to simply disappear
  • Wake Island – Improved the draw distance of the thinner overarching pipes close the the big fuel tanks
  • Wake Island – Various LOD and draw distance improvements
  • Wake Island – Conquest – Improved the capture area around flag A
  • Wake Island – Rush – Moved the resupply station that was colliding with the MCOM
  • Wake Island – Rush – The propeller of the airplane inside the hangar no longer hangs in the air after the MCOM explodes
  • Wake Island – Rush – Spectator Mode – Fixed all of the cameras to be more relevant to the mode
  • Combined Arms – Fixed a bug that was causing players to not take damage while using a stationary weapon
  • Combined Arms – Harbor Headquarters – Made sure the assassination target should no longer fall under the map, which would make it impossible to finish the mission.
  • Combined Arms – Fixed the EOR screen that could go missing
  • Practice Range – Fixed a bug that was causing players to be unable to change weapons
  • Practice Range – Added the recent weapons that were added into the weapons rack.
  • By public demand, we’ve made the Swedish parrots louder.

UI & Others

  • Fixed a bug that was causing players unable to join a server that their friend was playing on from the social hub
  • Spawns on Squadmates will now be aborted when the squadmate enters Combat. Combat today only blocks spawns, and would not abort a spawn in progress, leading to situations where players being shot at, meleed, or surrounded by close enemies with line of sight would still have player squad spawn on them, usually leading to immediate death. Squad spawn is risky, this change is intended not to remove squad spawn but to prevent instant death on squad spawns. We will be evaluating this change, and have the ability to toggle this feature on and off without a client update.
  • Changed the default center deadzone for gamepads to 15% from 13%. 13% was causing some controllers to drift when in a rest position. Existing players will need to manually change this setting under options, as the fix will only be automatically applied to new Battlefield V players.
  • If you die while retreating, the “You are spotted” text will not stay forever in your next spawn.
  • Fixed an issue that was causing the community games minimum players option not to function properly
  • The first music track in the frontend will now choose from the whole Pacific list, following tracks will choose from the complete Battlefield V music list, including Pacific tracks
  • The vehicle deploy icon now shows the quantity available for each type of vehicle
  • A fix for Type 97 Special Assignment Mastery VI which was incorrectly setup
  • The repair hint will no longer incorrectly show if max health has been reached
  • The “You Are Spotted” widget above the minimap now indicates when the player is spotted by any type of spotting flare, as opposed to other more direct sources of spotting (like suppression, the spotting scope, or traits).
  • Fixed a bug that was causing some weapon models to not show in the weapon’s selection menu, when accessed while playing on a server
  • Added the kills tracker for the M2 Flamethrower in the statistics screen
  • Fixed the dogtag icon for the Selbstlader 1916

Stability

  • Various performance and stability improvements

In case there’s more fixes or stuff not included in the Battlefield 5 update today May 12 patch notes, we’ll keep an eye out and update it if needed. Don’t forget, we’ll be getting one more content drop this summer before new content is cut off for the game.

More Battlefield Reading:

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Alex Co

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

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PUBG Update 1.44 Rolled Out for Consoles

PUBG Corp. has rolled out PUBG console update 7.1, or what console gamers will see as PUBG update 1.44. While the devs call this a “hotfix,” this is one big download clocking in at 17GB. For the full list of changes, head on below.

PUBG update 1.44 patch notes:

Vikendi is back!

Better than ever, with updated landmarks, trains and a slight change in season.

  • Trains have been added and can be found moving along multiple tracks across Vikendi
    • There is a major train line that extends along the perimeter of Vikendi, with 6 connected tracks towards the inland areas of the island
    • Trains stop temporarily at train stations across the map
  • A new Cargo Depot has been added
  • Reduced snow cover
    • Snow cover is reduced more on the Southern areas of the island
  • Snowbikes and Snowmobiles have been removed
    • Motorcycle and Motorcycle with sidecar will spawn instead, being more versatile vehicles for the updated terrain
  • Dino Park has been replaced by the bigger, more spectacular Dinoland
  • Abbey has been relocated to Mount Kreznik
  • Volnova now has much more cover
  • Tovar and Movatra have been removed
  • Weather will be either Clear or Snowy.
    • Moonlight has been removed for now, but will return with visual improvements at a later date.
  • General map optimizations have been made
  • You can play the updated Vikendi in custom matches

Matchmaking – Map selection

Vikendi will be playable via the featured map option, with all other maps being in a separate random map queue. We expect to have Vikendi available as a featured map for 1-2 weeks, but will monitor queue times closely and will return to full random matchmaking earlier if queue times begin to suffer.

Survivor Pass: Cold Front

Survivor Pass: Cold Front is your ticket to all the cool new outfits in Season 7. With costumes ranging from Dinoland employee apparel and mascot costumes to other themed looks, there’s something for everyone. Players can also once again unlock community rewards by working together, so be on the lookout for data discs!

  • Community Missions
    • All players can contribute to the community gauge to unlock videos and receive community skin rewards
    • 1 video, 4 skins can be unlocked by accomplishing the community missions
    • To complete, Loot event items in public (normal) matches
    • As before, the community mission gauge is filled as such:
      • Disc piece: 1 point
      • Broken disc: 2 points
      • Old DVD: 3 points
    • On the Community Mission tab, you can see your personal contribution score and will earn XP towards your Survivor Pass
    • 2000 XP per 50 points contributed
  • Season Missions
    • There are three tracks of Season Missions
      • Each track will be released monthly in April, May and June.
      • Tracks that are locked will show the time left before they are unlocked.
  • Progression Mission
    • Players can earn large amounts of XP when completing Progression Missions
    • Tracks 1 and 2 are available to all players and contain a set of 8 missions each that increase in difficulty
    • Track 3 is open for Premium Pass holders and contains a set of 10 missions that increase in difficulty\
    • Milestones are completed when a set goal is achieved related to daily, weekly, and challenge missions.
      • Example: Complete  total number of 50 missions
  • Challenge Mission
    • These are ‘Survival’ Themed challenge missions
    • Challenge Missions are composed of 16 total missions. Every 4 missions completed will grant a Utility belt and Backpack skin as a reward

Log-in Event: Season 7 Launch

To celebrate the launch of Season 7, we have a special log-in event to reward players! All you need to do to claim the rewards is log into PUBG each day during the event.

  • Schedule: May 1 0:00am until May 6 11:59pm PDT
  • Fri 5/1 0:00 ~ 23:59
    • Reward: Venetian Crate 1 unit
  • Sat 5/2 0:00 ~ 23:59
    • Reward: 100 G-Coin
  • Sun 5/3 0:00 ~ 23:59
    • Reward: RAIDER CRATE 1 unit
  • Mon 5/4 0:00 ~ 23:59
    • Reward: 100 G-Coin
  • Tues 5/5 0:00 ~ 23:59
    • Reward: Venetian Crate 1 unit
  • Wed 5/6 0:00 ~ 23:59
    • Reward: 100 G-Coin

Survival Title System

The Survival Title System is being shelved this update, in preparation for a new system making its way in-game in a future update alongside our new Competitive Mode.

Fear not, you can still view all your accrued statistics in the Season tab and if you’re eligible for rewards from Season 6 of the Survival Title System, you’ll receive them once this update hits live servers.

  • Overview and Leaderboard tabs of the Season menu have been removed
  • A new Leaderboard will arrive with the introduction of Competitive Mode in a future update

New Weapon: Mosin-Nagant

We know weapon choice is important to you, but there is also the problem of there eventually being just too much choice, especially when a certain few weapons remain the most popular picks over everything else. We want to keep adding new weapons to the game but at some point finding the exact gun you want would suffer and as the overall list grows, maintaining balance between everything would also become more difficult. Because of this eventuality, we’ve decided to test out the idea of shared stat weapons. For all intents and purposes, the Mosin-Nagant is a Kar98k. The stats, attachments, ammunition, etc. are all directly copied from the Kar98k, but the Mosin will feature its own look and sound.The Mosin-Nagant Sniper Rifle  has been added to Vikendi and Erangel, but not in the same way as we have other weapons.

The hope here is to be able to give more weapon diversity without diminishing the availability of the weapons you love to use, but we know a choice like this might be met with mixed feelings. Are more weapons in the game a good thing, even if some of them share stats, or should we be more selective with what we put in and make sure all weapons are unique? The Mosin is coded as its own weapon, so we could always adjust its stats in the future to make it unique, but we’d like to at least test out this idea first.

We’d love your take on this, so please let us know your thoughts.

M249 Balance

Increased recoil of the M249

  • The M249 was recently changed to be a world spawn weapon. We have made further adjustments to the M249 in order to achieve proper balance.
    • M249 recoil is now increased by 50%

Dev Note: We considered various ways for balancing the M249, such as world spawn rate, ammunition amount, basic damage per bullet, and effective range. However, we decided to increase the recoil to suit the console player environment and satisfy its status as an LMG at the same time. We will continue balancing the console environment little by little, and would love to hear your feedback during this process. We are closely monitoring internal data and community sentiment and will conduct surveys as needed.

Controller Guide Improvement

  • Controller guide screen has been improved.
    • Players can quickly change to their preferred preset in System menu – Controller guide
    • The controller guide UI has been changed to a more intuitive form

Bots

Added bots to public matches.

We know that many players enjoy how unforgiving PUBG can be, but we’re also aware that there are many players who drop in and get sent back to lobby before they’re able to deal a single point of damage.

To help these players get familiar with the unique PUBG mechanics and features, we’re introducing bots.

The ratio of bot opponents will decrease as players become more familiar with the game, allowing new players to hone their skills while still allowing experienced players to battle against other veterans of the game.

Bots are still being worked on, and as we move forward we will be continuously updating and balancing them based on your feedback and game data analysis to ensure we’re providing the best PUBG experience possible.

  • Ratio of bots in each match is dynamic.
    • The ratio of bots in each match will change according to player skill and the matchmaking pool in each region.
  • Bots can join all queue types (Solo/Duo/Squad)
    • Players will not be placed in a team with bots.
  • Bots actions are limited.
    • Bots can walk, run, crouch, prone, shoot, vault, swim, parachute, and loot.
    • Leaning, jumping, ledge grab, and the use of throwables will be added at a later date.
  • Achievements, trophies, missions, and Mastery can still be earned and completed.
    • Actions against bots are counted towards missions, Survival & Weapon Mastery, as well as platform achievements and trophies.
  • Bot spectate and Death Cam.
    • You can spectate a bot only after all players have been eliminated.
    • Death Cams from the perspective of bots will be available, but they may look a little odd until we make our planned improvements.

For more information on bots, please read our dev letter here

Performance & Stability

  • Greatly reduced instances of hitching during gameplay. We will continue to make further optimizations where possible.
  • Optimized the drop mesh of weapons and attachments in the world to reduce memory usage

Quality of Life Improvements

  • Matchmaking can now be cancelled while browsing other menus
    • Slight changes have been made to button placement and visuals
    • Keybinding for matchmaking cancellation changed: (HOLD) XBOX B Button / PS X Button→ (HOLD) Xbox X button / PS ㅁ button
  • Network Debug UI has been cleaned up to be less intrusive while playing
    • Network indicator icons have been removed
    • The debug information is now enabled by default and can be disabled in the Gameplay tab of the Settings
  • TDM match results will now display players who’ve recently left the match

Other changes:

  • Slight visual changes to the Arcade matchmaking UI to be more consistent with public matches
  • TDM UI has been improved
    • Eliminated decimal points from the scores for better readability
  • Panzerfaust and Mosin-Nagant have been added to Training Mode
  • Tommygun’s icon has been updated to reflect the recently added rails

Bug Fixes

Gameplay

  • Fixed an issue where players were able to ADS while embarked in BRDM-2 in abnormal posture
  • Fixed an issue when reviving in FPP the camera would sometimes be in the incorrect position
  • Fixed an issue where healing/boosting prevented the passenger in FPP from turning the screen correctly
  • Fixed an issue when lying in a prone in TPP players could ADS to unintended angles without their lower body rotating
  • Fixed an issue where players could unintentionally use AR/DMR/SR in the Motorcycle’s rear seat
  • Fixed an issue where characters would lean to the left while driving a Motorcycle after breaking destructable fences
  • Fixed an issue where player’s camera would detach from the character after reloading a weapon while ADS in a Motor Glider
  • Fixed an issue where player’s view would momentarily be obstructed by any large backpack while ADS in a Motor Glider
  • Fixed an issue while holding throwables, in certain situations they could fall to the ground and emit effects for that player, without the grenade actually being used
  • Fixed an issue where flare Gun could float mid-air while looking at the sky and pressing the ‘Inspect’ key
  • Fixed an issue when a Molotov was shot mid-air flames wouldn’t propagate on the ground beneath the point of explosion
  • Fixed an issue where throwable trajectory line wouldn’t line up with the direction the character was facing while in a vehicle
  • Fixed an issue where player’s body could contort while aiming with a melee weapons while in a vehicles passenger seat
  • Fixed an issue where throwable trajectory line wouldn’t line up with the direction the character was facing while in a vehicle
  • Fixed an issue where the rear sight/scope functionality of Tommygun is inconsistent with Skorpion
  • Fixed an issue where players could clip through walls/ceilings of buildings by using vaulting and ledge-grab.
  • Fixed an issue where weapon appears in the incorrect position when the player is knocked down.
  • Fixed an issue where water and mud effects are simultaneously displayed when character fires a weapon in mud (puddle)
  • Fixed an issue on Karakin where the entrance to a cave is opened and displayed in players’ screen but not allows to enter
  • Fixed some cases where players character abnormally earns damage while boarding a train.
  • Fixed the issue where players character earns damage when colliding with other character in mid-air
  • Fixed an issue on Karakin where the visual state of a destructible wall or floor could look different from player to player.
  • Fixed an issue where players could vault to an unintended location within the gym at Pecado on Miarmar
  • Fixed an issue where bullets could pass through certain walls at very long-range due to a change in LOD
  • Fixed an issue which caused auto fire mode to change to single after throwing a grenade in Team Deathmatch.

UI/UX

  • Fixed an issue where current Season menu in the Career tab wouldn’t display this season’s data
  • Fixed an issue where Red Dot & Holo Sight didn’t mention Tommy Gun under “Attachable Weapons”
  • Fixed an issue where the magazine mesh that is dropped when reloading sometimes doesn’t show up on the ground
  • Fixed an issue where the ban notice text is displayed late when banned accounts attempts to enter lobby
  • Fixed an issue when using a Flare Gun the Special Care Package UI wouldn’t light up green in certain situations
  • Fixed an issue where the friend function UI is not displayed in Custom match lobby
  • Fixed an issue which could cause multiple map waypoints from the same player to remain visible

Weapon Mastery

  • Fixed an issue where DBS stats weren’t being recorded
  • Fixed an issue where Win94 kills were being recorded under the DBS

Sound

  • Fixed an issue where Footsteps would be muffled after exiting a Motor Glider\
  • Fixed an issue where UMP45 gunshots could be heard further away than intended
  • Fixed an issue where Bullet ricochet sounds weren’t being played
  • Fixed an issue when shooting some rocks with a shotgun, the hit sound is different on objects with the same material
  • Fixed an issue where the broken stone sound is not playing when throwing stones in Karakin

Skin & Item

  • Fixed an issue where Sunswiped Sports Jacket was clipping with other items
  • Fixed an issue where part of Tenebres Wrapped skin remains when player’s AKM skin should be applied after obtaining Tenebres Wrapped AKM
  • Fixed an issue where Diva Glasses White / Black with the PUBG text on the right is reversed
  • Fixed an issue where the highlight effect displays when player wears Inquisitor gas mask
  • Fixed an issue where the Kar98k skins are visible on the Mosin Nagant

Survvor Pass Mission

  • Fixed an issue when Daily/Challenge mission is completed, effect for obtaining the reward shows twice

For the full list of new items and cosmetic packs introduced in PUBG update 1.44, click here.

We’ll be on the lookout if there are more changes or new stuff included in PUBG update 1.44 that’s not documented, and if there’s any not mentioned above, we’ll update the post.

Source: PUBG

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Alex Co

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

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Former Infinity Ward, Respawn Devs Start New AAA Studio “Gravity Well”

While we’re in the midst of an on-going global pandemic with the COVID-19 situation, that hasn’t stopped former Infinity Ward (Call of Duty) and Respawn Entertainment (Titanfall) devs Drew McCoy and Jon Shiring to launch their own AAA studio named “Gravity Well.”

Both devs have a message to say to the gaming community.

A STUDIO FOR THE LONG HAUL

Hi! I’m Drew, and I’m stoked to start a new studio here in LA with Slothy. We’ve been making games together for a long time and have learned a ton about ways to lead teams and ship games. We believe the time is right to shake things up in AAA game dev.

We are starting a studio because of how we want to make games. We want time to iterate on everything and get ideas and feedback from the whole team. We’re building this studio to last for decades, and that doesn’t happen without putting the team first.

We take team health as an absolute top priority. That means we are anti-crunch. That means good compensation. That means everyone at Gravity Well has creative freedom, because when someone else makes all of the decisions, work isn’t fun and the end product isn’t as good.

We prefer to cut and focus down so we only ship what we love.

If this sounds like an adventure that you want to join we’re looking forward to hearing from you!

– Drew McCoy

Okay, Slothy here. I just pried the keyboard away from Drew.

Ask around, and you’ll get the same answer from devs – once your team size crosses 100 people, everything changes. It’s nobody’s fault – big organizations just move slowly. You need meetings just to make decisions. Choices get siloed and brilliant creatives become less creative. So let’s just not do that. We’re going to build a team that is 80-85 people at peak.

We aren’t satisfied with the low level of creative risk that gets project funding these days. We want to explore bold new ideas exclusively for next-gen hardware and PCs.

Given the COVID-19 pandemic, we’re starting the studio for remote work from the very start. Since one of the core values of Gravity Well is increased diversity, we’re excited about not being hamstrung by relocation or work visa issues. We want to hire the best talent in the industry, regardless of where you live.

We’re excited to build this new team and we hope that you’re interested, too. If now isn’t the right time, reach out anyway and we can just have a nice conversation. If you work in games, we’d love to hear from you.

Jon “Slothy” Shiring

The studio is also hiring for multiple positions, which you can check out on the official website.

Given the two founders’ pedigree in making online multiplayer shooters, don’t be surprised if their debut project is in the same genre. Needless to say, we here at MP1st are very excited to see what comes of this new venture and wish them all the best!

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Alex Co

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

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Modern Warfare Season 4 Weapon Gameplay Leaks, Demolition and Shoot the Rusty Ship Coming This Week

In every season of Call of Duty: Modern Warfare, Infinity Ward has introduced two new weapons. Well, it seems one of the Modern Warfare Season 4 weapon has been leaked, and it’s an SMG (submachine gun)!

What’s more, not only do we know what it looks like, but we even have gameplay! This was posted by Reddit user Igavemyhandhiv who also posted that this Modern Warfare Season 4 weapon was a random weapon his friend got in the Infected game mode.

A friend of mine might have accidentally discovered the season 4 SMG.
by inmodernwarfare

Note that given that the weapon can be accessed in the game now (even if ny accident), this means that the actual gun is in the game’s data files.

In other Modern Warfare news, Activision has discussed some of the modes coming this week. The Demolition game mode is returning in multiplayer! You can read up on that and tips about it here. If you’re not a fan of that and miss the chaos that only small maps can offer, the “Shoot the Rusty Ship 24/7” playlist is also coming back, which means we’ll get Shoot House, Rust, and Shipment in one playlist with a moshpit of game modes.

Based on the latest update, there doesn’t seem to be any new playlists or modes planned for Call of Duty: Warzone, but I wouldn’t put it past Infinity Ward to sneak in a new playlist before the week is done.

What do you think of the Modern Warfare Season 4 weapon that’s set to drop? Don’t forget, Activision has confirmed that we’ll be getting two seasons this Q2 2020, which means we’ll be getting our hands on this new SMG soon.

Source: Activision 

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Alex Co

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

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The Division 2 Update 9.1 Release Date Delayed

While we reported last week that The Division 2 update 9.1 will be out tomorrow on May 12, it seems Ubisoft has a change of heart. Today, the studio announced that The Division 2 Update 9.1 release date has been pushed back with no firm release date mentioned other than “this week.”

Here’s the full post by Ubisoft regarding The Division 2 update 9.1 release date delayed news:

Hello Agents,

We previously mentioned that Title Update 9.1 was meant to be deployed during a maintenance tomorrow but we made the decision today to delay the update, as we feel further testing is needed to ensure we avoid the introduction of new issues and deliver a high quality patch. We aim to get TU9.1 into your hands as soon as possible and our current goal is to deploy the update this week.

Thank you for your understanding in the meantime.

Hopefully, “this week” means Thursday or before the weekend is up. In case you’re curious, Ubisoft Massive released the patch preview of it with the highlights below.

  • Framerate drops in the Dark Zones.
  • Friendly Oxidizers damaging ally Skills.
  • Recommended Activity tab not closing.
  • The Frenzy talent staying active when swapping weapons.

The actual patch notes were scheduled to be released today, but given the delay, I suspect that the patch notes will be deployed sometime later this week, or when the update is actually out.

Source: Ubisoft forums

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Alex Co

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

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DOOM Eternal Update 1 Features Previewed

Bethesda has announced that the DOOM Eternal Update 1 patch is almost upon us! This patch will bring new features, fixes and more. While there’s no definite release date for this just yet, the publisher did give us a preview of what’s coming.

DOOM Eternal Update 1 features preview:

Empowered Demons

Spice up your campaign runs with Empowered Demons! When a player is killed in the single player campaign, the demon that felled them is beefed up and transported to another player’s game to fight again! Will you fall to this fearsome challenger or avenge your fellow Slayer? Take out an Empowered Demon and you’ll not only be rewarded with tons of health and ammo, but also bonus XP to progress in-game events!

BATTLEMODE Enhancements

We’re adding a suite of features designed to improve the overall experience in BATTLEMODE. Some of these additions include implementing Denuvo Anticheat features, changes to the tutorial walkthrough, poor network connection indicators, Echelon Leveling for players at the maximum level and a Death Report screen to offer players more combat insight mid-match.

Single Player Quality-of-Life Improvements

It’s not just BATTLEMODE that’s getting some enhancements! We’ve heard your feedback on the single player campaign and Update 1 addresses a few balance concerns and annoyances players have brought to our attention. Some of these changes include expanded demon tutorials, Dashing vertically in water and adjusting toxic damage while swimming.

Add a friend via Bethesda.net

BATTLEMODE is best with buddies, so we’re adding new features to build up a friends list via Bethesda.net. Using Account IDs, you can round up new pals in a flash to join you in the arena!

And More!

Those are just some of the big changes expected to arrive with Update 1. Beyond that update, we’re still making progress on DOOM Eternal’s Invasion mode and the first DLC expansion of the Year One Pass. Please look forward to more information on those later this year.

Bethesda also touched on Battlemode, and they are fine-tuning the multiplayer mode as needed. The plan to add new playable demons and maps later down the line is still planned, and yes, they’ll be available for free. Same as always, once the DOOM Eternal Update 1 patch is out, we’ll be sure to let our readers know.

DOOM Eterntal has been a big hit for Bethesda, as it has already smashed franchise sales records, and is rated highly by a lot of people, which includes us.

Source: Slayersclub

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Alex Co

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

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Call of Duty: WWII Developer Sledgehammer Games Working on Multiple Projects

Following Sledgehammer Games’ release of Call of Duty: WWII back in 2017, the studio has been silent on any of its future projects, which most people would assume is a new Call of Duty game. While nothing has been confirmed, the latest rumors circulating is that for this year’s Call of Duty, it won’t be Sledgehammer Games at at the helm as they’re supposed to, but Treyarch.

In a new interview with the studio, COO Andy Wilson talked about the studio’s mass hiring spree, and how they confirmed that they are now a “multi-project” studio.

Wilson: Sledgehammer Games is entering a period of growth across both of our main studio locations: Foster City, California and Melbourne, Australia. We’re now a multi-project studio and we’re looking for a substantial number of new team members to join us. We’re looking across every discipline and various levels of seniority. It’s a pretty exciting time for our studio.

In the same interview, Wilson mentioned that they are hiring for 100 spots within the company’s two studios in California and Melbourne. Of course, no other details regarding the games (or projects) they’re working on have been revealed, but a recent rumor has surfaced in March that the studio is working on a full-fledged free-to-play (F2P) Call of Duty title. Bear in mind that this is a rumor, and Sledgehammer Games might be working on DLC for the upcoming Call of Duty game for all we know.

What are you hoping to see from the studio, would you be down for a F2P Call of Duty game from Sledgehammer if the rumor is indeed true?

Source: VentureBeat

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Alex Co

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

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DBZ Kakarot Update 1.11 Rolled Out

While we just got the big Dragon Ball Z Kakarot (DBZ Kakarot) update a few weeks ago that introduce new features as part of the new story DLC, CyberConnect 2 has today released DBZ Kakarot update 1.11! Clocking in at just 245MB, check out the Dragon Ball Z Kakarot 1.11 patch notes below.

DBZ Kakarot update 1.11 patch notes:

“Made other adjustments”

UPDATE: We have still yet to find any noticeable changes, although site commentator down bellow, Cole Middleton noted that he saw some Z Encyclopedia rewards upon checking. We did so ourselves and notice them also, though ours differ from his outside of entry 50.

For now, that’s basically it, which is to be expected given this is an unannounced patch. We’re on the lookout for any patch notes and will update the post if we find anything, though we’re not expecting anything official from Bandai Namco. That said, we’re also checking in with the community and once they post something worthwhile included in this update, we’ll update the post as well.

If you’ve yet to get the game, you might want to read up on our review where we gaveit a 8/10 and state:

Regardless, if you are a big fan of the series or want a perfect place to start, then Dragon Ball Z Kakarot is a definite buy. Easily being able to offer over 40 hours of story content, and even more for side content, DBZ Kakarot is an exceptional welcomed title in the franchise.

If you spot any changes not mentioned above, feel free to leave a comment or send us an email and we’ll update the post to reflect it.

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Alex Co

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Apex Legends Loba Abilities Showcased in Character Profile Video

In case you didn’t know, Respawn Entertainment is introducing Season 5 “Fortune’s Favor” tomorrow on May 12. While there are new items and a new Battle Pass set to be revealed tomorrow, the big news here is the deployment of a new legend named Loba. Today, Respawn Entertainment has given us a new trailer showcasing the Apex Legends Loba abilities!

Apex Legends Loba abilities showcase video:

Tactical:

Burglar’s Best Friend – Teleport to hard-to-reach places of escape trouble quickly by throwing your jump drive bracelet.

Passive:

Eye for Quality – Nearby Epic and Legendary loot can be seen through walls. The range is the same as Black Market Boutique

Ultimate:

Black Market Boutique – Place a portable device that allows you to teleport nearby loot to your inventory. Each friendly/or enemy legend can take up to two items.

Don’t forget to check out the gameplay trailer for Season 5 right here. Same as always, once the patch is out tomorrow, we’ll be sure to let you know about it along with the patch notes.

What do you think of Loba’s abilities? I’m personally excited to test ’em out though I think the Black Market Boutique sounds a bit OP — at least on paper.

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Alex Co

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

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Ubisoft Announces Digital Event “Ubisoft Forward” for July 12

With E3 2020 already cancelled, video game companies are now setting their own digital events, and Ubisoft is now part of that last. The publisher has today announced its first-ever digital conference called “Ubisoft Forward” which is set to take place this July 12!

Here’s the official announcement message:

With physical gaming shows around the world postponed due to the COVID-19 pandemic, Ubisoft will be hosting its first digital conference, called Ubisoft Forward, on July 12 at 12PM PDT/9PM CEST. Get ready for an E3-style showcase with plenty of exclusive game news, exciting reveals, and much more.

Given the title, we’re most likely going to see the future slate of titles from the publisher, which should include next-gen offerings. One title that’s sure to make an appearance there is Assasssin’s Creed Valhalla, though we’re expecting some megatons to be dropped as well.

What are you hoping to see from Ubisoft on July 12? Perhaps a new IP? Maybe a sequel to Rainbow Six Siege (doubtful) or something else? Same as always, we’ll get a stream up on the site once we’re near the event’s start date and time.

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Alex Co

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

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Battlefield V Update 6.6 Patch Notes & Release Schedule Revealed

Back in March, DICE announced that the April update for Battlefield V will be rolled into the May one for a bigger update. Well, that patch is out tomorrow, May 12! In addition to the release times, the complete Battlefield V update 6.6 patch notes have also been revealed ahead of the patch’s launch.

Battlefield V update 6.6 patch notes and release schedule:

battlefield v update 6.6 patch notes

Battlefield V update 6.6 release schedule:

  • Xbox: 12 a.m. PDT/3 a.m. EDT/8 a.m. BST/9 a.m. CEST
  • PC: 1 a.m. PDT/4 a.m. EDT/9 a.m. BST/10 a.m. CEST
  • PS4: 2 a.m. PDT/5 a.m. EDT/10 a.m. BST/11 p.m. CEST

What’s New?

  • New Weekly Missions
  • New Elites: Akira Sakamoto and Steve Fisher
  • Outpost is now available on Twisted Steel

Vehicles

Tanks

  • Improved the self-repair HUD indicator to always show if the player is able to repair the damage
  • Increased the direct damage of the Type 3 shells to improve their AT ability. This tank does not have AT rounds available, and this will make the Type 3 gun a good all around choice, while the spec tree means that you can make other sacrifices to activate the upgraded driver gun.
  • Tweaked the hachi shell to be a more powerful HE shell, similar to the Calliope but not identical. It has better splash, but worse direct damage. The Hachi’s rocket barrage is designed as a better antivehicle tool, whilst the shell is designed to be good against infantry and single targets.
  • Fixed the STUG IV default shell being too low damage vs tanks. The damage vs tanks here will rise a bit to match the Panzer IV’s default shell.
  • Fixed the AP round on the Staghound having higher drag if using the Little John Adapter.
  • Standardized the Staghound HE and Staghound Little John HE rounds on the same blast and damage pattern, since the player doesn’t have a choice to keep the original gun as they upgrade.
  • Increased the Crocodile Gun’s damage to armor substantially and increased the blast radius and velocity. The Croc’s cost did not equate to its power and this change should help to improve that.
  • Reduced the damage of the Sherman 76mm HEAT and Type 5 shells direct damage so they no longer 2 hit kill against front armor. These are still very potent tank killers, but they were shown to be performing a bit outside of the intended curve.
  • Flakpanzer will now stop firing when it fully overheats.
  • Increased the velocity and rate of fire of the Type97 120HE Howitzer to match the Sherman.
  • Fixed the Ka-Mi having a shorter range AA and AT 50 caliber damage curve.
  • Increased the 2PDR Valentine cannon blast radius to the higher intended radius.
  • Fixed the quick repair specialization sound that could sometimes be inaudible for vehicles.
  • Improved the barrel and mount alignment on the LVT’s turret
  • Fixed a bug that was causing the resupply prompt to show incorrectly under certain conditions when switching vehicles
  • Fixed some Howitzer weapons on tanks needing more than 1 round to destroy house walls.
  • Fixed an exploit that would allow the incorrect team to spawn a Sturmtiger
  • Fixed a situation in which light tanks could self repair and continue to move at the same time.
  • Improved responsiveness for the Pacific tanks when switching between going forwards and backwards.
  • Increased the damage of the 50cal AA MGs on the Ka-Mi and LVT to equal the TTK of other AA guns. This change only affects their damage vs planes, and is a substantial increase in damage.
  • Fixed the Ju-87 Stuka’s Bordkanone not doing damage to airplanes.
  • Fixed various issues related to vehicle skins that had gone missing since update 6.2
  • Skins are now properly applied to all tank and plane wrecks.
  • Fixed the Sturmtiger applying mud and snow incorrectly. Snow would previously be applied in muddy environments and vice versa, and this has now been corrected.

Transport & Stationery

  • Increased the damage of AA by 20% against fighters. Improved the velocity and accuracy of AA when shooting at targets at high altitudes. This should tip the balance in favor of the AA, which should present enough of a threat to planes to prevent planes from bombing them without mutually assured destruction. The larger size of the bombers makes them easier targets, and sustains more hits so they do not need the damage buff. The other aircraft are more maneuverable and will need to focus on avoiding AA rather than tanking the damage. This change does not substantially change the part of the map that AA can cover, only the effectiveness when defending against Planes at higher altitudes.
  • Firing the AA projectiles against Dinghy boats and Kettenrad transport vehicles no longer triggers the airburst proximity explosion.
  • Improved the GPW’s camera so it clips less when backing into geometry
  • Fixed a bug that would in rare cases cause Stationary MG’s to keep firing even if the player had exited it
  • Corrected the Universal Carrier HUD which could show incorrect information when changing seats
  • Dinghy boats scoring event has been added when they get destroyed

Planes

  • Implemented two new scoring events related to pilots bailing and crashing. This will ensure that a player that manages to force a pilot to abandon a plane or crash to obtain points for their efforts. The requirement is that the plane was tagged by the player prior to the bail out, the tagging for this is activated by destroying a part of the plane such as the wing, rudder, elevator, or engine.
  • Reduced the damage on the UK air to ground rockets. Increased the damage on the 2x rockets slightly for all factions.
  • Fixed a bug that in some rare cases could cause air plane wreck sounds to play for a longer than intended duration. The collision sounds system for planes has also been tweaked to trigger more naturally based upon impact and also removes some occasions where the collision sounds could get stuck in a loop.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • Fixed an issue that would make certain skins to not show while in 1P in the JU-88 C plane
  • Planes with manual supercharger – Reduced the pitch and amp of compressor when supercharger is active
  • Removed overheat functionality from the Mosquito 6PDR and JU-88 75mm since they never overheated
  • Fixed a bug that would cause planes to not respond well to player input, if the player had left and re-entered it.
  • All of the airplanes when having the “High altitude” specialization enabled will now be able to fly 200 meters higher than without it.
  • Fixed an issue with the lift values that was causing planes to level too much at high speeds.
  • Fixed an exploit which would give some airplanes infinite nitrous

Weapons & Gadgets

  • Smoothed scope transitions for all weapons. Players’ sight will be blocked by the opaque scope model for a shorter time. The slowest scope transitions have had the most quality of life improvements, and is especially noticeable on 6x scopes without Quick ADS enabled.
  • Airplane flares now lose effectiveness outside visual range by tweaking the spotting radius curve and gravity drag settings for the airplane flare so the radius shrinks when the flare is outside visual range 100m+
  • A fix for a few melee weapons that could not push transport boats around
  • Fixed a bug with the Lewis MG with the extended magazine specialization selected while using certain skins that would cause issues with the iron sight while in ADS mode.
  • The St Paddy skin no longer floats in the air when reloading the Gewehr 43
  • Fixed the incorrect ammo listed for the Breda M1935
  • Fixed the incorrect ammo listed for the Selbstlader 1906
  • Fixed a bug that was causing the player to throw multiple ammo pouches when throwing them towards a soldier who is using a stationary weapon
  • Grenades and dynamite thrown from vehicles at high speeds no longer causes extreme throwing range
  • Fixed a bug related to the lunge mine and sprinting
  • Fixed a glitch that was related to using the lunge mine and entering a transport vehicle
  • The M3 no longer displays a muzzle flash if the suppressor is equipped
  • The Snakebite stock customization no longer blocks the iron sights view of the M1A1.
  • Fixed the disconnected muzzle on the Type 11 LMG when using 3x standard sights
  • The Mk VI Revolver no longer has it’s chamber not aligned with the weapon after using the flare gun
  • The MAB 38 now correctly displays the extended magazine if selected while using the St. Paddy’s skin
  • A fix for the missing fire mode switch sound on the ZK-383
  • Fixed an issue that would cause AP Mines to be placed in unexpected ways when placed on some terrain
  • Fixed the sniper decoy being destroyed when placed next to vehicles.
  • Fixed several windows that would bounce back grenades if the grenade hit the wooden parts supporting the glass, instead of the glass itself.
  • Fixed an issue that was causing problems when attempting to throw back grenades

Soldier

  • Soldiers no longer float in the air if they are killed on top of a moving vehicle
  • The drowning effect no longer stays on the screen, if the player is drowning and then enters a Dinghy boat
  • Fixed a glitch that would teleports players slightly when interacting with doors in a specific way
  • Firestorm – Fixed an issue that could cause misaligned weapons when exiting a vehicle

Maps

  • Devastation – Conquest – Found an area by the D flag which would cause the V1 and JB-2 to not explode on impact. This has now been fixed.
  • Hamada – Fixed a bug that would cause smaller fuel tanks to not show their explosion under certain conditions
  • Narvik – Players can no longer get stuck on the boxes located on the lower part of the bridge
  • Narvik – Rush – Tweaked the sandbag walls so players do not get stuck on them
  • Pacific Storm – Conquest – Fixed a tree that was causing tanks to get stuck near Flag D
  • Solomon Islands – Improved the vaultability of certain window frames when the building has gotten damaged
  • Twisted Steel – Removed a spawn point on Breakthrough that would lead right into a barbed wire
  • Twisted Steel – Rush – Fixed an exploit that would cause the MCOM to be not armable
  • Wake Island – Fixed the flickering burnt textures that would show on the big fuel tanks once destroyed
  • Wake Island – Firing on the large shells inside the bunkers with the Panzerbusche no longer causes them to simply disappear
  • Wake Island – Improved the draw distance of the thinner overarching pipes close the the big fuel tanks
  • Wake Island – Various LOD and draw distance improvements
  • Wake Island – Conquest – Improved the capture area around flag A
  • Wake Island – Rush – Moved the resupply station that was colliding with the MCOM
  • Wake Island – Rush – The propeller of the airplane inside the hangar no longer hangs in the air after the MCOM explodes
  • Wake Island – Rush – Spectator Mode – Fixed all of the cameras to be more relevant to the mode
  • Combined Arms – Fixed a bug that was causing players to not take damage while using a stationary weapon
  • Combined Arms – Harbor Headquarters – Made sure the assassination target should no longer fall under the map, which would make it impossible to finish the mission.
  • Combined Arms – Fixed the EOR screen that could go missing
  • Practice Range – Fixed a bug that was causing players to be unable to change weapons
  • Practice Range – Added the recent weapons that were added into the weapons rack.
  • By public demand, we’ve made the Swedish parrots louder.

UI & Others

  • Fixed a bug that was causing players unable to join a server that their friend was playing on from the social hub
  • Spawns on Squadmates will now be aborted when the squadmate enters Combat. Combat today only blocks spawns, and would not abort a spawn in progress, leading to situations where players being shot at, meleed, or surrounded by close enemies with line of sight would still have player squad spawn on them, usually leading to immediate death. Squad spawn is risky, this change is intended not to remove squad spawn but to prevent instant death on squad spawns. We will be evaluating this change, and have the ability to toggle this feature on and off without a client update.
  • Changed the default center deadzone for gamepads to 15% from 13%. 13% was causing some controllers to drift when in a rest position. Existing players will need to manually change this setting under options, as the fix will only be automatically applied to new Battlefield V players.
  • If you die while retreating, the “You are spotted” text will not stay forever in your next spawn.
  • Fixed an issue that was causing the community games minimum players option not to function properly
  • The first music track in the frontend will now choose from the whole Pacific list, following tracks will choose from the complete Battlefield V music list, including Pacific tracks
  • The vehicle deploy icon now shows the quantity available for each type of vehicle
  • A fix for Type 97 Special Assignment Mastery VI which was incorrectly setup
  • The repair hint will no longer incorrectly show if max health has been reached
  • The “You Are Spotted” widget above the minimap now indicates when the player is spotted by any type of spotting flare, as opposed to other more direct sources of spotting (like suppression, the spotting scope, or traits).
  • Fixed a bug that was causing some weapon models to not show in the weapon’s selection menu, when accessed while playing on a server
  • Added the kills tracker for the M2 Flamethrower in the statistics screen
  • Fixed the dogtag icon for the Selbstlader 1916

Stability

  • Various performance and stability improvements

Aside from this Battlefield V update 6.6 patch notes and update, players can expect one more content drop this summer (June most likely) from DICE, and once that’s done, don’t expect any patches to include new stuff outside of bug fixes.

Are you happy with the Battlefield V update 6.6 patch notes or are you underwhelmed given this is supposed to be two patches in one? Let us know down in the comments.

Source: Battlefield forums

More Battlefield V Reading:

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Alex Co

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Report – Mortal Kombat 11 Aftermath Character DLC Will be Sold Separately, New Screenshots Surface

With the recent announcement of the Mortal Kombat 11 Aftermath DLC, many had wondered if the new DLC characters would be available for purchase outside of the bundle. Well, according to a leak, it appears they will be and just three weeks after the launch of Aftermath.

The leak comes from the Nintendo’s Austrailia Mortal Kombat 11 Eshop page, which lists four new DLC, one being Aftermath and the other labeled as “AM DLC” with AM standing for Aftermath. We know they’re the individual characters due to the price matching that of the other standalone characters.

You can also see that the release date for the individual DLC is marked for 06/17/2020, which is three weeks after the launch of the bundle version. Additionally, Twitter user @Dynasty1031 also confirmed the listing on the US Eshop store (now removed), which had new images of the DLC characters.

The steam database for Mortal Kombat 11 has also been updated to reflect the standalone purchases. 

Interestingly enough, there doesn’t appear to be an option to buy the campaign alone just yet. Meaning that if you did want to buy the story, you may be better off getting the current $40 version as it includes the characters. Otherwise, if you don’t care for the story, in the very least the option to buy the characters alone will be available eventually. This leak should make many happy as Warner Bros has yet to announce if the DLC fighters would be made available as separate purchases like past fighters. It isn’t at all surprising that it’s happening, but it’s nice to have some sort of confirmation of it. Of course, that could change, though we doubt they would skip out on offering the a la carte option. 

For more on Aftermath, we’re expecting new gameplay footage to be available this week per NetherRealm Studios.

Mortal Kombat 11 Aftermath will be launching May 26 on all platforms. 

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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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Warframe Duviri Paradox Update Pushed Back to 2021

Announced at last year’s Tennocon, Warframe’s Duviri Paradox update has received a new target release window.

The news comes from the recent dev stream in which the team discussed current plans for this year. Amongst the announcement of Nightwave: Season 3 and The Deadlock Protocol being slated for this and next month, Digital Extremes gave a brief update on the Duviri Paradox, Warframe’s next big open-world venture.

The Duviri paradox, which we showed at last year’s Tennocon, is it’s not on the agenda for 2020. That is going to be something that we’re gonna talk and show more about in 2021.
While this news is certainly a downer, it is completely understandable as the industry as a whole has experienced delays. The reasoning is due to the COVID-19 pandemic causing many to work from home.  In DE case, this means less access to office resources, affecting the overall development process. Even still, they have managed to push out some major updates, with the recent being for Railjack. They still, however, have a lot on their plate for this year to work through so in the very least fans still have content to look forward to.
And speaking of looking forward, Digital Extremes will still be hosting Tennocon 2020. It will instead be in the digital format, though plan on revealing in the coming months on how they will bring the community together without actually physically being together. We’ll be sure to post updates as their Tennocon 2020 schedule once it becomes available.
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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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Digital Extremes Wants to Implement Warframe Cross Save, Here’s Why It’s Not Yet Available

With many big hitters now supporting cross-play with cross-save progression as of late, many of the Warframe player base has been wondering if the feature would ever come to Warframe. And While Digital Extremes didn’t provide the news most wanted, they did at least confirm the reasoning why a Warframe cross save feature has yet to be implemented.

With Warframe being available across multiple platforms, the most recent being the Nintendo Switch, many fans had requested a way to be able to play across all platforms with ease, via cross save. As it turns out, the reason why Warframe doesn’t have it yet is that the coding simply isn’t there YET. This was confirmed during the Warframe’s devs at home live stream hosted yesterday.

We don’t really have anything to say about cross-save. Don’t have anything great to talk about that right now but definitely know that was something that you would value in the game and as I’ve said in the past, we’ve done some research on that. I don’t think there’s a heck of a lot of code written to support that currently but it definitely is something that we want to adapt
A bummer to say the least, however with the current COVID-19 outbreak it’s understandable why the feature may have hit a halt as the team is currently focusing on other improvements and content that they’ve promised prior to cross save. It was originally planned to be the team’s next priority after the launch of Empyrean back in December, per PCGamesn, but due to player’s feedback on Railjack, the team is hard at work on improving that.
As of now, the only way players can transfer their character over to another platform is via PC to the Nintendo Switch. And even with that, it’s a one time only feature with no way to revert back. Not exactly the ideal approach, though even if the feature does get implemented one needs to ask what that means for PC users as they tend to get client updates before everyone else.
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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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Streets of Rage 4 Review – Beat ‘Em Up Evolution

Way back before fighting games took the gaming world by storm, the most popular genre in arcades in the ’90s then were side scrolling fighters or what we called “beat-’em-ups.” Titles like Teenage Mutant Ninja Turtles: Turtles in Time, The Simpsons Arcade Game and so on, ruled the roost in taking away our quarters. This trend followed home consoles, and one of the most popular beat-em-ups at the time was SEGA’s Streets of Rage franchise. After 26 years since the last entry in the series (Streets of Rage 3), Dotemu, Lizardcube and Guard Crush Games collaborated to revive the franchise. Is it a smashing return to glory or does this rage run out of steam? Read on for our Streets of Rage 4 review.

X Marks the Spot

Right off the bat, Streets of Rage 4 doesn’t stray far from its predecessors. Franchise mainstays Axel and Blaze are back once again, accompanied by new faces. Even the enemy is someone familiar to franchise fans (sort of). While Mr. X isn’t in the game’s universe anymore, his offsprings — the Y Twins — are now threatening the peace in Wood Oak City once again.

While the story isn’t really the main selling point in beat-’em-ups, Streets of Rage 4 does a competent job of telling the tale with beautifully-crafted hand drawn panels after each mission. Just don’t expect anything groundbreaking in terms of the story, and I doubt anyone interested in playing this is expecting one.

Thankfully, the animations themselves aren’t just competently made, but are gorgeous to look at. Basic attacks, combos and special moves have different effects that will make you feel the power and oomph in each strike you take. Stages are varied enough not to feel boring as well. Players will fight through sewers, buildings, inside plans and more, and each level has their own hazard or twist that adds variety. Don’t expect to blitz your way from left to right without using your brain, as this is a long way off from the beat-’em-ups of yesteryear.

Complementing the visuals is a fantastic audio blend crafted by original Streets of Rage composers Yuzo Koshiro, Motohiro Kawashima, along with the help of Olivier Deriviere. The game’s audo track is a blend synth, techno, and various electronic music beats that keep the action blazing along.

Evolution Sensation

Given the advancement game mechanics have had over the past few years, it’d be foolish of Dotemu to keep Streets of Rage 4 locked in to how it played before. Thankfully, they didn’t. While the game is a beat-’em-up through and through, it offers a simple to grasp, hard to master, combat system. Sure, you might be able to beat the game just by hammering away the attack button, but doing it in style? Yeah, that’s how it should be played. Prepare to do stagger hits, juggles, jump attacks and more in order to hike up your combo count. Dotemu has implemented a balanced combat system wherein special atacks that drain health, can be earned back by doing combos. It’s a risk-reward thing that involves some fair amout of trial and error to get the hang of.

Of course, a beat-’em-up can’t be fun to play if the controls don’t work. That’s not a problem in Streets of Rage 4. The primary buttons you’ll use are (aside from the d-pad) the attack, jump and special attack buttons. You’ll never feel like the game didn’t respond the way you wanted it to, and pulling combos is a breeze once you get the hang of it. There are also special, screen-clearing attacks that are triggered by pressing triangle and circle, though they are limited, so use these sparingly to get out of a pinch, or as a topper in a major combo against a boss.

Different Kinds of Kicking Ass

While a side-scrolling beat-’em-up might seem simple on paper. Dotemu managed to shake things up by having each character act and play differently from each other. If you’re having a hard time in a level, try switching characters and maybe that could be your ticket to clearing it. There’s your standard balanced character like Axel, and there are those focused on speed like Cherry, and a full-on brawler in Floyd. In addition to the four characters available from the start, players will unlock Cherry’s dad, Adam, in the latter parts of the game, and there are multiple hidden characters available as well (more on that later).

Aside from a variety in fighters, the stages themselves differ enough that you’ll have to be on your toes to make sure you don’t fall prey to the traps. Even the enemies are varied enough that aside from your usual enemies with different color variants, there are also those that behave differently. At the end of the game, I was quite impressed at how many enemy types there were, and each mostly requiring different tactics to take on. This became apparent when the game mixed and matched these enemy types to give gamers a proper challenge.

Repeated Punches

Overall, it took me roughly three hours to complete the game in normal difficulty. However, once you complete that, there’s a load more stuff to do. There are multiple difficulties to tackle (Mania being the hardest), retro skins/sprites for each fighter, new characters to unlock with their own movesets, gallery art and more. The devs have cleverly included a total score meter that fills up as you play the game, and once you reach certain tiers, will unlock new content for you to go on.

In addition to the standard Story mode, there’s the Arcade mode where you only get one life to complete the entire game (which is insane), a Boss Rush mode that has the player taking on the game’s bosses, and a Battle mode that let’s people play the game PvP. Sure, the game’s short, but it’s meant to be replayed repeatedly in order to obtain the highest grade in each level, and part of the meta of the game is getting better to the point that you’re just blowing past enemies (good luck with the perfect Trophy/Achievement where you need to go through an entire level without getting hit).

Available across all modes is online play. Unfortunately, I didn’t try this much and when I did, I experienced lag. The game does offer local co-op though, which is infinitely better for titles like these.

Bare Knuckle Fighting

Ultimately, Streets of Rage 4 is a welcome throwback to the beat-’em-up genre, and a reminder why it became as popular as it did before. At the same time, Dotemu has designed the game to include modern day gaming conveniences and made sure to increase the replayability factor given how important that is for players these days.

Sure, the online play could use more work (if it works flawless for you, then that’s a non-issue at all), and the game is kinda short if you’re just planning on going through the story mode once and don’t plan on unlocking the other characters and other additional content, but outside of that, it’s hard to find fault at what Dotemu has crafted with Streets of Rage 4.

Not many studios can revive a long-dormant franchise and make it work while staying true to the franchise, but the developers did just that with Streets of Rage 4. Simply put, this is one street you’ll want to fight yourself out of. Oh, and if you have someone to play local co-op with, feel free to add another .5 to the overall score since these games are meant to be played cooperatively.

Score: 9/10

Pros:

  • Gorgeous animations that don’t detract from the gameplay
  • Simple but deep enough combat system
  • Lots of stuff to earn/unlock
  • Will provide a good challenge

Cons:

  • Online play didn’t work as flawlessly as expected
  • Game might be too short for those who want to complete the main story mode without taking on additional challengs and harder difficulty settings

Streets of Rage 4 review code provided by the publsiher. Reviewed on the PS4. You can read MP1st’s review and scoring policy right here.

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Alex Co

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

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Warframe Nightwave Series 3 “The Glassmaker” Arrives Next Week on all Platforms

A new update for Warframe is currently awaiting certification approvals, as revealed by Digital Extremes today. This new update will introduce the new Warframe Nightwave series 3 event known as The Glassmaker and is currently targeting for a release of next week.

The Warframe Nightwave series 3 event revolves around the murder mystery case of the Glassmaker. It is up to us to solve this case and discover the true identity of the Glassmaker, a serial killer running rampant and turning their victims into glass, thus the name “The Glassmaker.” Unlike past seasons that were filled with cutscenes, the developers are taking this opportunity to give players a more interactive experience. So rather than watch scenes play out this season, we will be able to play the role of detective and examine crime scenes for clues and such. Sounds pretty exciting, and from the small gameplay they’ve shown before, it certainly looks unique. Expect the Glassmaker to be a multi-part even, with the first arriving sometime next week once the patch certifications have been approved.

In addition to Warframe Night Wave series 3 release, console players can expect to see the lengthy PC patch that came out last week to be included in this update. Full details on that patch (dubbed Railjack Revisited) can be viewed here: Warframe update 27.4 patch notes. There will be additional patch notes tied to the Glassmaker event along with console-specific fixes, so stay tuned for those.

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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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More Mortal Kombat 11 Aftermath Gameplay Set for Next week, New Stage Revealed

Just a few days ago, NetherRealm Studios announced the Aftermath expansion for Mortal Kombat 11 that included new fighters, stages and more. If you’re looking forward to Mortal Kombat 11 Aftermath gameplay, it seems we’ll be getting that early next week!

Over on Twitter, the official Mortal Kombat account answered a fan asking for more Mortal Kombat 11 Aftermath gameplay by saying “let’s do early next week?”

Not only that, but we also got our first look at a new stage included in Aftermath called “Kronika’s Keep.”

https://twitter.com/MortalKombat/status/1258518941132939264

In case you haven’t seen it yet, we also posted the Friendship finishers and the Aftermath cinematic this week, too.

If you want to know more about Aftermath, here’s the official DLC desccription via the press release sent earlier this week:

The epic saga continues in Mortal Kombat 11: Aftermath, as Fire God Liu Kang, the new keeper of time and protector of Earthrealm, must now enlist the help of unlikely allies and familiar foes to forge a new history as the fate of two worlds hang in the balance. Adding to the growing roster of playable fighters, the new expansion features the triumphant return of Fujin, the God of Wind who serves as Earthrealm’s protector alongside his brother Raiden, and Sheeva, the four-armed, half-human and half-dragon queen of the ancient Shokan race. RoboCop, the iconic, highly advanced cybernetic police officer will make his first appearance in the franchise, continuing the pedigree of popular Mortal Kombat guest fighters. RoboCop in Mortal Kombat 11: Aftermath features the voice and likeness of actor Peter Weller, who portrayed the popular character in both the original “RoboCop” (1987) film and “RoboCop 2” (1990) sequel. Mortal Kombat 11: Aftermath will also include three new character skin packs to be released over time.

Mortal Kombat 11 Aftermath will be out this May 26 on the PS4, Xbox One, Nintendo Switch, and PC.

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Alex Co

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

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Modern Warfare Playlist Update May 8 Brings Shipment 10v10 and More

While we just had a Call of Duty: Modern Warfare playlist update yesterday that brought in gameplay changes, Infinity Ward has rolled out the Modern Warfare playlist update May 8 server-side download, and it brings playlist changes to both multiplayer and Call of Duty: Warzone!

Modern Warfare playlist update May 8 changes:

Playlist Update!
Warzone:
– Replacing BR Solos with BR Stimulus Solos
– Height & radius at which parachuting enemy players are called out have been reduced (BR)
– Adding helicopters back
Modern Warfare:
– Shipment 24/7 becomes Shipment 10v10
– Adding 3v3 Gunfight Knives Only

Don’t expect any gameplay-related changes aside from the playlist given what we had one just yesterday. That said, 10v10 Shipment will be insanely chaotic and I’ll give it a try.

In any case you do notice any gameplay changes not part of yesterday’s server-side patch and is live in this Modern Warfare playlist update May 8 refresh, let us know what they are in the comments below and we’ll investigate.

More Call of Duty Reading:

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Alex Co

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

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Destiny 2 Trials of Osiris Rewards May 8, 2020 (Update)

It’s Friday, and those looking for some sweet new loot and want to take on the game’s best of the best, here’s your chance to take what’s yours! The Destiny 2 Trials of Osiris rewards May 8 map and list of loot are here! Check out what you’ll get for winning three, five, and seven times below!

Destiny 2 Trials of Osiris rewards this week May 8:

Trials of Osiris Map

Javelin 4

Rewards

Rotation not known yet, please let us know!

  • 3 Wins (Powerful): Scout Rifle! (beep boop please report)
  • 5 Wins (Powerful): Boots! (beep boop please report)
  • 7 Wins (Pinnacle): Sniper! (beep boop please report)
  • Flawless (Pinnacle): Helmet! (beep boop please report)

Bounties

Name Description Cost Requirement Reward
Coordinated Assault As a fireteam, defeat opponents with precision final blows in the Trials of Osiris. 1000 Glimmer 100 [Headshot] Precision XP & Glimmer & 35 Valor Rank Points & 5 Trials Token
Light from Light Defeat opponents using your Super, and generate Orbs in the Trials of Osiris. 1000 Glimmer 100 Progress XP & Glimmer & 35 Valor Rank Points & 5 Trials Token

Passages

Name Perk Cost
Passage of Mercy Forgives one loss per run. 25000 Glimmer & 15 Legendary Shards
Passage of Ferocity With zero losses, your third win grants a bonus win. 25000 Glimmer & 15 Legendary Shards
Passage of Wealth Increased tokens from completing and winning Trials matches. 35000 Glimmer & 25 Legendary Shards
Passage of Wisdom Grants bonus XP from Trials wins, scaling with the number of wins on a ticket. 35000 Glimmer & 25 Legendary Shards
Passage of Confidence Grants bonus rewards from Flawless Chest. 50000 Glimmer & 50 Legendary Shards

We’ll be updating the rewards list as soon as we know what they are, so sit tight! All win-reward items now listed! Enjoy, Guardians!

Don’t forget, starting today, Bungie is shaking up the Trials of Osiris maps, and it’ll be on a “random rotation” in the foreseeable future. Read up on that and the upcoming rewards changes in Year 4, here.

Source: Reddit

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Alex Co

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

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Apex Legends Season 5 Gameplay Trailer Brings Fortune’s Favor

Respawn Entertainment has officially given us our first Apex Legends Season 5 gameplay look with a new trailer today! As one might expect, this one gives us a look at Loba’s abilities and more. It also shows us “treasure packs” and even hints at a mystery!

Check out the Apex Legends Season 5 gameplay debut below.

Pursue your fortune in Apex Legends Season 5. New Legend Loba has arrived to hunt for answers — and revenge. Discover hidden secrets and rewards as you take on waves of prowlers in the all-new PvE Season Quest. Explore a Kings Canyon that has been transformed by Loba’s explosive entrance. Skulltown and Thunderdome have fallen into the ocean, while a dangerous new area, Salvage, sits in the newly formed bay. Grab the new Battle Pass to instantly access exclusive items like the Legendary Hemlock Retrofitted skin and three new Rare Legends skins. Then battle through Daily and Weekly Challenges to earn unique rewards like Apex Packs, XP Boosts, and skins. If you’re up for a true test of skill, drop into Ranked Series 4 and prove you’re the squad to beat! Get out there and show the Outlands what you’re made of! After all, fortune favors the bold.

Apex Legends Season 5 called “Fortune’s Favor” is set to go live this May 12! Once the patch is out, we’ll be sure to let our readers know.

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Alex Co

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