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Overwatch Update 2.83 Brings Ashe’s Mardi Gras Challenge and Changes

Blizzard is introducing a new in-game event to Overwatch players today with a new Overwatch patch! Console gamers will see this as Overwatch update 2.83, and it brings a new in-game event, as well as a host of gameplay changes.

Overwatch update 2.83 patch notes:

ASHE’S MARDI GRAS CHALLENGE

Get ready for Ashe’s Mardi Gras Challenge and some special, unlockable in-game content! Wins in Quick Play, Competitive Play, or Arcade will earn you themed sprays, player icons, and a new epic skin: Mardi Gras Ashe!

Tune in to participating Twitch broadcasters while they’re playing Overwatch any time through March 9th to earn a total of 6 Ashe’s Mardi Gras Challenge sprays and icons!

To learn more about Ashe’s Mardi Gras Challenge, click here.

GENERAL UPDATES

New Feature: Hero Pools

We will be introducing Hero Pools starting in Season 21 of Competitive Play. Much like Map Pools, rather than having all heroes available for play at all times, a weekly changing list of heroes will be available. The list will include the vast majority of the hero roster, with only a few being excluded during any given week. We think this feature will help keep Competitive Play interesting, as team compositions will change more frequently during a season.

It is important to note that Hero Pools is a new feature that may not last past this initial season. Throughout the season, we will be adjusting the types of Hero Pools available. In addition, it is possible we will also adjust the frequency with which they change.

New Feature: Experimental Changes & 1-3-2 “Triple Damage” Ruleset

We’ve added a new card labeled “Experimental” within the Play menu where Overwatch players can try new balance updates, rulesets, and game modes that might be awesome or might not ever make it past the “Experimental” stage. Unlike the PTR, the Experimental area is not intended to be used for bug and stability testing. Players from all platforms will be able to test major gameplay changes, with the hope that you’ll provide us with feedback on your experience. Some of the changes we test will be vastly different than what you’re used to, but we want to reiterate that the changes we will be testing are not guaranteed to reach the retail version you’re used to playing. Experimental will not always be available: it will come and go as we have things we’d like you to try and may sometimes only last for brief periods of time.

Since Experimental is available in the retail version of Overwatch, you will be able to earn experience and progress towards win-based event unlocks by participating.

The first set of changes we want to test is a mode titled “Triple Damage,” which modifies the existing 2-2-2 Role Queue system. In this mode, teams will be composed of 1 tank, 3 damage, and 2 support heroes. One of our hopes with this test is to see if this change reduces queue times for the Damage role.

 

HERO CHANGES TO SUPPORT EACH TEAM HAVING ONLY ONE TANK (ONLY IN EXPERIMENTAL)

Note that the balance changes below only affect the “Triple Damage” Experimental mode.

D.Va

General

  • Adjusted armor to health ratio (Total health is still 600)
    • Armor health pool increased from 200 to 400
    • Base health decreased from 400 to 200

Defense Matrix

  • Duration increased from 2 seconds to 4 seconds

Fusion Cannons (Primary Fire)

  • Movement penalty reduced from 50% to 30%

Orisa

Protective Barrier

  • Cooldown reduced from 10 seconds to 8 seconds
  • Barrier health increased to 900

Reinhardt

General

  • Adjusted armor to health ratio (Total health is still 500)
    • Armor health pool increased from 200 to 300
    • Base health decreased from 300 to 200

Rocket Hammer (Primary Fire)

  • Damage increased from 75 to 90

Barrier Field

  • Regeneration rate increased from 200 to 250 per second

Roadhog

Take a Breather

  • Now leaves behind a cloud when used. This cloud heals all allies within it for 25 health per second and provides 25% damage reduction

Chain Hook

  • Cooldown reduced from 8 seconds to 6 seconds

Scrap Gun (Primary Fire)

  • Damage per pellet reduced from 6 to 5 (150 damage per shot down to 125 damage)

Whole Hog

  • Cost increased by 15%

Sigma

Experimental Barrier

  • Regeneration rate increased from 120 to 200 per second
  • Barrier health increased from 900 to 1200

Winston

General

  • Armor health pool increased from 100 to 200 (Total health is now 600)

Barrier Projector

  • Cooldown reduced from 13 seconds to 10 seconds

Zarya

General

  • Shields health pool increased from 200 to 300. (Total health is now 500)
  • Maximum energy gain per barrier decreased from 40 to 30

Particle Cannon (Primary Fire)

  • Maximum primary fire damage per second reduced from 170 to 140

Particle Cannon (Secondary Fire)

  • Maximum secondary fire damage reduced from 95 to 80

Particle Barrier (Self)

  • Cooldown decreased from 10 seconds to 8 seconds

Particle Barrier (Ally)

  • Now creates barriers on all allies within 8 meters of your target
  • Duration increased from 2 seconds to 3 seconds

 

General Updates

  • The Game Mode selector in the Career Profile is now sorted more logically to make it easier to use
  • A group leader may not use the Leave as Group option while a competitive game is currently in progress
  • The initial Assemble Heroes timer for games using the Assault, Hybrid, Control, and Payload game modes has been reduced from 40 to 35 seconds
  • We’ve updated the interactions between all stuns (Flashbang, Earthshatter, Freeze, Sleep, Accretion) to be more consistent. New stuns will only replace existing stuns if their duration is longer than the time remaining on the current stun. For example, a Flashbang stun will not apply to someone who has just been Earthshattered. Note: we use the minimum guaranteed stun time for Ana sleep, which right now is 1.5 seconds (time to fall down + time to stand back up)
  • Mei’s Ice Wall now has a visual damaged state when under half health

Custom Game Updates

  • Added copy-paste support for Custom Game Settings

 

WORKSHOP UPDATES

New Workshop Features

  • Custom Game Maps:
    • Workshop Chamber
    • Workshop Island
    • Workshop Expanse
  • Script Diagnostics Panel
  • Subroutines

Developer Comments:

  • We’ve added the ability for rules to call subroutines (which are rules with a Subroutine event type) using the new Call Subroutine action. When a subroutine is called, execution is temporarily shifted to another rule while keeping contextual values such as Event Player, Attacker, and Victim the same. When the subroutine rule finishes or aborts, the original rule picks up where it left off. Subroutines may call other subroutines or even themselves, though we enforce a maximum depth of 1024 calls. Waits are allowed in subroutines, and if such a Wait is ever interrupted (and the interruption isn’t being ignored by the Wait), the entire call stack is aborted, and the original rule is restarted or aborted.
  • Subroutine rules may also be started in parallel using the Start Rule action. Unlike with the Call Subroutine action, the original rule continues execution immediately, and the subroutine rule executes on its own some time later (either on the same frame if below the original rule or on the next frame if above). As with Call Subroutine, contextual values such as Event Player, Attacker, and Victim are copied over to the subroutine rule.
  • Subroutine names can be added and modified using a new button at the top of the editor.

New Workshop Actions

  • Start Healing Modification
  • Stop Healing Modification
  • Stop All Healing Modifications
  • Enable Inspector Recording
  • Disable Inspector Recording
  • If
  • Else If
  • Else
  • While
  • End
  • For Global Variable
  • For Player Variable
  • Call Subroutine
  • Start Rule

Developer Comments:

  • To make writing logic easier, we’ve added several new flow control actions (If, Else If, Else, While, End, For Global Variable, and For Player Variable). These actions are optimized to cause minimal server load. When using them, the editor will indent to show where sections of logic start and stop. To conclude such an indented section, use the End action. When in doubt, each action has a detailed tool tip explaining how it is used. These tool tips can be displayed by hovering over the action name or by pressing the appropriate controller button.
  • The Enable and Disable Inspector Recording actions offer two benefits: First, they allow selective debugging of only those sections of a script that you need to study. Second, disabling recording can reduce server load, especially when setting or modifying arrays.

New Workshop Values

  • Event Was Health Pack
  • Last Healing Modification ID

Workshop Updates

  • Action and Condition Comments
  • Melee and Reload Button Options
  • Added Sort Order Reevaluation Options for Create HUD Text
  • The Skip and Skip If actions now accept 0 for the number of actions to skip (so they just go on to the next action)
  • A Wait action is no longer required before a Loop
  • Straightened Beam Effects
  • Set Status/Clear Status behavior merged with gameplay stuns (e.g. Clear Status can now clear a freeze that was caused by gameplay, not just a freeze set via Workshop itself)

Workshop Optimizations

  • Set Global Variable
  • Set Player Variable
  • Modify Global Variable
  • Modify Player Variable
  • Set Global Variable At Index
  • Set Player Variable At Index
  • Modify Global Variable At Index
  • Modify Player Variable At Index
  • Loop
  • Loop If
  • Abort
  • Abort If
  • Skip
  • Skip If

Developer Comments:

  • Variable manipulation and flow control actions previously caused high server load, so we spent some time making them more lightweight. When combined with the new Disable Inspector Recording action, these changes may result in significant reduction in server load for Workshop modes that rely on heavy variable logic, particularly those that manipulate arrays. In light of these changes, we’re removing the restriction that requires a Wait action before a Loop, though be advised that excessive looping in a single frame can still cause server load issues, especially when using actions other than those listed above. Note that setting or modifying multiple player variables with a single action (by providing an array of players) is not optimized, nor is setting or modifying a variable that is ever used by a Chase action. Finally, keep in mind that some values (such as the Ray Cast values) can cause quite a bit of server load on their own, even if using the optimized actions above.

 

BUG FIXES

General

  • Killing B.O.B no longer grants score for FFA and Team Deathmatch
  • Competitive Seasons are now listed in the correct order in career profile
  • Replay list should no longer have invisible entries
  • Fixed a bug where avoided teammates did not appear in the avoided teammate list if they were not also in the recent player list
  • Fixed a bug where the Player Outline Strength gameplay option did not adjust the opacity of player outlines
  • Fixed GPU temperature query on newer AMD hardware and drivers

Maps

Petra

  • Fixed a bug that caused Reinhardt’s Earthshatter not to work correctly on Petra’s collapsible floor
  • The breakable floor is now targetable by Reaper’s Shadow Step, Symmetra’s Teleporter, or Doomfist’s Seismic Slam

Heroes

Ashe

  • Fixed a bug that could cause B.O.B’s charge to end early on stairs

Junkrat

  • Fixed a bug where, occasionally, the explosion for Junkrat’s mine would appear near the top of his head instead of on the mine

Mercy

  • Fixed a bug that could cause Mercy to not get a skull/hit marker on assists

Wrecking Ball

  • Fixed a bug that prevented Wrecking Ball’s voice lines from playing when opened in lootboxes

Custom Game

  • Fixed an issue preventing player invites when the custom game was imported via a share code
  • Fixed an issue where preset slots could be overridden when saving settings from another player’s custom game
  • Fixed an issue that allowed skirmishing friends to get into your custom game when the “Allow Skirmishers” option was disabled

Workshop

  • Fixed an issue where Sigma’s Primary Fire was sometimes disabled when disabling Experimental Barrier via Custom Game Settings
  • Fixed an issue preventing Has Status from working correctly when querying the Unkillable status
  • Fixed an issue where scores in Deathmatch display incorrectly if the score is set to a high number via Workshop actions
  • Fixed an issue preventing setting scores or declaring victory in Team Deathmatch from working correctly via Workshop actions
  • Fixed an issue where Training Bots sometimes wouldn’t respawn in Practice Range
  • Fixed an issue preventing the Sleep status from being interrupted early via Workshop actions
  • Fixed an issue with the Death Spectate actions when Enable and Disable are alternated repeatedly
  • Fixed an issue causing the Buff Impact sound to play twice
  • Fixed an issue causing the pitch (vertical) angle to be reset when using the Teleport action
  • Fixed an issue preventing Disable Built-In Game Mode Completion from working in certain modes
  • Fixed an issue where effects sometimes were the wrong size and color
  • Fixed an issue where the Loop If Condition and Abort If Condition actions considered the value of the conditions from the beginning of the frame instead of their current value
  • Fixed an issue where using the same Set Facing action multiple times in the same frame with different inputs would not work correctly
  • Fixed an issue where the Nearest Walkable Position value stopped working near the statue in Château Guillard
  • Fixed an issue where the Nearest Walkable Position value would be incorrect if used in a HUD action or in certain reevaluating actions
  • Fixed an issue where the Total Elapsed Time value would be incorrect if used in a HUD action or in certain reevaluating actions
  • Fixed an issue where effects and beam effects that don’t reevaluate would wait until the end of the frame to evaluate their positions and radii rather than evaluating them immediately
  • Fixed an issue where the Chase Global Variable actions did not have access to contextual values (such as Event Player, Attacker, Victim, etc.)

In other Overwatch news, a new report has surfaced stating that Blizzard is developing an Overwatch animated series! Read up on that here.

Source: Overwatch

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Alex Co

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

Home > News

Star Wars Battlefront 2 Next Update Out Tomorrow, Here’s What’s in “Age of Rebellion”

The Star Wars Battlefront 2 next update called the “Age of Rebellion” is out tomorrow, February 26!  Aside from the usual list of gameplay changes, there’s a lot of new stuff inbound too. Prepare for two new Reinforcements, new content in co-op, a new weapon and more!

First up, check out the official patch notes first and then dive into the new content.

Star Wars Battlefront 2 Age of Rebellion Update patch notes:

  • Co-Op is now available on the Age of Rebellion (Endor, Death Star II, Hoth, Yavin 4, Kessel and Tatooine – Mos Eisley and Jabba’s Palace), as well as on Age of Republic Capital Ships (Republic Attack Cruiser and Separatist Dreadnaught).
  • Two new Reinforcements, the Ewok Hunter for the Rebel Alliance and the ISB Agent for the Galactic Empire, are now available.
  • Heroes Vs. Villains is now available on MC85 Star Cruiser and Resurgent-class Star Destroyer.
  • Hero Showdown is now available on new maps (MC85 Star Cruiser, Resurgent-class Star Destroyer, Republic Attack Cruiser and Separatist Dreadnaught, Felucia).
  • New weapons for Trooper Classes (E-11D for Assault Troopers, T-21 for Heavy Troopers, DL-18 for Officers and Cycler Rifle for Specialists) are now able to be unlocked through Milestones.
  • Updated the default appearances for: Imperial Rocket Trooper, Rebel Rocket Jumper and Wookiee Warrior. Legacy appearances are available as unlocked alternatives.

QUALITY OF LIFE

  • Changes the map layout for improved Heroes Vs. Villains and Hero Showdown gameplay on Yavin 4 and Geonosis.
  • Vehicle units are added as AI players on certain maps on Instant Action (Geonosis, Kashyyyk, Naboo, Felucia, Ajan Kloss)
  • Friendly AI can spawn as Heroes on Instant Action
  • Players can now spawn on AI as fellow squad members on Instant Action.
  • Various visual updates on the Scoreboard. Character levels are now shown on the scoreboard.
  • Major visual updates on the PC Chat window. The window is now positioned at the top right corner of tje screen and included in a vertical stack of three widgets: Network status, PC Chat, Kill and Event Log.

UI – NEW HUD OPTIONS
Added new options in the Options / Gameplay / HUD section:

  • Weapon Heatbar Vertical Position (Default / Below Crosshair)
  • Radar (Default / No Outline / Off)
  • Squad List (Default / Only Icons / Off)
  • Player Bar (Default / No Outline / Off)
  • Abilities (Default / No Outline / Off)
  • Name Tags (Default / No Outline / Off)
  • Game Mode Progress (Default / Off)
  • Challenge Progress (Default / Off)
  • Rank Up Celebration (Default / Left Side / Right Side / Off)
  • Added additional option to the Kill Message setting (Default / Medium / Small / Legacy / Off).

HERO CHANGES

  • Added Dual zoom to the Blaster weapons of Iden Versio, Bossk and Finn.
  • Added visual information to show that certain Hero abilities can be cancelled (Han Solo’s Sharpshooter, Bossk’s Predator Instincts, Leia Organa’s Rapid Fire and Chewbacca’s Furious Bowcaster).
  • Fixed an audio issue where the Lightsaber ignition sound would not trigger when a Lightsaber was activated by an ability.
  • Fixed an issue where players could interrupt Hero abilities with melee attacks.
  • Fixed an issue where opponents could be seen briefly hanging in mid-air, if being electrocuted right when they were about to fall.
  • Fixed various visual issues with the footprints and trails of General Grievous, Yoda, BB-9E and BB-8.

BB-8 AND BB-9E

  • Increased the support ability score reward for the BB units from 2 to 4.
  • Fixed an issue where casting certain effects on the BB droids while using their abilities, could cause the death of seemingly random AI players.
  • Fixed an issue where placeholder VO would trigger when BB-8 and BB-9E would encounter an enemy Hero.
  • Fixed an issue where BB-8’s moving animation could break if BB-8 gets interrupted after using the Rolling Charge ability.
  • Fixed an issue where a Milestone for BB-8 would reward the wrong emote.
  • Fixed an issue where the “Effortless” milestone description for BB-9E would mention rewards using work-in-progress names.

LEIA ORGANA

  • Fixed an issue where Leia would not be able to zoom with her weapon during the Rapid Fire ability.

Abilities

  • Flash grenade is replaced by Thermal detonators: Leia can throw, up to three, thermal detonators that will explode after 0,85 seconds. This ability enters cooldown when all three detonators have been thrown.
  • Leia’s Squad shield is now Healing 5 health every second.

Star Card Blinded

  • BLINDED changed to FEARLESS
  • Description: The blast radius of THERMAL DETONATORS is increased.
  • Effect: INCREASED BLAST RADIUS

Star Card Blinded Reveal

  • Star card BLINDING REVEAL changed to HANDY DEVICE
  • Description: The cooldown of THERMAL DETONATORS is reduced.
  • Effect: REDUCED COOLDOWN

Balancing tweaks

  • Increased E-11 start damage from 32 to 36.
  • Increased E-11 end damage from 17 to 19.
  • Increased E-11 the start distance for Damage fall off from 5 to 20.
  • Increased E-11 the end distance for Damage fall off from 10 to 40.
  • Reduced E-11 Recoil.
  • Reduced E-11 blaster shots spread.

Milestones

  • BLINDING FLASH GRENADE changed to PLENTY OF EXPLOSIONS.
  • Description: Defeat 30 enemies with Leia’s Thermal detonators.

CHEWBACCA
Chewbacca’s Bowcaster

  • When not scoped: The three bolts are clustered in a triangle, instead of a horizontal line.
  • When scoped: One powerful shot that allows Chewbacca to be more efficient at long distance, instead of the three horizontal shots clustering.
  • When using furious bowcaster while not scoped: 5 bolts, in a larger circle
  • When using furious bowcaster while scoped: 5 bolts, in a cross, tighter than not scoped.
  • Fixed an issue where Chewbacca’s Bowcaster could get disabled during the entirety of Boba Fett’s Concussion Rocket ability.

BOBA FETT

  • Fixed an issue where Boba Fett’s Acute Concussion Star Card would not accurately extend the duration of the Concussion Rocket ability.

Abilities

  • Changed Boba Fett’s Concussion rocket to integrate the BLASTER DISABLER functionality. The ability now disables blasters for 1.2 seconds when concussed.

Star Cards

  • BLASTER DISABLER changed to AUGMENTED GEAR
  • Description: If CONCUSSION ROCKET hits more enemies, Boba Fett’s jetpack regenerates more fuel.

REY

  • Fixed an issue where Rey’s right eye would not show in its correct position during an emote.

ANAKIN SKYWALKER

  • Fixed an issue where the damage reduction from Heroic Might could occasionally remain after the ability was over.

LUKE SKYWALKER

  • Fixed an issue with textures popping on Luke Skywalker’s hair while he is idle, wearing the Yavin Ceremony and Farmboy appearances.

IDEN VERSIO

  • Improved Iden’s Pulse Cannon ability. Players can now fire while aiming from the hip, as well as fire at any time during the charge up. Even if the shot does need to be fully charged, a charged shot does a lot more damage.

KYLO REN

  • Community feedback – The last hit of Kylo Ren’s Frenzy ability will now apply damage, even if a Lightsaber enemy is blocking.

GENERAL GRIEVOUS

  • Fixed an issue where Grievous’ Unrelenting Advance animation would sometimes not be visible to other players.

GAME MODE AND MAP CHANGES
SUPREMACY

  • Updated the Resistance-controlled AT-ST on Supremacy – Ajan Kloss to “Scavenged AT-ST” to make it more easily differentiated.
  • Fixed an issue where the capture area of Command Post A on Supremacy – Felucia would show up misaligned on the radar.
  • Fixed an issue that would cause the names of friendly boarding players to show up in the action log with the wrong color.
  • Fixed an issue where the UI outline on the objectives on Capital Ships would not always be visible if boarding a Capital Ship more than once in a match.
  • Fixed an issue where the Starfighters fighting in the background in Supremacy and Co-Op (Age of Resistance) would be from the wrong era.
  • Fixed an issue where previously marked objectives would remain targeted, even when switching phases.
  • Fixed an issue where the objective markets on the Separatist Dreadnaught would disappear, after destroying the first objective.
  • For balancing reasons, we reduced the amount of Flame Troopers available on MC85 Star Cruiser to two.

CO-OP

  • Tweaked the Out Of Bounds area in the 1st Phase of Co-Op – Defend on Takodana to allow retreating to the castle.
  • Updated the Co-Op mode description to include the defending of Command Posts.
  • Fixed an issue where a number of AI would be suddenly dying during Phase 3 on Co-Op – Ajan Kloss.

INSTANT ACTION

  • Added note that performance can be impacted if a user selects a high count for AI.
  • Implemented limit in how frequently friendly and enemy AI Heroes and Reinforcements are allowed to spawn.
  • Fixed an issue with audio being cut during the End-Of-Round screen on Instant Action.

Added new Frontend options for Instant Action:

  • Enemy Hero Count (slider)
  • Friendly Hero Count (slider)
  • Enemy Reinforcement Count (slider)
  • Friendly Reinforcement Count (slider)
  • Enemy Vehicle Count (slider)
  • Friendly Vehicle Count (slider)

STARFIGHTER ASSAULT

  • Removed the era-associated costs for Hero Ships on Starfighter Assault. All Hero Ships on Starfighter Assault will now cost the same number of Battle Points.
  • Fixed an issue where stray assets would be visible near the horizon when the user approaches the Out-Of-Bounds barrier on Starfighter Assault – Kamino.

HEROES VS. VILLAINS

  • Fixed an issue where a player could briefly see their character before the End-Of-Round screen at the end of a Heroes Vs. Villains match on Felucia.

GALACTIC ASSAULT

  • Fixed an issue where the loading screen for Starkiller Base on Galactic Assault, would display the description for Strike mode.

MAP CHANGES

  • Fixed various collision issues, exploits and improved areas where players could get stuck in across a wide selection of maps (Geonosis, Kamino, Ajan Kloss, Felucia, Kashyyyk, Tatooine, Endor, Bespin, Hoth, Yavin, Crait, Naboo, Jakku, Takodana, Resurgent-Class Star Destroyer, Death Star II, Starkiller Base).
  • Fixed various visual and texture popping issues on Ajan Kloss, Geonosis, Kamino, Resurgent-class Star Destroyer, Takodana, Endor, Death Star II.
  • Fixed an issue where Lightsaber characters from the Light side could bypass certain Out-Of-Bounds areas on the Separatist Dreadnaught.
  • Improved VFX feedback when the AAT hits the invulnerable parts of the AT-TE on Geonosis.

CHANGES TO CLASSES AND SPECIAL UNITS
ARC TROOPER

  • Reworked the ARC Trooper’s dual wielding to fire both pistols with primary fire, and instead use secondary fire button to trigger Power Blast.
  • Replaced the Power Blast with Toggle Weapon, that allows toggling the pistols between slower rate of fire with high accuracy, to fast firing with bigger spread.
  • Tweaked damage output on primary pistols (Close Damage 30->34 | Far Damage 17->15).

ASSAULT

  • Fixed issue where the Assault’s Flash Pistol projectile would not flash the enemy.

SPECIALIST

  • Fixed an issue where Specialists would not always see enemies in thermal vision when activating the Thermal Binoculars on Endor.

OFFICER

  • Increased close damage for Blurrg-1120: 25->30.

CAPHEX SPY

  • Fixed an issue where the cooldown bar would not be visible after using the Rapid Fire ability.

OVISSIAN GUNNER

  • Reverted previous update where movement speed would be reduced when spooling up and firing the rotary cannon.
  • Fixed issue where firing the rotary cannon wouldn’t trigger controller rumble.

TX-130

  • Fixed an issue where the TX-130 would not receive the right amount of Battle Points.

AT-ST

  • Reduced the Battle Points multiplier of the AT-ST from 60% to 50%.

AERIAL

  • Fixed an issue where the camera would get stuck in a different position after an Aerial unit would perform the Jetpack Dash ability.
  • Fixed an issue in an effort to reduce risk of Aerial units being affected by minor obstacles when performing Jetpack Dash.
  • Updated rocket launcher icon to the missile icon, since it more closely reflects the ability than the previous version, that was the MPL launcher.

JET TROOPER

  • Reduced damage from primary pistol (Close damage 50->45 | Far Damage 33->10)
  • Made pistol fully automatic.

REBEL ROCKET-JUMPER

  • Replaced A280 (burst weapon) with A280C (automatic weapon) for improved combat efficiency.

IMPERIAL ROCKET TROOPER

  • Replaced the RT-97C blaster with an E-11 for improved combat efficiency.

DEATH TROOPER

  • Updated the blinding effect of the Sonic Imploder ability to be concussion based, and increased effective range to 10 meters.
  • Replaced the DLT-19 Heavy Blaster with the E-11D Blaster Rifle.
  • Updated Overload to no longer have movement reduction.

WEAPONS

  • Fixed an issue where applying weapon mods would not correctly update the animation for those weapons.

MILESTONES

  • Rearranged Trooper Milestones to ensure the newest milestones appear at the top.
  • Updated A280 milestones to use the correct weapon icon (was previously using the A280C).

AI PLAYERS

  • Fixed an issue where the AI in Supremacy – Age of Resistance would be seeing carrying weapons from the wrong era.
  • Fixed an issue where AI would not spawn as BB-8 and BB-9E as frequently as other Heroes.
  • Fixed an issue with the jump timing of the AI version of Chewbacca.

GENERAL CHANGES/MISC

  • Fixed an issue that could cause rubberbanding when the player is dashing away after being close to a Lightsaber opponent making the first charge.
  • Removed the ability to buy Crystal packs in-game for owners of the Celebration Edition.
  • Fixed a localization issue where the Supremacy mode description in German would overlap with other info on screen.
  • Fixed an issue where some models would animate with low FPS while certain Arcade – Battle Scenarios previews were showcased
  • Updated the availability of certain cosmetic items from “Available in Crates” to “Available through Milestones”.
  • Improved visibility of weapon stats under certain colorblind profiles.
  • Fixed an issue where Heroes would sometimes appear with barely closed eyes in the Frontend menu.

KNOWN ISSUES

  • Visual issue where high numbers are inaccurately shown under the “PLAYER DAMAGED” score event, after defeating an enemy.

Star Wars Battlefront 2 Age of Rebellion new content:
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Joining the Rebellion will be the Ewok Hunter, a Reinforcement option we know that many of you have been talking about since we first released Ewok Hunt back in 2018. The Ewok Hunter is a cunning bundle of fur that hunts its prey with bow, spear, and Wisties.

The Ewok Hunter’s primary weapon will be its Hunter’s Bow which has dual firing modes. When the bow uses its default zoom (i.e. no zoom), it will pick out targets for you to fire at, similar to Lando’s Dead Eye ability. When zoomed, you’ll have manual aim control for far greater control and the ability to hold your draw longer to increase maximum speed and damage. When firing the bow, the Ewok Hunter does not appear on scanners.

Should the Ewok Hunter find themselves in a situation that requires more damage and resistance, the ability Valiant Horn comes into play. Blowing the horn will not only improve their attacks, but will also grant them additional damage resistance. Be warned, though, while Valiant Horn is active, the Ewok Hunter will constantly appear on enemy scanners.
Also at their disposal will be their trusty Wisties Pouch. Bring a little bit of Endor with you, no matter which battlefront you’re on and throw these fierce fire sprites towards a nearby enemy to disrupt and inflict burn damage to them.
Activate Hunter’s Instinct and the Ewok Hunter will draw upon their natural instincts, allowing them to uncover and single out weakened opponents.

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For the Galactic Empire, the ISB Agent will be joining the ranks, providing the Empire with their first opportunity of a dual wielding character.

Armed with two RK-3 blasters, the ISB Agent is skilled in intelligence gathering and close combat, working tirelessly to rout the enemies of the Empire.

The ISB Agent excels at getting in and out of combat zones, especially when her Assault Training ability is activated. While under the effects of Assault Training, the ISB Agent will benefit from increased sprint speed, during which she gains an overall damage reduction.

Locating enemies of the Empire is made easier thanks to the Imperial Intel ability. Once activated, the ISB Agent will scan the nearby area to reveal the 4 closest enemies. The number of enemies revealed will be increased by defeating more while it’s active, up to a total of 10.

Double Your Effort is her final ability and empowers nearby allies by regenerating their base health. It can only be used if there’s an ally in range.

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The Age of Rebellion will be coming to Co-Op with a total of 7 locations. We’re particularly excited about bringing both Kessel and Jabba’s Palace to Co-Op, but equally so as to be returning to the likes of Tatooine, Death Star II, and other favourites.

The full list of Age of Rebellion planets coming to Co-Op is as follows:

  • Yavin
  • Death Star II
  • Endor
  • Hoth
  • Tatooine
  • Kessel
  • Jabba’s Palace

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With Supremacy, we have created a number of Capital Ships; the Venator, Dreadnaught, MC85 Star Cruiser, and the First Order Resurgent-class Star Destroyer. In February, we start the process of bringing these ships into Co-Op, meaning they will be standalone maps for you to attack and defend, starting with the Republic Venator and Separatist Dreadnaught.

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We’re expanding the selection of trooper weapons as each of the four classes will receive a new blaster (cross-era compatible) to equip and modify.

E-11D
This medium-range blaster rifle was manufactured for precision and reliability, and will be available for the Assault class.

Available Mods

  • Reduced Recoil – Light stock allowing sustained fire with less recoil
  • Flashlight – Barrel mounted light source that reveals enemies while zooming
  • Single Fire Mode – Enables controlled single fire mode with each pull of the trigger

Unlocked: Defeat 50 enemies as the Assault class in Co-Op
Mods Unlock: Get 25/75/100 kills using the E-11D

DL-18
The short-range DL-18 is a popular blaster pistol in the Outer Rim. While slightly less powerful than its heavier counterparts, it makes up for that with a faster rate of fire.

Available Mods

  • Improved Cooling – Barrel extension that disperses heat, allowing more bolts to be fired before overheating
  • Reduced Spread – Rangefinder that calculates distance during sustained fire to compensate weapon spread
  • Repeating Mode – Enables the blaster to continuously fire by keeping the trigger pulled

Unlocked: Defeat 50 enemies as the Officer class in Co-Op
Mods Unlock: Get 25/75/100 kills using the DL-18

T-21
A robust short-range heavy blaster manufactured for continuously discharging powerful bolts at the expense of low rate of fire.

Available Mods

  • Improved Zoom – Scope with increased magnification
  • Improved Handling – Modified barrel that allows the blaster to be fired with less recoil and dispersion at the expense of reduced damage output
  • Burst Mode – Enables a three-blast burst mode with each pull of the trigger

Unlocked: Defeat 50 enemies as the Heavy class in Co-Op
Mods Unlock: Get 25/75/100 kills using the T21

Cycler Rifle
While appearing crude when compared to more sophisticated blasters, the long-range Cycler Rifle was a versatile and durable weapon, popular among the Tusken Raiders native to Tatooine.

Available Mods

  • Dual Zoom – Macroscope that can toggle between two magnification levels while zooming.
  • Reduced Recoil – Reinforced barrel extension that absorbs much of the recoil with each blast.
  • Improved Cooling – Improved valve system that greatly reduces the time before the blaster begins cooling down.

Unlocked: Defeat 50 enemies as the Specialist class in Co-Op
Mods Unlock: Get 25/75/100 kills using the Cycler Rifle

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During the February update we will also be making some changes to a number of heroes, including the anticipated improvements to Leia.

Leia Ability Improvements
We’re making a number of changes to Leia, and it starts with modifications to her E11 blaster.

  • Start Damage increased from 32 to 36
  • End damage increased from 17 to 19
  • Increased damage fall off start distance from 5 to 20
  • Increased damage fall off end distance from 10 to 40
  • Reduced the recoil
  • Reduced spread of blaster fire

In addition to the above modifications we are also implementing changes to her shield, which now also heals friendly forces within it for 5 health every second.

Rounding out the changes to Leia is a change to her Flash Grenade, which is being replaced by Thermal Detonators. Leia will have the ability to throw 3 Thermal Detonators which explode after 0.85 seconds. This ability will then enter cooldown once all three detonators have been thrown.

Due to the above changes, some tweaks are being made to her Star Cards
Old Card: Blinded
New Card: Fearless
Description: The blast radius of THERMAL DETONATORS is increased.

Old Card: Blinding Reveal
New Card: Handy Device
Description: The cooldown of THERMAL DETONATORS is reduced.

One modification to Leia’s milestones will also be implemented in this update, which sees Blinding Flash Grenade changed to Plenty of Explosions. To complete this milestone you will need to defeat 30 opponents with Leia’s Thermal Detonators. If you’ve already completed the milestone, it will be unlocked, so there is no requirement to unlock it again.

Chewbacca Bowcaster Improvements
Chewie’s Bowcaster will be receiving a set of tweaks and improvements with the aim of making everyone’s favourite Wookiee more efficient against Troopers while also missing fewer shots.

  • Scoped: One powerful shot that would allow Chewbacca to be more efficient at long distance.
  • Non-Scoped: The three bolts are grouped in a triangle formation.

While using Furious Bowcaster

  • Scoped: 5 bolts, in a cross, tighter than not scoped
  • Non-Scoped: 5 bolts, in a larger circle

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In January, we made an update to our Auto Players to allow them to play as Droidekas in both Co-Op and Instant Action. In February, the Auto Players will be updated further, as they will now be able to use vehicles.
Furthermore, Auto Players in Instant Action will now be able to play as friendly heroes. This means that you’ll be able to run into the battle side-by-side with some of your favourite heroes. We’re also implementing Auto Player squads within Instant Action, allowing you to squad up with the AI. This brings with it the ability to spawn on them, allowing you to get back into the action even quicker.

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Fans of the Heroes Vs. Villains game mode will be pleased to hear that both the MC85 Star Cruiser and the Resurgent-Class Star Destroyer are coming as playable maps. We have also made map layout changes to both Geonosis and Yavin 4 for this mode and we’re keen to hear your feedback on both.

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WIthin this update, we will be making some improvements to a number of Age of Rebellion Reinforcements. The Wookiee Warrior, Imperial Rocket Trooper, and Rocket Jumper will all be receiving updated appearances.
These new appearances will become the default look for each of them with the previous default available as an unlocked option to choose from.

Troopers are also getting updated accordingly. The Imperial Death Trooper will receive the E-11D Blaster Rifle, the Rocket Trooper will be equipped with the E-11 for improved combat efficiency, and the Jump Trooper will use an A280C for automatic fire.

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We have also tweaked the Dual Wielding functionality which will improve both the ARC Trooper and the ISB Agent. Both Reinforcements will now play more consistently when firing the pistols. They will now be automatic and moved onto a single button, while power blast will become an alternate fire ability.

Rounding out our improvements will be the Flame Trooper who will receive an improved incendiary imploder and the Wookiee Warrior who will receive a Chewbacca-style Ground Pound ability.

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The Age of Rebellion Update will also include a number of new User Interface options, allowing you greater freedom over how your UI will look.

These include:

  • Weapon Heatbar Vertical Position (Default / Below Crosshair)
  • Radar (Default / No Outline / Off)
  • Squad List (Default / Only Icons / Off)
  • Player Bar (Default / No Outline / Off)
  • Abilities (Default / No Outline / Off)
  • Name Tags (Default / No Outline / Off)
  • Game Mode Progress (Default / Off)
  • Challenge Progress (Default / Off)
  • Rank Up Celebration (Default / Left Side / Right Side / Off)
  • Added additional option to the Kill Message setting (Default / Medium / Small / Legacy / Off)

There have also been improvements to the PC Chat window, which is now positioned at the top right corner of the screen, and is included within a vertical stack of three widgets: Network status, PC Chat, Kill and Event Log.

Various visual updates on the Scoreboard have been made, too, with character levels now on display.
The Age of Rebellion Update is shaping up to be a great addition to the game, and it all arrives tomorrow, Wednesday 26th February. We’ll see you on the battlefront.

That’s a whole lot of new stuff, right? Once the patch is out tomorrow, we’ll be sure to let our readers know.

In other Battlefront news, it has recently been revealed that a spin-off was being developed before being canned by EA.

Source: Reddit

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Alex Co

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SMITE Update 11.32 Now Live, Introduces The Ascendant Warrior New Hero & Changes

Hi-Rez Studios is continuing its fantastic support of SMITE with a new SMITE update today that introduces a new hero in Mulan! Called the SMITE 7.2 update, console players will see this as SMITE update 11.32 and is also called “The Ascendant Warrior” patch.

For the full SMITE update 11.32 patch notes, head on over below, along with the content release schedule, as well as Mulan’s abilities.

SMITE update 11.32 patch notes:

Mulan: The Ascendant Warrior – Skills

PASSIVE – TRAINING ARC
  • Mulan utilizes a Sword, Spear and Bow with her abilities and can gain Skill towards them by damaging enemy gods. Her expertise in each weapon provides different bonuses. Mulan also gains a buff every 10 seconds that reduces the cooldown of the next non-ultimate ability used by 2 seconds.
  • Sword Skill: 600, 2400, 6000 damage done
  • Spear Skill: 600, 2400, 6000 damage done
  • Bow Skill: 300, 700, 1500 damage done
  • Skill gain for Minions: 20%

CROSS STRIKE
  • Mulan swings her sword with precision, striking twice and dealing damage to all enemies hit.
    • Skilled – Mulan gains an Attack Speed increase after using this ability.
    • Adept – Mulan strikes a third time in a large cone in front of her.
    • Mastered – Mulan gains 5% Attack Speed.
  • Damage per Hit: 75/95/115/135/155 (+30% of your Physical Power)
  • Attack Speed: 25%
  • Duration: 4s
  • Cost: 60/65/70/75/80
  • Cooldown: 16/15/14/13/12

SPEAR THRUST
  • Mulan brings forth her spear striking in front of her, dealing damage and slowing all enemies hit.
    • Skilled – Mulan heals for up to 3 enemies hit.
    • Adept – Mulan strikes a second time further in front of her, dealing bonus damage if she hits the same enemy.
    • Mastered – Mulan gains 5% Power.
  • Damage per Hit: 120/155/190/225/260 (+35% of your Physical Power)
  • Slow: 30%
  • Duration: 2s
  • Heal: 15/30/45/60/75 (+10% of your Physical Power)
  • Bonus Damage: 20/35/50/65/80 (+15% of your Physical Power)
  • Cost: 50/55/60/65/70
  • Cooldown: 14

GRAPPLE
  • Mulan readies herself and fires an arrow with a rope attached to it. If she hits an enemy god she stuns them, dealing damage and pulling them towards her while dashing and hitting them again for extra damage.
    • Skilled – Mulan gains a Protection buff after hitting an enemy god.
    • Adept – Mulan is able to dash to walls.
    • Mastered – Mulan gains 5% Movement Speed.
  • Arrow Damage: 90/135/180/225/270 (+50% of your Physical Power)
  • Stun Duration: 0.8s
  • Bonus Damage: 40/50/60/70/80 (+20% of your Physical Power)
  • Protection Increase: 15/20/25/30/35
  • Duration: 4s
  • Cost: 60
  • Cooldown: 16

DIVINE MASTERY
  • Mulan brings forth her entire arsenal dashing forwards with sword slashes, dealing damage and rooting enemies for 1s. If she hits an enemy god during the dash, Mulan uses her new divine energy to knock up enemies with her spear before firing a large projectile attack with her bow. Dealing damage with any part of this ability gains Skill towards the weapon used.
  • Sword Damage: 80/140/200/260/320 (+60% of your Physical Power)
  • Spear Damage: 100/140/180/220/260 (+40% of your Physical Power)
  • Arrow Damage: 150/200/250/300/350 (+50% of your Physical Power)
  • Cost: 100
  • Cooldown: 100
BUG FIXES
General
  • Fixed an issue where Victory Chests and Battle Chests were giving the wrong rewards (already fixed in live SMITE)
  • Fixed an issue where % Healing, % HP Missing Healing, was not being affected by Increased Healing effects. For clarity reasons, the intended effects of healing interactions are:
    • Healing Increase Should:
      • Increase all Ability based healing
      • Not Increase any type of lifesteal
      • Not Increase HP5
    • Healing Reduction Should:
      • Decrease all Ability based healing
      • Decrease lifesteal
      • Not Decrease HP5
Jungle Practice
  • Fixed an issue where Odin bots were not scaling protections as intended
  • Fixed an issue where the Fire Giant was not using its latest bot version
    • Added controls to adjust the Fire Giant’s scaling and enable its Enhanced version
Conquest
  • Titan crystals now block all projectiles as if they were a normal solid wall
  • Adjusted geometry between the split mid harpy camps to be slightly more forgiving for players trying to blink or jump over
  • Jungle Shrine
    • Player-made walls that collide with the shrine will no longer be destroyed
  • Totem of Ku
    • Totem is intended to stay on the Conquest map until a team takes it. Once it has been successfully taken after 15m it will not respawn for the rest of the game.  This change was made in 7.1 but not properly messaged. In Season 6 the Totem would immediately de-spawn at 15m.
User Interface
  • Fixed an issue where scoreboard art was missing when equipping the “Regal” HUD Skin
  • Fixed an issue where the PC Client UI looked strange on certain resolutions
  • Fixed an issue where Announcer Packs audio could not be previewed in client
  • Console players using Keyboard and Mouse Mode should now have their keybindings properly saved after logging out and back in
  • Fixed an issue where selecting “Random” for the Global Emote item could cause players to have no Global Emote equipped
  • Fixed an issue where Spectator mode’s fast forward and rewind options menu was missing
  • Fixed an issue where certain environment assets were not properly loading when spectating Arena mode
  • Fixed an issue where the scoreboard could not be accessed through the escape menu when playing on PC in Gamepad mode
Gods & Items
  • Kali
    • Fixed an issue where she could lose all controller functionality
  • The Morrigan
    • Fixed issues with her ultimate target selection UI (already hotfixed in live SMITE)
  • Bastet
    • Fixed text on her achievement that specified her ultimate was required to spawn cats
  • Terra
    • Updated text of her passive to be more clear and fit properly in the text box
  • Heimdallr
    • Fixed an issue where Heimdallr could jump while finishing his ability 2 channel and cause animations or FX to appear at unintended times
  • Ah Muzen Cab
    • Honey now has the 4s duration properly listed in the ability description text
  • Camazotz
    • Updated Vampire Bats description to be more clear on what types of monsters can provide the buff to him.
  • Rama
    • Fixed an issue where Rama could not dash in other directions when landing from being hit by a King Arthur ultimate
  • Jing Wei
    • Fixed an issue where her basic attack info would disappear from the ability info screen (K screen) while she was flying in her passive.
  • Cerberus
    • Fixed an issue where his passive was not affecting % heals
  • Cursed Orb
    • Now provides the correct amount of MP5 as mentioned in the description, which is 15 MP5
  • Arondight
    • Fixed an issue where players could get vision of enemies for longer than intended with this item
  • Spear of Magus
    • Now procs off of passive abilities that allow item triggers
  • Tyrannical Plate Helm
    • No longer buffs or triggers on god pets
  • Celestial Legion Helm
    • Fixed the ability text to state that the buff starts stacking 2s after taking damage. It has always been stacking this way, but was described as taking 5s
Skins
  • Anhur
    • Unbreakable Skin – This recent ranked now has its own unique voice pack
  • Isis
    • Crystal Fae Skin – Fixed an issue where enemies would not see all of the intended FX on her Ultimate and her Spirit Ball
  • Poseidon
    • Vapor Wave Skin – updated the Ultimate FX to appear more different from the ability 3 FX
  • Apollo
    • Divine Machina Skin – Updated ultimate sound FX for better clarity
UPDATE RELEASE SCHEDULE
February 25
  • Mulan + Rising Hero, Ascended, & Mastery Skins
  • Jade Dragon Set
  • Iron Conqueror Hera
  • Infinite Duality Agni
  • The Dunk Father Odin
  • April Showers Discordia
  • Weak3n Announcer Pack
  • PunkDuck Announcer Pack
  • TitanIsiah Bundle(Avatar + Announcer Pack)
March 10
  • Hydro Machina Poseidon
  • Plus more! Details coming soon

For the new skins, and new eSports stuff, head on over here.

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Alex Co

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New Destiny 2 Weekly Reset – February 25, 2020

Guardians, it’s Tuesday, and that means another new Destiny 2 weekly reset is available! New Niightfalls, modifiers, rewards and more are in the game, and ready to be tackled once more by Firetreams.

New Destiny 2 Weekly Reset – February 25, 2020:

Nightfall – The Ordeal: The Pyramidion

Modifiers:

  • Nightfall: The Ordeal: Adept
    • Martyr: Exploding units have more health.
  • Nightfall: The Ordeal: Hero
    • All previous modifiers
    • Champions: Overload: This mode contains Overload Champions, which cannot be stopped without an Overload mod.
    • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
    • Champions: Vex: This mode contains both Barrier and Overload Champions, which cannot be stopped without an Anti-Barrier or Overload mod, respectively.
    • Hero Modifiers: Extra Shields
    • Genesis Algorithm: Incoming Void and environmental damage increased.
  • Nightfall: The Ordeal: Legend
    • All previous modifiers
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
    • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
    • Legend Modifiers: Locked Loadout & Match Game & Extra Shields
  • Nightfall: The Ordeal: Master
    • All previous modifiers
    • Togetherness: Base health regen is reduced. If near another player, health regen is increased.
    • Champions: Mob: This mode contains additional Champions.
    • Master Modifiers: Extra Champions & Locked Loadout & Match Game & Extra Shields

Rewards:

  • Powerful (Tier 1) reward: Get 5 points by completing runs. Higher difficulties grant more points.
  • Pinnacle reward: Get a score of 100k. Since modifiers are fixed, this requires a high difficulty run.

Legacy Nightfalls:


FLASHPOINT: EDZ

Complete various activities around the EDZ, including public events, Lost Sectors, and Heroic adventures.


Weekly Crucible Rotator Playlists:

  • Mayhem: “Enjoy yourselves, Guardians. You’ve earned it.” —Lord Shaxx – – Fight for Valor by defeating opponents. Abilities and Supers regenerate faster. Heavy ammo spawns more frequently.
  • Countdown: “I hope the remaining Red Legion can see this: weapons they brought to destroy us, used as mere toys in training exercises. Do be mindful of the blast radius, though.” —Lord Shaxx – – Fight for Valor by detonating a charge, defusing the opposing charge, or eliminating all opponents.

Vanguard Burn: Solar Singe

The other modifieres rotate Daily, check out the Daily Reset Thread for them!


Sundial Boss: Tazaroc, the Sun Eater

  • Champions: Unstoppable: This mode contains Unstoppable Champions, which cannot be stopped without an Unstoppable mod.
  • Champions: Barrier: This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
  • Champions: Cabal: This mode contains both Barrier and Unstoppable Champions, which cannot be stopped without an Anti-Barrier or Unstoppable mod, respectively.
  • Solar Singe: Solar damage increases slightly from all sources.
  • Brawler: Melee abilities deal more damage and recharge much faster.

Moon Nightmares


Menagerie Boss: Pagouri, Vex Hydra

  • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
  • Match Game: Enemy shields are highly resistant to all unmatched elemental damage.
  • Attrition: Regeneration is greatly impaired. Defeating enemies may create wells of Light.
  • Arc Singe: Arc damage increases slightly from all sources.

Dreaming City Cycle: Growing Curse

  • Petra is at Divalian Mists.
  • Weekly MissionThe Oracle Engine – The Taken threaten to take control of an irreplaceable Awoken communications device.
  • Ascendant Challenge: Cimmerian Garrison, Chamber of Starlight
  • Blind Well: Hive, Plague: Cragur

Escalation Protocol Boss: Bok Litur, Hunger of Xol

This boss drops:


Leviathan

Raid Order: Gauntlet > Baths > Dogs > Calus

Challenge: The Pleasure Gardens Challenge

Prestige Raid Lairs

  • Prestige: Arsenal
  • Armsmaster

Weekly Bounties

Weekly Obelisk Bounties

Name Description Cost Requirement Reward
Careful Aim Using a Bow, defeat Cabal with precision final blows. 1000 Glimmer 65 Cabal 1 Major Fractaline Harvest
Swift Precision Rapidly defeat enemies in groups of 2 or more using precision final blows. 1000 Glimmer 90 Rapidly defeated 1 Major Fractaline Harvest
No Fury Like a Guardian Scorned Defeat Scorn anywhere in the system. 1000 Glimmer 200 Scorn 1 Major Fractaline Harvest
Hand of the Vanguard Defeat bosses in strikes. 1000 Glimmer 5 Bosses 1 Major Fractaline Harvest
Resourceful Collect materials in the EDZ or on Mars. 1000 Glimmer 30 Materials 1 Major Fractaline Harvest
Too Close Defeat enemies using Swords or melee damage. 1000 Glimmer 150 Enemies 1 Major Fractaline Harvest
Harnessing the Void Defeat enemies using Void abilities. 1000 Glimmer 60 [Void] Void ability 1 Major Fractaline Harvest
No Time to Lose Using Kinetic weapons, rapidly defeat enemies in groups of 3 or more without taking damage. 1000 Glimmer 90 Defeated in streaks 1 Major Fractaline Harvest

Werner 99-40 Weekly Bounties

Name Description Cost Requirement Reward
Imperial Bestiary Defeat enemies of all species. 1000 Glimmer 40 Cabal defeated & 40 Vex defeated & 40 Hive defeated & 40 Taken defeated & 40 Scorn defeated & 40 Fallen defeated Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Trial by Wits Complete Gambit daily bounties. 1000 Glimmer 8 Daily bounties completed Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
The Imperial Salute Defeat enemies with class abilities. 1000 Glimmer 100 Ability final blows Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Spoils of War Collect lost treasures by defeating enemy combatants anywhere in the system. 1000 Glimmer 350 Treasures collected Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials

In other Destiny 2 news, Bungie has outlined some of the weapon changes being prepped for the game in an eventual update. The Destiny 2 community also held a  “Raid Against Cancer” charity stream to honor one of the Guardians who passed away recently.

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DayZ Servers Being Changed on Consoles

Heads up, DayZ players! Bohemia Interactive is changing some DayZ servers (official) to different machines on consoles! No mention of downtime has been mentioned but there are some stuff that players can expect.

We are currently changing some Official Servers to different machines. While this shouldn’t affect your characters, bases, or stashes, you will spawn in a random area of the map. You may also need to re-add the server you play on as favorite.

In other DayZ news, Bohemia Interactive has acknowledged the crashing issues happenig after patch 1.07 has been deployed.

If you notice any changes or issues after the server migration, let us know via email or down in the comments and we’ll be sure to credit you if we use it. Hopefully, this means less crashes all around on consoles, and maybe a more stable experience all around.

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Alex Co

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Red Dead Online Update This Week – Collector Bonuses, XP Boosts & More

Rockstar Games has announced the Red Dead Online update this week, and it includes XP boosts for Collectors, discounts, new PlayStation Plus bonuses and more!

Red Dead Online update this week summary (February 25, 2020):

  • A 100% Role XP boost on any collectible found by Collectors.
  • An additional 100% Role XP boost for any full Collections delivered to Madam Nazar.
  • Discounts on Collector items: 30% off the Pennington Field Shovelthe Metal Detector, and the Refined Binoculars, plus 50% off all Collector’s Maps.
  • A 5 Gold Bar discount on the Collector’s Bag.
  • 5 Ranks worth of Club XP for any player that logs in before March 2nd.
  • Ongoing Twitch Prime benefits: A free Collector’s Bag, plus a free Polished Copper Moonshine Still Upgrade.
  • PlayStation Plus members can still receive 3 Mash Refills and 3 Trader Resupplies.

COLLECTOR BONUSES AND BENEFITS

ROLE XP BONUSES AND DISCOUNTS ON COLLECTOR ESSENTIALS

Combing the landscape for hidden treasures will be especially lucrative in Red Dead Online this week. Start out as a Collector this week with a 5 Gold Bar discount on the Collector’s Bag – if you have a Twitch Prime account that’s linked to your Rockstar Games Social Club account, you’ll get that Collector’s Bag for free.

Meanwhile Collectors of all experience levels receive a 100% Role XP boost for discovering any of the myriad of heirlooms and other assorted valuables scattered across the five states. Plus, you’ll also receive this double Role XP boost when you turn in the Gold Panners Dream Weekly Collection or any full Collections to Madam Nazar – either by finding her on the map or sending via any Post Office.

There’s also an assortment of discounts on tools of the Collector trade – each available from Madam Nazar’s shop:

In addition to those, there’s XP boots and bonuses on-going as well. Play Red Dead Online this week and you’ll automatically earn five (5) Ranks worth of Club XP, which counts towards the Outlaw Pass rank progression. Play before March 2, and your Club XP will be available from the Benefits section within 48 hours of playing.

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Alex Co

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Fortnite Update 2.58 Released, Fixes Issues in Battle Royale

It might be a tad later than usual, but Epic Games has released Fortnite update 2.58, and it’s available on all platforms, and addresses some of the known issues in Battle Royale. Check out the full list of fixes for the Fortnite February 25 update.

Fortnite update 2.58 changes (February 25 update):

Battle Royale

Issue with editing while sprinting.

Description

Update 2
With the release of the February 25, 2020 maintenance patch, this issue has been resolved on all platforms.


Update
We’ve released a PC patch to address editing interfering with sprinting, and are working to push the fix to all other platforms.


Description
We’re aware of an issue causing editing to interfere with sprinting.


Platforms
All

Reports of Aim Assist performing inconsistently.

Description

Description
We’re investigating reports of Aim Assist performing inconsistently and will provide an update when we have more information.

Corrupted Scratch Outfit style shows no corruption in Lobby.

Description

Update 2
With the release of the February 25, 2020 maintenance patch, this issue has been resolved on all platforms.


Update
We’ve released a PC patch that, among other things, resolves this issue. This issue will be resolved on all platforms.


Description
The Corrupted style for the Scratch Outfit shows no corruption when viewed in the Lobby.


Platforms
All

Losing controller input in Maya’s Upgrade Vault.

Description

Description
Repeatedly pressing the select button on controller when entering Maya’s Upgrade Vault may result in a loss of input in the Vault until exiting a match or restarting the game.


Platforms
All


Workaround
Play a match or restart the game.

Also of note, Epic is aware that players’ Flair style of the Y0ND3R Outfit may have been locked upon the launch of v12.00 patch. Check more details about that here.

Speaking of v12.00, if you want to know the new stuff in the big Chapter 2 Season 2 patch, head on over here.

Source: Epic Games (Trello)

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Alex Co

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Dragon Ball FighterZ Update 1.21 Released, Here’s the Full List of Change

Dragon Ball FighterZ players, Arc System Works has released Dragon Ball FighterZ update 1.21 and there’s a ton of gameplay tweaks, which includes a balance pass on the roster! From Limit Breaks, Z Assist and more, check out the full patch notes below.

Dragon Ball FighterZ update 1.21 patch notes:

Universal Mechanics:
UI: The UI has been updated
Z Assist Selection: You can now select 3 different assists per character
Limit Break:
The last character gains the following three buffs:
  1. More damage
  2. Gains 1 bar of ki gauge
  3. The opponent gets less recoverable health when hit (other than invulnerable moves)
Rising jump attacks:
Various jumping attacks do not hit crouching state opponents while rising
When landing from the air in blockstun, characters are now in crouching state
Characters are now considered grounded right before landing
Superiority Gauge: Added a gauge that shows the percentage of your entire team’s health remaining
Ki Charge:
Reduced recovery
Reflects Ki blasts
Can be cancelled into Superdash with the H button while mid Ki Charge
Even if the Ki Gauge is full, Ki Charge will still charge for a short duration
Vanish: Can be cancelled into Superdash or special moves when it causes a cinematic
Dragon Rush:
Made it easier to connect in an air combo
Can be cancelled into from 5L
Can be cancelled into Vanish when it hits in a combo
When Dragon Rushes clash, air options (double jumps and airdashes) are now restored
Dragon Rush (Snapback):
The opponent comes in faster
The opponent can delay their incoming timing by inputting 4
EX Specials: EX specials only cost 0.5 bars now
6M: When cancelled into airdash during Sparking, the airdash will not cross over the opponent
5/2H: Does more damage when it causes a cinematic
j.H: Landing recovery is removed when it causes a cinematic
Guard Cancel Change: Gave it a higher attack level for clashes
Z Assist:
Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again
Made Z Assists hit away from them (uncertain what this means)
Changed where Z Assists appear
Air Dash: You can now airdash by inputting 9 right after jumping
Attacks on Sub-Characters: Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force
Bug Fixes:
Fixed a bug where landing recovery was carried over from a previous jump
Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun
Made it so hitboxes don’t appear while the opponent is in hitstop from some attacks that cause a cinematic
Characters:
Goku (SSJ)
2M
Increased range
Increased active frames
Increased recovery
Increased startup
(This change increases SSJ Goku’s reach, and establishes more differences between him, Base Goku and Blue Goku)
5S
Changed knockback
(This change is to make it easier for 5S to combo into its follow up hits)
Instant Transmission Kamehameha
Startup is faster when the opponent is being comboed
(This change makes it easier to combo)
236S (Ground, Upward Angled)
Increased damage
Decreased recovery
Decreased active frames
Decreased untech time
(This change is to make it easier to use in neutral)
Vegeta (SSJ)
2M
Made the hitbox taller
Adjusted hurtbox
(This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)
5S
Changed knockback
(This change is to make it easier for 5S to combo into its follow up hits)
236X
When the ground version is cancelled into other moves, Vegeta keeps his air options
(This change allows him to double jump and airdash after vanishing this move)
214H
Appears behind the opponent and does a followup on hit
Ground bounces when it causes a cinematic
(This change increases the use cases for the EX version, and distinguishes it from the M version)
Big Bang Attack (H+S)
Changed the knockback on the air version
(Made it easier to Ultimate Z Change and combo after)
Piccolo
j.M
Made the tracking in the autocombo version more precise
(This change makes it easier to combo)
214X
Increased the buffer time into supers
(Made it easier to combo into supers)
214L/M
The armor starts earlier on the ground versions
(The armor was adjusted to be in line with other characters)
214L/H
Air version has faster startup
(Made it easier to use in combos and in neutral)
236M
Changed the distance Piccolo travels after he crosses up on the air version
(Made it easier to hit small characters)
Z Assist (A Type)
Shoots two homing balls
Adjusted each hit’s damage, overall damage is higher
Decreased startup
Increased the hitstop on hit
(Made it easier to use to match other assists)
Gohan (Teen)
5LL
Added landing recovery
(Made it impossible to true blockstring until Sparking runs out)
5S
Changed knockback
(This change is to make it easier for 5S to combo into its follow up hits)
j.2S
Made the initial hitbox larger
(This change was to make combos easier)
214X
Changed its hit effect on cinematic hits
(Made it so j.H causes a cinematic if Gohan does not land before the combo ends)
214H
Made the hitbox taller
Made the pushbox taller
Increased active frames
(Made it easier to hit opponents directly above Gohan)
j.236M
Changed knockback
(Made it easier to use in combos)
j.236H
Reduced damage
Added damage proration
Increased recovery on block
(This change is to reduce the move’s strengh since EX moves cost less now)
Father Son Kamehameha – Full Power
Increased untech time
Changed the final hit’s effect
(This change adds more knockdown advantage)
Frieza
2M
Made the hitbox taller
(Made it easier to combo)
j.M
Made the tracking in the autocombo version more precise
(This change makes it easier to combo)
j.2H
Changed the knockback when it causes a cinematic
Increased the amount of time the opponent slides on a cinematic hit
Removed landing recovery on a cinematic hit
Adjusted the distance Frieza moves
Added landing recovery
(This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump.)
j.S
Hits superdash
Increased untech time
Reduced damage
Added landing recovery
(This change is to make it more usable in neutral and easier to combo in the corner)
236S
Changed the effect on cinematic hit
When the move does not hit in close range, the projectile moves slower
(Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects)
Sorbet’s Ray Gun (S during Golden Frieza deactivation)
Increased minimum damage
Changed the effect on air hit
Removed its ‘followup super’ damage proration
(Made it easier to use in combos and to hit opponents)
Golden Frieza
You can now cancel Golden Frieza by doing the same input
Golden Frieza’s timer does not count down during Sparking
Added cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2S
Fixed a bug where the tech after deactivating acted strangely
(This change increases the use cases for Golden Frieza and added cancel options he didn’t have before)
Ginyu
5M
Increased distance travelled
(Made it easier to use in combos and neutral)
2M
Increased distance travelled
(Made it easier to combo into 2H. Made it easier to use in combos and neutral)
j.M
Increased active frames
Increased recovery
Adjusted hitbox
Adjusted hurtbox
(Made it easier to combo and made it not hit in weird looking ways)
5H
Deflects Ki blasts while Ginyu spins
Holding the button increases the damage
Cannot be blocked standing
(Increased use cases. Increased its damage on top of the universal damage increase on 5Hs)
5S (Guldo)
Decreased startup
Increased damage
Increased untech time
Increased hitstop
Increased hitbox
(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos)
5S (Burter)
Increased untech time
Decreased damage proration
Increased hitstop on the final hit
Increased pushbox while Burter moves
Increased travel distance
(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos and in neutral)
5S (Jeice)
Reduced Jeice’s recovery
Changed where Jeice appears
Ground bounces on hit
(Buffed the move and added it to Ginyu’s Z Assist. Made it easier to use in combos)
236X
Increased air version’s active frames
Increased air version’s travel distance
(Made it easier to use in neutral)
236M
Decreased startup
(Made it easier to use in neutral and in combos)
236H
Decreased startup
Increased hitstop
Increased untech time on the air version when it causes a cinematic
(Made it easier to hit, easier to make safe, and increased use cases)
Together We Are… The Ginyu Force! (214HS)
New move (input is 214HS)
Made it an Ultimate Z Change
If used after a body change, Ginyu staggers
(Added a level 3 move that Ginyu can use for invulnerability and combos)
Z Assist (A Type)
Decreased Startup
(Brought it in line with other Z Assists)
Bardock
236M
Added landing recovery to the ground version when it causes a cinematic
Changed hit effect on a cinematic hit
(This change is to limit Bardock’s ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)
236H
Reduced blockstun
Reduced recovery
Reduced untech time
(This change is to lower the move’s strength since EX moves cost less)
236S
Charges up the powered up button hold version faster
Changed hit effect on a cinematic hit
(Made it easier to use in combos.  Made it so j.H causes a cinematic if Bardock does not land before the combo ends)
Riot Javelin (236LM)
Increased untech time
Changed the angle on the air diagonal version
Changed the knockback on the air diagonal version
Increased Ultimate Z Change cancel time on the air version
(Made it easier to Ultimate Z Change from this move)
Z Assist
Increased hitstop on hit
(Made it easier to use in combos)
Goku (GT)
5LL
Decreased distance travelled
Increased startup
(Made it worse on whiff)
5S
Made the hitbox taller
Adjusted opponent’s position on cinematic hit
Adjusted knockback on non-cinematic hit
Increased untech time on non-cinematic hit
(Made it easier to use in combos and neutral)
j.S
Increased untech time on cinematic hit
(Made it easier to combo)
236X
Reduced the distance at which the attack will hit
(Made it so that the move wins less against the opponent’s moves)
236L
Increased distance travelled
(Made it easier to use in combos and neutral)
214X
Goku now loses a lot of height after the attack on the ground version
(This change limits the mix ups GT Goku can get off this move)
214H
Decreased travel distance
(This change is to weaken this move since EX moves cost less now)
Spirit Bomb (214HS)
The opponent can ground tech after this move
Reduced damage
(Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do)
Trunks
2M
Made the hitbox taller
(Made it easier to combo)
j.H
Decreased startup
Increased active frames
Made the initial hitbox smaller
Increased the hurtbox at the beginning of the move
(Buffed the moved for neutral and made it easier to combo with)
j.2H
Decreased startup
(Made it easier to combo)
214S
Made the initial hit only hit the opponent’s main character
Changed the effect on cinematic hits
(This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends)
236X
Increased buffer window for supers
Increased the amount of time the opponent slides on cinematic hit
(Made it easier to combo into supers)
214H
Added the ability to steer it with 8 and 2
Increased travel speed
Increased spinning duration
(Increased use cases)
Cell
5LLL
Decreased damage proration
(Brough in line with other characters’ 5LLLs)
2M
Increased hitbox
(Made it easier to combo)
5H
Damage increased when the button is held
(This adds damage on top of the universal damage increased to 5/2H)
j.2M
Increased hitstun on ground hit
(Made it advantageous on hit)
236M
Decreased startup of the ground version
(Increased use cases such as its usage for opening the opponent up)
236H
The ground version goes behind the opponent
(Increased use cases such as its usage for opening the opponent up and repositioning)
214X
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Cell does not land before the combo ends)
214H
The ground version can be cancelled into an Ultimate Z Change
(Made it easier to combo)
214S
Does not do multiple hits when used in a combo
Does not hit after a KO
Changed effect on cinematic hit
(Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends)
236S (Ground, Upward Angled)
Increased damage
Decreased recovery
Decreased active frames
Decreased untech time
(Made it easier to use in neutral)
Android 18
5L
Changed knockback on air hit
(Made it easier to combo after)
2L
Changed knockback on air hit
(Made it easier to combo after)
5S
Changed knockback
(This change is to make it easier for 5S to combo into its follow up hits)
j.L
Decreased startup
Made hitbox taller
(Made it better in neutral and mixups)
j.S
Increased recovery
(This change is to make it easier to link into j.L, given than j.L is faster now)
236X
Increased throw range
(Made it easier to land)
236M/H
Changed the timing of its followup input
Increased distance travelled
Changed hit effect on cinematic hit
(Made it harder to accidentally do the followup input. Made it easier to catch the opponent. Made it so j.H causes a cinematic if 18 does not land before the combo ends)
236H
Made the latter half of the move special cancelable on hit
Increased hitstop on Android 17s attack
Changed the knockback on Android 17s attack
(Made it easier to combo off)
214H
Android 17 appears faster
Doing the input again does the follow up
No longer pulls the opponent while they are in blockstun
Increased hitstop on the final hit
Made it so Android 17 cannot defend against moves done by the opponent’s main body
If a Z Assist is called while Android 17 is on standby, Android 17 goes away
(Changed the move’s performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups)
214S
Changed knockback on the ground version
(Made it easier to combo)
236S
Increased the damage done when it hits Z Assists
(This change is fixing a bug that cause Destructo Disc to do less damage when it hit assists)
Gotenks
5LLL
Made hitbox taller
Made hurtbox taller
(Made it easier to hit the opponent)
5H
Damage increased when button held
(This damage increased is on top of the universal 5/2H damage increased)
5S
Changed knockback
(This change is to make it easier for 5S to combo into its follow up hits)
236X
Can be cancelled into other specials on once on whiff
Changed the performance of the move to account for the whiff special cancel
Changed the hit range
(Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves)
214X
Can be cancelled into other specials on once on whiff
Changed the performance of the move to account for the whiff special cancel
Changed the hit range
(Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash)
214H
Increased recovery
(Adjusted to account for EX moves costing less)
214S
Increased attack range while the opponent is in a combo
Changed effect on cinematic hit
(Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends)
236S
Added landing recovery on the held version
(This change is to reduce Gotenks mix up potential off this move)
236LM
Decreased startup while the opponent is in a combo
(Made it easier to combo)
Z Assist (A Type)
Increased attack range while the opponent is in a combo
(Made it easier to combo)
Krillin
Senzu Bean (214X)
Krillin now has infinite senzu beans
Always throws senzu beans (never throws rocks)
(Made senzu and rock separate moves)
Rock
Changed the input to 22X
Changed the move’s performance to account for the input change
Cannot be superdashed
(Made senzu and rock separate moves. Made it easier to use in neutral)
214S
Made it automatically follow up on hit
Does not do the follow up if the button is held
Unaffected by hitstun scaling
(Increased use cases)
236X
Increased buffer time to cancel into supers
Made hitbox taller
(made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to land)
236L/M
Krillin now keeps his air options when the ground version is cancelled
(This allows double jumps and airdashes after this move is vanished)
Z Assist (A Type)
Changed the way the rock works to be in line with it when used on point
Increased the rocks untech time
Throws two rocks
(Made it easier to use to bring it in line with other assists)
Kid Buu
5H
Made hitbox taller
Made hurtbox taller
(Made it easier to combo, but made sure to not make it too strong in neutral)
5S
Increased damage
Made hitbox taller
Adjusted the Initial position
(Made it easier to combo)
j.M
When the first hit is cancelled into other normals, Kid Buu’s float is increased
(This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up)
236S
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)
214S
Increased damage
(Made the reward on hit higher)
236H
Increased startup
(Nerfed the move since EX moves cost less now)
214M/H
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)
Z Assist (A Type)
Increased damage
(This change is to bring it in line with the point version)
Majin Buu
Vanish / Sparking
Brought Buu’s fall speed after attacking in line with the other characters
(Buu used to fall slower, making him easier to punish)
5LL
Changed knockback
(Made it easier to combo)
5LLL
Gave it throw damage proration
(Brought it in line with other 5LLLs)
5M
Increased travel distance
Ground bounces on air hit
(Made it easier to combo and use as a mixup)
2M
Changed knockback
Increased untech
Increased the opponent’s hitstop
Increased recovery
(Made it possible to combo into 5M and easier to use in combos)
236X
Causes sliding knockdown on cinematic hit
Ground bounces on non-cinematic hit
(Made it easier to use in combos)
236H
Increased recovery
Decreased travel distance on the air version
(Adjusted since EX moves cost less now)
214X
Increased the travel distance during the start of the move for the air version
(Made it easier to use in combos)
214LM/HS
Increased damage
Increased minimum damage
Increased the speed of the projectile
(Made it easier to combo)
Z Assist (A Type)
Decreased startup
(Brough it in line with other Z Assists)
Nappa
5L
Changed knockback
(Made it easier to combo after)
5LLL
Made hitbox taller
(Made it easier to use in combos)
5S
Changed knockback of the first hit
Pushbox is larger during the attack
Increased opponent’s hitstop on the ki blast hit
(Made it easier to use in combos)
2L
Changed knockback
(Made it easier to use in combos)
j.L
Made hitbox larger
Made hurtbox larger
Changed Nappa’s position during the attack
(Made it easier to use in neutral and in combos)
214S
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Nappa does not land before the combo ends)
236LM/HS
Changed where the explosion appears
The explosion’s location can be altered by a button hold
(Increased use cases)
214LM/HS
Under some circumstances, this can be comboed after if the button is held
Nappa can do special moves after if the button is held
(Increased use cases)
Saibaman (M)
Changed the Saibaman’s color
(Made it easier to distinguish which Saibaman was summoned)
Z Assist (A Type)
The position of the attack changes based on the opponent’s position
(This change was to distinguish this Z Assist from others)
Android 16
j.L
Made the initial hitbox taller
Made the initial hurtbox taller
(Made it easier to use in combos)
j.H
Made an L input after do a superdash after j.LLL
Decreased startup
(Standardized to other characters. Made it easier to use in neutral and combos)
j.S
Made 2nd hit’s hitbox taller
(Made it easier to use in combos)
236M/H
Decreased damage proration on cinematic hit
Changed effect on cinematic hit
(Made it easier to use in combos. Made it so other characters’ j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))
214H
The ground version’s first hit can now be cancelled into supers and vanish
(This change gives 16 for freedom)
j.236M
Decreased damage proration on cinematic hit
(Made it easier to use in combos)
j.236M/H
Changed effect on cinematic hit
(Made it so other characters’ j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))
Z Assist (A Type)
Increased untech time
Increased opponent’s hitstop on hit
(Made it easier to use in combos)
Yamcha
5LLL
Increased untech time
Can jump cancel every hit while in sparking, not just the last hit
Changed knockback on cinematic his
(Made it easier to combo)
j.2H
Increased untech time
Made initial hitbox taller
(Made it easier to combo)
214X
Made it so the initial portion of the move does not clash
Increased input buffer for cancelling into supers
(Made it more usable as an antiair and easier to combo into super after)
214L/M
Added head property invulnerability to the middle of the air version
If the ground version is cancelled into other moves, Yamcha retains air options
Adjusted the ground version’s travel distance, made it better on block
(Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M version is blocked, Yamcha can act earlier than before)
236L
Increased untech time
Increased hitstop on final hit
(Made it easier to combo)
236M
Increased untech time
Increased hitstop on final hit
(Made it easier to combo)
236X>L/M
Increased untech time
Increased hitstop on final hit
(Made it easier to combo)
236XX>L/M
Made the pushbox larger when the opponent is being comboed
(Made it easier to combo)
236X>6L/M
Decreased recovery
Changed the opponent’s position on cinematic hit
(Yamcha can act faster after the L/M versions are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after)
236X>H
Decreased blockstun
When the move hits the opponent’s point, recovery is reduced
Changed effect on cinematic hit
(Cancelling into vanish is no longer a true blockstring. Made it so other characters’ j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))ジャンプ強攻撃のカメラ演出ジャンプ強攻撃のカメラ演出
236H
Increased untech time
Changed effect on cinematic hit
(Made it easier to combo. Made it so other characters’ j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))
Tien
5LLL
Made hitbox larger
(Made it easier to hit crouching opponents)
5H
Reduced recovery on cinematic hit
(Made it easier to use as a combo tool in the corner)
2M
Increased travel distance
(Made it easier to use in neutral and combos)
2H
Increased landing recovery
Adjusted travel distance
(Made it impossible to true blockstring constantly while in Sparking)
j.2H
Adjusted travel distance
(Made it easier to use in combos)
236X
Removed landing recovery on cinematic hit
(Made it easier to combo into supers on hit)
236M
Decreased startup
Attack startup changes based on distance from the opponent
Increased active frames
(Increased use cases)
236H
The ground version can only be used once per combo
Decreased the air version’s statup
(Brought it in line with other throw moves. Made the air version better for mixups and combos)
214X
Reduced recovery
(No longer minus on hit)
214L
Causes sliding knockdown on cinematic hit
(Made it easier to combo into supers)
214M/H
Changed the ground bounce knockback on cinematic hit
(In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after)
214S
Reduced recovery
Increased hitstop
Increased meter gain
(Made it easier to use in neutral)
214HS
Increased invulnerable frames
(Made it harder to be interrupted before the attack hits)
Z Assist (A Type)
Increased untech time
(Made it easier to use, in line with other Z Assists)
Gohan (Adult)
2H
Added landing recovery when cancelled into other moves
(Made it impossible to true blockstring constantly while in Sparking)
5S
Added cancels into other normals when at lvl7
(Added in cancels)
j.S
Added cancels into other normals when at lvl7
(Added in cancels)
236X
Added landing recovery
(Made landing recovery uniform across versions along with the buffs to M/H versions)
236M/H
Changed effect after the first hit
Changed the knockback on every hit other than the first
Can be cancelled into supers when Gohan lands from the attack
Increased number of hits
Adjusted damage
Increased untech time
Changed effect on cinematic hit
(Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends)
j.236H
Increased untech time on cinematic hit
Changed knockback on cinematic hit
Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit
Changed the travel distance on hit
Removed landing recovery when this move hits the opponent’s point character
Reduced damage
Reduced blockstun
Adjusted recovery
(Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now)
Z Assist (A Type)
Increased startup
Made it impossible to clash
(It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves)
Hit
5L
Changed knockback
(Made it easier to combo after)
2L
Increased opponent’s hitstop on hit
Increased active frames
Changed knockback
(Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos)
5S
Changed knockback
Changed the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing so
Increased recovery on successful counter
Changed effect on cinematic hit
(Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends)
214X
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Hit does not land before the combo ends)
236X>M
Causes sliding knockdown on cinematic hit
(Increased use cases as a combo tool)
236X>H
Increased active frames
Made hitbox taller
Changed effect on cinematic hit
(Made the move stronger along with the Z Assist version. Made it so j.H causes a cinematic if Hit does not land before the combo ends)
Z Assist (A Type)
Invulnerable frames start earlier
Increased untech time
Decreased startup
Increased active frames
(Made it easier to use, in line with other Z Assists)
Goku (SSGSS)
5S
Changed knockback
(Made it easier to combo)
236H
Changed knockback on hit
Goku can now act in the air after the air version is blocked
Fixed a bug where the move would act weird when targeting an opponent who is off screen
(Made it easier to combo after. Fixed a bug)
214X
Increased throw range
(Made it easier to land)
214M/H
Increased travel distance
Changed effect on cinematic hit
(Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends)
j.214X
Increased butter time to cancel into supers
(Made it easier to combo into supers)
Z Assist (A Type)
Ground bounces on hit
Flagged as a head property attack
Increased hitbox
(Made it easier to use, in line with other Z Assists)
Vegeta (SSGSS)
2M
Made the hitbox taller
Adjusted hurtbox
(This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)
5S
Knockback adjusted
Increased untech time
(Made it easier to combo)
2S
Knockback adjusted
Increased untech time
(Made it easier to combo)
214X
Increased sliding knockdown time
(Made it easier to continue offense after)
214L/M
Decreased the ground versions startup
(Made it easier to use in mixups and combos)
214M
Increased travel distance
(Made it easier to use in mixups and combos)
214M/H
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Vegeta does not land before the combo ends)
236LM
Changed knockback on non-cinematic hit
Increased untech time on non-cinematic hit
(Increased use cases of the button hold version)
214[LM/HS] (Lvl 5)
Changed effect on hit
Cannot move until landing
(Made the situation on hit better)
Z Assist (A Type)
Increased damage
Decreased damage proration on the initial hit
Increased untech time on the 2nd hit
(Made it easier to use, in line with other Z Assists)
Beerus
5L
Can be cancelled into 5LL on whiff earlier
(This change is to allow a combo from 2L even if 5L whiffs)
5LL
Decreased startup
(This change is to allow a combo from 2L even if 5L whiffs)
5H
Decreased startup
(Made it easier to use in neutral)
2H
Moves forward during the beginning of the move
Increased hitbox
(Made it easier to combo)
2S
Can cancelled into itself up to 3 times
The balls do more damage when hit by Beerus’ normals
The balls have large hitboxes when hit by Beerus’ normals
(Increased use cases. Buffed balls that have been hit by normals)
236X
The balls do more damage when hit by Beerus’ normals
The balls have large hitboxes when hit by Beerus’ normals
(Buffed balls that have been hit by normals)
236S
The balls do more damage when hit by Beerus’ normals
The balls have large hitboxes when hit by Beerus’ normals
(Buffed balls that have been hit by normals)
214X
Ground bounces on hit
Decreased the slide speed of the sliding knockdown
(Made it easier to combo)
214H
Decreased damage
Ground bounces higher on cinematic hit
(Made it easier to combo)
236LM/HS
Fixed a bug where the super stayed on screen longer than it should
(Fixed a bug)
Z Assist (A Type)
Increased damage
Changed knockback
Increased untech time
(Made it easier to use, in line with other Z Assists)
Goku Black
5LL
Initial hitbox is taller
(Made it easier to combo)
5S
Changed knockback
Always knocks the opponent forward
Can be cancelled into 5H and 2H
(Made it easier to combo)
2L
Made moves cancelable into 2L
(Made it easier to use in neutral, etc)
2M
Decreased startup
(Made it easier to use in neutral, etc)
2H
Increased untech time on cinematic hit
(Made it easier to combo)
j.214X
Increased the size of the inner portion of the hitbox
Increased travel distance
Changed travel distance on cinematic hit
(Made it easier to land on opponents who are directly in the corner)
214S
Made it only usable once per combo
Changed effect on cinematic hit
(Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends)
236HS
Fixed a bug where the projectile would not come out if the initial part clashed
(Fixed a bug)
Z Assist (A Type)
Decreased recovery
(Adjusted to fit other characters kamehamehas)
Android 21
214X
Changed effect on cinematic hit
(Made it so other characters’ j.H causes a cinematic if 21 does not land before the combo ends)
236S
Decreased startup on ground version
Increased untech time
Causes sliding knockdown on hit
Increased damage proration
Decreased the followup window
(Made it easier to land. Made it easier to combo)
214S
Increased untech time
Causes sliding knockdown on hit
Increased damage proration
Decreased the followup window
(Made it easier to land. Made it easier to combo)
214S (Stolen Move – Yellow / Command Grab)
Causes sliding knockdown on hit
The dive followup tracks the opponent
(Made it easier to combo)
236X
Increased hitbox
(Buffed along with the Z Assist)
214LM/HS
Steals all empty move slots on hit
(This change is to distinguish is from j.214LM/HS)
Z Assist (A Type)
Increased opponent’s hitstop on hit
Increased hitbox
Decreased startup
(Made it easier to use, in line with other Z Assists)
Broly
5L
Changed knockback
(Made it easier to combo after)
5H
Increased damage on held version
(This damage increase is in addition to the universal damage increase to 5/2H)
5S
Increased the lower portion of the initial hitbox
(Made it easier to hit small characters in standing state)
j.2H
Increased sliding knockdown time on cinematic hit
Increased the amount of time the opponent is frozen for on cinematic hit
(Made it easier to continue offense after this hit
236S
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Broly does not land before the combo ends)
236X
Changed knockback, including the H version
Changed effect on cinematic hit
(Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends)
214X
Increased travel distance on hit
Increased input buffer to cancel into supers
(Made it easier to continue offense on hit. Made it easier to combo into supers on hit)
j.214X
Removed landing recovery on hit
Increased input buffer to cancel into supers
(Made it easier to continue offense on hit. Made it easier to combo into supers on hit)
j.214M
Increased sliding knockdown time
(Made it easier to continue offense on hit)
214S
Decreased total duration
Can be done even while Powered Shell (214S) is already active
(Made it easier to use in neutral)
236HS
Decreased minimum damage
(Made it do less damage to soften the combo)
Z Assist (A Type)
Decreased startup
Reflects the opponents ki blasts
Changed knockback
Increased opponent’s hitstop on hit
(Made changes to distinguish it from his B Type Z Assist)
Vegito (SSGSS)
2S
Changed knockback on non-cinematic hit
Increased untech time on non-cinematic hit
(Made it easier to combo on non-cinematic hit)
j.S
Increased untech time
(Made it easier to combo)
236X
Decreased damage proration on non-cinematic hit
(Made the damage higher when used in combos)
236M/H
If the first hit whiffs, the followup multi-hits can still cause cinematics
(Increased use cases)
236S
Increased hitbox
(Made it more useful in neutral and combos)
236LM/HS
Decreased damage at long range, increased damage at close range
Increased minimum damage
Changed knockback on all hits but the last
All hits but the last cause sliding knockdown
Increased active frames on the last hit
The last hit will not hit if the opponent is not below a certain height
(Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage)
Z Assist (A Type)
Increased untech time
Increased hitstop
Increased landing recovery
Increased hitbox
Decreased startup
Changed knockback
(Made it easier to use, in line with other Z Assists)
Zamasu (Fused)
5LLL
Made the throw range taller when used in a combo
Added throw damage proration
(Made it easier to combo. Brought the damage proration in line with other characters’ 5LLL)
5S
Increased projectile speed
Increased hitstop
Increased untech time
Changed knockback
Increased recovery
(Made it easier to combo)
j.2H
Decreased startup
Changed travel distance
Increased landing recovery
Removed landing recovery on cinematic hit
Removed landing recovery when done from flight
(Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mixups)
j.S
Changed knockback on all hits but the last
Made initial hitbox taller
(Made it easier to combo)
236X
Increased travel distance on ground version
Increased travel distance on cinematic hit
Removed landing recovery on cinematic hit
(Increased use cases for the ground version. Made it easier to continue offense on cinematic hit)
Goku
236M
Air version wall bounces on cinematic hit
(Made it easier to combo)
236H
Increased travel distance downwards on the air version
(Made it easier to use in neutral and combos)
214X
Can call assists earlier on hit
(Made it easier to combo with assists)
214M
Decreased travel distance on hit
Changed knockback
Changed knockback on ground bounce
Increased hitstop
(Made it easier to combo with assists)
214M/H
Made attacks not land until the followup hits on a cinematic hit
(Made it so the cinematic cannot be interrupted)
214S
Can Z Change on hit
Reduced recovery on hit
(Made it easier to combo)
236S (Ground, Upward Angled)
Increased damage
Reduced recovery
(Made it easier to use in neutral)
236LM/HS>LM
Can cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit
(Made it easier to combo into an Ultimate Z Change)
Z Assist (A Type)
Changed knockback
Increased opponent’s hitstop on hit
(Made it easier to combo)
Vegeta
5LLL
Added head property invulnerability
(Increased use cases)
5S
Changed knockback
(Made it easier to combo into 5S followup hits)
2M
Made hitbox taller
(Made it easier to combo)
j.S
Can alter the ki blast’s trajectory by inputting 8
(Increased use cases)
236L/M
When the ground version is cancelled, Vegeta keeps his air options
(Vegeta can double jump and airdash after a vanish)
236H
Becomes invulnerable earlier
(Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move)
214L
Increased sliding knockdown time on cinematic hit
(Made it easier to combo)
214M
Ground bounces on cinematic hit
(Made it easier to combo)
214S
Increased throw range
Increased active grames
Untech time is unaffected by hitstun scaling
Increased untech time on cinematic hit
Increased recovery on hit
(Made it easier to land. Made it so there are more followup options)
236LM/HS
Does more damage when done from 214S
(Made it do more damage when done from 214S)
214LM/HS
Does more damage when done from 214S
(Made it do more damage when done from 214S)
Z Assist (A Type)
Decreased startup
Increased untech time
Change knockback
(Made it easier to combo)
Cooler
5S
Increased opponent’s hitstop on hit
Increased untech time
Changed knockback
(Made it easier to combo)
6H
Made hitbox taller
Always knocks forward
(Made it easier to combo)
214LM/HS
Fixed a bug where meter cooldown would not happen when the ground version whiffed
(Fixed a bug)
Z Assist (A Type)
Increased untech time
Increased landing recovery
(Made it easier to combo)
Android 17
5L
Changed knockback
(Made it easier to combo after)
5LL
Decreased startup
Changed travel distance and character position
Increased hitbox
Changed knockback
(Made it so 5LL combos from 2L even if 5L whiffs)
5LLL
Changed character position
Increased hitbox
Decreased hurtbox
Made pushbox taller in the first half of the move
Added invulnerability against lows
(Increased use cases)
5M
Decreased startup
Increased hitbox
(Made is easier to use in neutral)
5S
Changed the knockback on all hits but the last
(Made it easier to combo)
2L
Changed knockback
(Made it easier to combo after)
j.S
Decreased startup
Changed travel distance
Increased untech time
Increased opponent’s hitstop on hit
Changed knockback
(Made it easier to combo)
Rekka>5H/S
Increased active frames
Increased recovery
Can only be cancelled into on hit
(Changed the move to account for EX moves costing less now. Changed the regular version to reflect changes to the EX version)
Rekka>5H
Can absorb hits from lvl 1s and lvl 3s
(Made it stronger as a response to supers)
236/214S
Can do the air version after the ground version
Decreased landing recovery
Pushbox appears later
Can be cancelled earlier
(Increased use cases)
Z Assist (A Type)
Increased active frames
Increased untech time
Reduced opponent’s hitstop on hit
Changed knockback
Wall bounces on hit
(Made it easier to use in combos)
Jiren
5L
Increased lower portion of the hitbox
(Made it easier to hit short characters)
5S
Decreased startup
Increased opponent’s hitstop on hit
Decreased untech time
Increased recovery
(Made it easier to use in neutral and combos)
2S
Increased damage on cinematic hit
(This change is to reflect the damage change to 2Hs)
j.2H
Decreased startup
Made the initial hitbox taller
Made the hitbox come out even when done at minimum height
Made the attack come out as soon as you release the button hold
Increased the sliding knockdown time
Changed the timing for calling Z Assists when this move causes a cinematic hit
Increased damage on button hold version
(Made it easier to combo. Increased damage to match the damage increase to j.H)
236X
Increased hitstop
Decreased damage proration on non-cinematic hit
Fixed a bug where the effect would not appear on clash
(Made combos after do more damage)
214X
Increased damage
Changed effect on cinematic hit
(Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)
214L/M
Increased meter gain
(Made it easier to distinguish on a successful counter)
214L
Can catch lows now
(Made it easier to counter moves)
214M
Decreased total duration
(This change is to distinguish is from the L version)
214S
Can now counter Z Assists
Changed effect on cinematic hit
(Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)
Z Assist (A Type)
Position change based on the distance from the opponent
Changed knockback
Increased untech time
Increased startup
(Made it easier to use, in line with other Z Assists)
Videl
Great Saiyaman Attacks
Decreased the cooldown time before another Great Saiyaman attack
(Made it easier to use in neutral)
5L
Increased travel distance other than when cancelled into itself
(Made it easier to combo)
j.2S
Increased the sliding knockdown time
(Made it easier to combo)
6H
Added invulnerability to ki blast
(Increased use cases)
236H
Increased travel distance
(Made it easier to use in neutral)
22X
Changed knockback on cinematic hit
Decreased damage proration when used as a follow up from 236X
(Made it easier to combo)
214M
Increased the sliding knockdown time on the Great Saiyaman attack
(Made it easier to combo)
236HS
Counters on frame 1
Fixed a bug where meter gain cooldown does not kick in on whiff
(Increased use cases. Fixed a bug)
Z Assist (A Type)
Decreased startup
Increased opponent’s hitstop on hit
Reduced travel distance
(Made it easier to use, in line with other Z Assists)
Janemba
5S
Decreased startup outside of combos
(Made it easier to use in combos. The startup during combos is the same as before)
2S
Decreased startup outside of combos
(Made it easier to use in combos. The startup during combos is the same as before)
j.S
Decreased startup outside of combos
(Made it easier to use in combos. The startup during combos is the same as before)
236X
Decreased recovery
Janemba falls earlier after the air version
Changed recovery on cinematic hit
(Made it easier to use in neutral)
236/214S
Even if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground.
(This change is to make it more clear when Janemba takes the corner)
j.214X
The projectile bounces off the corner
Increased projectile travel distance
Increased the amount of time before the attack automatically goes off
(Increased use cases)
214M/H
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Janemba does not land before the combo ends)
Z Assist (A Type)
Decreased startup
Increased number of attacks
Changed single hit damage, increased overall damage
(Made it easier to use, in line with other Z Assists)
Gogeta (SSGSS)
j.H
Decreased startup
(Made it easier to use in neutral and combos)
j.2H
Increased damage on cinematic hit
(Increased damage to match the damage increase to j.H)
214L
Increased the window where the move cannot clash
(Made it a better antiair)
214S
Changed effect on cinematic hit
(Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends)
236LM
Made it not do lower damage when done in the corner
(Does the same damage in the corner)
j.236LM
Increased hitstop on hit
(This change makes it harder for the number of hits to decrease based on positioning)
Broly (DBS)
2L
Increased travel distance
Increased hitbox
Increased hurtbox
(Made it easier to use in neutral and combos)
5H
Increased damage on the button hold version
(This is on top of the universal 5/2H damage increase)
236X
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Broly does not land before the combo ends)
214X
Changed effect on cinematic hit
(Made it so j.H causes a cinematic if Broly does not land before the combo ends)
Z Assist (A Type)
Decreased startup
Changed knockback
(This change is to distinguish this Z Assist from his B Type Z Assist)

Now that’s one balance check, right? We’ll be on track the fighting game and will deliver on news regarding new fighters, content and of course, patches.

Source: DBFZ.BN translated by GREATFERNMAN

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Alex Co

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

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Battlefield 5 6.2 Patch Set for Next Week, Patch Notes Planned This Week

While DICE has already talked a bit about some of the stuff coming in the Battlefield 5 6.2 patch, the studio has announced today that barring certification issues, the Battlefield 5 6.2 patch release date is set for next week!

This was announced as part of the “This Week in Battlefield V” community announcement post, where the studio also mentioned that the weapon balance details will be revealed in a new Community Broadcast (again, pending certification).

In addition to that, the tank body customization, which has been a long time coming, will be talked about this week too, pending approvals.

Monday, February 24, 2020

  • This Week in Battlefield V – An overview of this week’s news, blogs, content, and more. As items are added or shifted, this will be updated. Keep an eye on it through the week for redirect links! 

Tuesday, February 25, 2020 

  • Weekly Community Highlight – Best Only in Battlefield Moment of the Week– Hot new OIB moments coming in with a new weekly winner! Think you’ve got a winner? Send it our way on any of the Battlefield channels. Each weekly featured clip will be awarded a Best Community in the World emblem!

Wednesday, February 26, 2020

  • Chapter 6: Week 3 Week 4 Mission Overview

Thursday, February 27, 2020

  • Chapter 6: Week 4 Mission  Begins
  • (PLACEHOLDER – Pending Approvals) Community Broadcast – 6.2 Weapon Balance Details
  • The Pacific War Playlist will remain throughout Chapter 6.

Friday, February 28, 2020

Notes, Addendums, and More

As noted above, we have 2 items we’re working on this week to share with the community:

  • Thursday, February 27, 2020

    • (PLACEHOLDER – Pending Approvals) Community Broadcast – 6.2 Weapon Balance Details
  • Friday, February 28, 2020

    • (PLACEHOLDER – Pending Approvals) Community Broadcast – Tank Body Customization
  • Update 6.2

    • We’re looking to drop 6.2 next week, so keep an eye out for some additional details of the changes, fixes, and tweaks coming with the Update as the week progresses.

Once we know more details, 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.

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Ghost Recon Breakpoint Immersive Mode and Engineer Class Delayed

For those looking forward to Ghost Recon Breakpoint’s community-based feedback “Immersive Mode” to be out in late February as promised, you’re going to have to wait a wee bit more. Ubisoft has announced the Ghost Recon Breakpoint Immersive mode delayed news today, and the new Engineer class has also been pushed back,

In a new post on the official Ghost Recon website, Ubisoft Paris states that “After careful consideration by our development team, we have decided to move their release.”

Our objective with the new immersive mode is to provide an impactful update to the game using your feedback as the foundation. The immersive mode is built upon the results of the Community Survey, your observations gathered by our Community Managers, and workshops with the Delta Company alongside extensive playtesting. We are in the process of creating an experience that will change the way you are able to play Tom Clancy’s Ghost Recon Breakpoint.

The complexity of integrating this new mode has proven to be a challenge and we want to ensure that the experience will be a great one when it releases.

Ubisoft mentions that the Immersive mode is still planned for release this Spring, though no exact date has been shared just yet, and that the studio will talk about “firm timing” when they are able to.

In addition to that, the Engineer class will be released alongside the Immersive mode, and the studio hopes to release Episode 2 with this patch too.

As for those asking for more transparency, the Ghost Recon team mentions that there are “a lot of moving parts in development” which has made locking down dates “challenging,” thus has made communication harder,

Players can look forward to March 5 for an intel drop on the Immersive mode, which is the small bit of good news from this latest studio update.

If you want to see the latest changes made by the studio, check out the latest (and only) patch released this year.

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Alex Co

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

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New Xbox Series X Specs and Info Revealed

With just a few short months away before we welcome the next-generation of gaming for the next few years, Microsoft has slowly peeled away the mystery of its next-gen powerhouse, the Xbox Series X. Today, Microsoft has revealed a slew of new Xbox Series X specs and new features.

According to Microsoft. the next-generation of gaming isn’t just based on raw power, but on a balance of speed, power, and player-centric features. Microsoft says that based on their internal “Takehome” program for the new console, they are “energized” by the feedback they’ve gotten so far.

Here’s a quick overview of some of the Xbox Series X specs and new features:

Balance of raw power and speed:

  • Next Generation Custom Processor: Xbox Series X is our most powerful console ever powered by our custom designed processor leveraging AMD’s latest Zen 2 and RDNA 2 architectures. Delivering four times the processing power of an Xbox One and enabling developers to leverage 12 TFLOPS of GPU (Graphics Processing Unit) performance – twice that of an Xbox One X and more than eight times the original Xbox One. Xbox Series X delivers a true generational leap in processing and graphics power with cutting edge techniques resulting in higher framerates, larger, more sophisticated game worlds, and an immersive experience unlike anything seen in console gaming.
  • Variable Rate Shading (VRS): Our patented form of VRS empowers developers to more efficiently utilize the full power of the Xbox Series X. Rather than spending GPU cycles uniformly to every single pixel on the screen, they can prioritize individual effects on specific game characters or important environmental objects. This technique results in more stable frame rates and higher resolution, with no impact on the final image quality.
  • Hardware-accelerated DirectX Raytracing: You can expect more dynamic and realistic environments powered by hardware-accelerated DirectX Raytracing – a first for console gaming. This means true-to-life lighting, accurate reflections and realistic acoustics in real time as you explore the game world.

“More playing, less waiting:”

  • SSD Storage: With our next-generation SSD, nearly every aspect of playing games is improved. Game worlds are larger, more dynamic and load in a flash and fast travel is just that – fast.
  • Quick Resume: The new Quick Resume feature lets you continue multiple games from a suspended state almost instantly, returning you to where you were and what you were doing, without waiting through long loading screens.
  • Dynamic Latency Input (DLI): We’re optimizing latency in the player-to-console pipeline starting with our Xbox Wireless Controller, which leverages our high bandwidth, proprietary wireless communication protocol when connected to the console. With Dynamic Latency Input (DLI), a new feature which synchronizes input immediately with what is displayed, controls are even more precise and responsive.
  • HDMI 2.1 Innovation: We’ve partnered with the HDMI forum and TV manufacturers to enable the best gaming experience through features such as Auto Low Latency Mode (ALLM) and Variable Refresh Rate (VRR). ALLM allows Xbox One and Xbox Series X to automatically set the connected display to its lowest latency mode. VRR synchronizes the display’s refresh rate to the game’s frame rate, maintaining smooth visuals without tearing. Ensuring minimal lag and the most responsive gaming experience.
  • 120 fps Support: With support for up to 120 fps, Xbox Series X allows developers to exceed standard 60 fps output in favor of heightened realism or fast-paced action.

Next-gen of game compatibility:

  • Four generations of gaming: Our commitment to compatibility means existing Xbox One games, including backward-compatible Xbox 360 and original Xbox games, look and play better than ever before. Your favorite games, including titles in Xbox Game Pass, benefit from steadier framerates, faster load times and improved resolution and visual fidelity – all with no developer work required. Your Xbox One gaming accessories also come forward with you.
  • Smart Delivery: This technology empowers you to buy a game once and know that – whether you are playing it on Xbox One or Xbox Series X – you are getting the right version of that game on whatever Xbox you’re  playing on. We’re making the commitment to use Smart Delivery on all our exclusive Xbox Game Studios titles, including Halo Infinite, ensuring you only have to purchase a title once in order to play the best available version for whichever Xbox console they choose to play on. This technology is available for all developers and publishers, and they can choose to use it for titles that will be release on Xbox One first and come to the Xbox Series X later.
  • Xbox Game Pass: In addition to games from across four generations of consoles, our leading game subscription service, Xbox Game Pass, will continue to have our first party games, like Halo Infinite, included at their launch.  We look forward to millions of you experiencing the Xbox Game Pass portfolio and immersing yourselves in a deep library of high-quality games, playing those you love now and also discovering your next great adventure.

Whew! That’sa lot of info confirmed for today, no? It seems the Xbox Series X is shaping up quite nicely and has a ton of stuff that makes it better than what we have now.

The Xbox Series X will be out this holiday and will go head-to-head against the PS5.

Source: Xbox

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Alex Co

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

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Streets of Rage 4 Offline & Online Co-Op And a New Character Announced in New Video

Beat-’em-up fans, in case you didn’t know, a new entry in the highly regarded Streets of Rage franchise is coming with Streets of Rage 4! Today, publisher Dotemu announced that Streets of Rage 4 offline and online co-op will be available, as well as a new character in a new video.

Streets of Rage 4 will feature a two-player online mode, as well as a four-player offline mode when it launches this spring.

Meet Floyd Iraia, the last Streets of Rage 4 playable character, who dishes out serious damage with his incredibly strong cybernetic arms. Although Floyd’s movement and health recovery are slower than most, he boasts the longest reach among the playable roster and tremendous power, ensuring any combo he puts an enemy through will be devastating.

According to Dotemu’s press release, Streets of Rage 4 will be the first mainline entry in the franchise in more than 25 years. It wil feature new playable characters, expanded combat abilities, a new soundtrack from series composers Yūzō Koshiro (Streets of Rage 12, & 3Sonic the Hedgehog) and Motohiro Kawashima (Streets of Rage 2 & 3Shinobi II).

Streets of Rage 4 will punch its way out this spring 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.

Home > Features

Modern Warfare Microtransactions Is an Example of How Activision Is Learning

While we’ve already talked about some of the design decisions we don’t agree with in Call of Duty: Modern Warfare, those issues don’t seem to be going away anytime soon. Instead of dwelling on that, we’re here to talk about something positive that the game has managed to pull off, and that’s how Activision seems to have learned how to handle in-game microtransactions properly with how the Modern Warfare microtransactions have been presented (at least so far).

Nope, we’re not saying it’s perfect, and in an ideal world, we’d rather that these things don’t exist, but the harsh reality is, they are here now, and it doesn’t look like they’re going anywhere soon.

Thankfully, though, Modern Warfare’s Battle Pass system seems to have found the perfect balance in terms of having Activision make money and making it somewhat consumer-friendly. It’s a big departure from past Call of Duty titles like Black Ops 4, where weapons were only realistically attainable in Supply Drops (a.k.a. loot boxes), which meant people who spent money (though it wasn’t guaranteed) had access to the weapons. And if these said weapons were powerful? Tough shit, pal! Better grind for a month in the hopes of getting it.

That has all changed in Modern Warfare. Right now, in Season 2, the first weapon (the GRAU assault rifle and the Strike SMG) can be obtained by hitting level 15 of the Battle Pass (no purchase necessary), which isn’t all that hard to do. This was also the case in Season 1, where the two new guns were also obtainable in early parts of the Battle Pass.

While things could suddenly change in an instant, I don’t see it happening given how successful Modern Warfare microtransactions have been so far. What we have now, it’s what I’m hoping we get in this year’s rumored Treyarch-developed Call of Duty game.

Sure, I’d love for bundles sold in the Modern Warfare in-game store to be a lot cheaper, and maybe don’t lock specific items in bundles, but that’s a small price to pay compared to having guns tucked away in Supply Drops and having dots sold for actual money.

Before Supply Drops though, we had the Call of Duty Season Pass, which usually gave each map pack four maps each, with four released throughout the year. That said, this severely fragmented the player base, which made matches a lot harder for some (experience players likely bought the map pack), while it also made matchmaking a wee bit harder than it should. The new approach to DLC ensures that the fanbase now sticks together and everyone can enjoy the same maps with one another. Easily a dropping point for many in past Call of Duty games, especially on PC.

modern warfare playlist updatemodern warfare

When Infinity Ward announced that they weren’t just skipping your usual Season Pass with but even doing away with Supply Drops in Modern Warfare, naturally, the skeptic in me (and in every Call of Duty player) was waiting for the other shoe to drop; like it was impossible that Activision would allow it without any other form of replacement.

Well, for some weird reason, Activision did just this. Now, this doesn’t mean we won’t ever see Supply Drops or any other form of microtransaction element in Modern Warfare since past Call of Duty games had these implemented months after launch, but from the looks of it so far, that’s not going to happen anytime soon.

Another major drawback I’ve seen so far aside from the pricing and bundles of cosmetics? It’s that Emblems and Calling Cards, which are staples for the franchise in terms of earnable in-game rewards, have been tied to missions, with some missions only available if you buy the Battle Pass. There are still quite a few Calling Cards and Emblems that can be earned by completing in-game challenges, but it’s significantly smaller than in past Call of Duty games.

My main takeaway here? Activision knew it was pushing people away or testing their patience with how they handled Supply Drops and microtransactions in the franchise’s last few releases, and they corrected themselves before the player base cratered due to how annoying it was.

Here’s hoping this year’s Call of Duty follows suit with microtransactions. Has Activision finally learned how to handle Call of Duty microtransactions without angering the player base? Let’s hope they have, and won’t try to test the player base’s patience with another round of Supply Drops.


Opinions expressed here are solely of the author’s and does not represent MP1st in its entirety.

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Alex Co

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

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Zombie Army 4 Easter Egg on PS4 Is Quite Creepy

Zombie Army 4: Dead War is literally littered with a ton of Easter Eggs, though taking advantage of the PlayStation 4’s DualShock controller, this may be the creepiest one we’ve yet to encounter. Check out the Zombie Army 4 Easter egg below.

I ain’t too much of a fan of the DualShock 4 controller when it comes to audio cues coming out of it. Rarely do I find a game that uses it creatively enough or its simply just used for some in-game audio files. However, with Zombie Army 4: Dead War, I have to say the developers have found a rather clever way of using it all while keeping the tone of the game intact.

In Zombie Army 4: Dead War there is strangely an abundance of Annabelle-like dolls (yes, the one from the movies) that try to haunt you at every chance they get. For the most part, they’re harmless, despite them constantly following you around and providing a few jumps scares here and there. However, one thing I discovered during my playthrough is that shortly after pausing my game to take a snack break I began to hear eerie voices coming from my basement asking where I was. Probably not what you’d want to be heard going down a dark set of stairs towards your basement, least I didn’t.

As the voice continued, I quickly located the source of the sound and found it to be coming out of the speakers of the DualShock 4 controller. I couldn’t help but chuckle at it, thinking that was a nice trick pulled by the developers. Down below is an audio clip I found shortly after searching YouTube for it.

We aren’t 100% sure if this is included in the Xbox One version (or PC) seeing that the console doesn’t have a built-in speaker on the controller as the PlayStation 4 does, though we can imagine it just plays off the TV screen.

It’s a pretty good use of the Dualshock 4 controller features though, one we didn’t expect at all. On the subject of the DS4 speaker, what title have you played that you really enjoyed the use of it? Let us know down below.

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James Lara

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

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Modern Warfare Killer Chair Murders You for Hitting It

While gamers might be having a lot of fun with Call of Duty: Modern Warfare’s multiplayer, it’s hard to argue against the fact that it hasn’t been exactly a bug-free ride so far. From menu glitches that inadvertently leak game modes, we now have a Modern Warfare killer chair!

Confused? I don’t blame you. Spotted by Reddit user gafox0206, there’s a certain chair in the St. Petrograd map that when you melee hit it, will KILL you. Don’t believe me? We recreated it ourselves which you can watch below.

It’s obviously a bug of some sort, which should be fixed by Infinity Ward soon-ish. While it’s there, though, wouldn’t it be awesome if you can somehow coerce or fool someone into doing this?

In other Modern Warfare news, Infinity Ward has mentioned that there will be an Infantry Ground War mode coming next week along with other stuff. There’s aslo the looming Call of Duty: Warzone announcement set to drop anyday now we expect.

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Alex Co

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

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Black Ops 3 Fallout Mod for Zombies Being Developed by Fan, Teaser Out

If you’re still playing Call of Duty: Black Ops 3’s Zombies mode, and you’re on PC, you’ll want to see this — especially if you’re a fan of Bethesda’s Falout franchise as well. Modder Bahngo is making a Black Ops 3 Fallout mod for the game’s Zombies mode!

Note that this is (obviously) for PC only, as consoles can’t run mods unless you mod your console (which is an entirely different topic altogether). Check out the teaser below as well as a slew of screenshots.

Loads more Black Ops 3 Fallout mod screens can be seen here.

There’s not ETA on when this mod will be out. But it’ll be free since it’s a mod. That said, don’t expect any official support from this as well, since it is a mod after all.

Good fit? And would this make you reinstall Black Ops 3 again? Hopefully, this sees the light of day this year.

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Alex Co

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

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Modern Warfare Infantry Ground War, New Map and More Coming Next Week

Are you a fan of Call of Duty: Modern Warfare’s Ground War mode but hate the tanks? If so, you’ll love what’s in store for next week! Infinity Ward announced that a Modern Warfare Infantry Ground War mode is coming!

This tidbit of info was shared by Infinity Ward in the studio’s weekly Community Update, where it also shared that a new Gunfight variant is coming, as well as a new Gunfight map called Bazaar!

What’s Coming Next Week?

We’ve got some 3v3 Snipers on Rust action coming your way, along with Infantry Ground War, a tweak on regular Ground War where there’s no tanks/APCs. We’re also adding a new map, Bazaar, into rotation! And to make the weekend even better, we’ll be turning on 2XP starting Friday!

Having a Ground War mode without tanks might just be what the doctor ordered to make the mode a wee bit more fun without people just raining hell on tanks from far away.

Chances are, these new changes will be done via a server-side update and not a full patch. Regardless though, once it’s out, we’ll let our readers know.

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Alex Co

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

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Report – Star Wars Battlefront Spinoff Was in Development and Then Cancelled by EA

A Star Wars Battlefront spinoff has been reportedly in development at EA only for the project to then be canceled. Codenamed “Viking,” sources close to Kotaku report that EA Vancouver was developing a spinoff to EA’s Battlefront series that had open-world elements.

The article states that Criterion games were brought on board to help develop it, but due to their location being a whole country away, this proved to be rather problematic and the source stated that there were “too many cooks”. Executives eventually lost interest as the title would not have been completed within the given timeframe.

Take the news with a grain of salt, but if true this would make it the third Star Wars title to be canceled by EA. The first being head by Uncharted director Amy Hennig that was canceled upon the closure of Visceral Games back in October of 2017. The next was project Orca, which was also reported by Kotaku early last year. A brief description of the title can be found below.

Orca was very early in development but would involve playing as a scoundrel or bounty hunter who could explore various open-world planets and work with different factions across the Star Wars universe.

This title was allegedly canceled due to smaller-scale Star Wars projects as they favored the EA executive’s time window.

We most likely won’t hear any official response from EA concerning these projects. Our only hope (pun intended) is that some concept art or early prototype footage surfaces, much like they have for other canceled Star Wars game like 1313, or Battlefront 3 (not EA reboot series).

One has to ask what exactly would a Star Wars: Battlefront spinoff even be, considering that the titles are online focus with its key catch being that players can relive iconic battles from the films. Battlefront 2 did, however, feature single-player so perhaps it would be a spinoff from that? Sadly, we may never know.

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James Lara

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

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Destiny 2 Upcoming Weapon Changes Outlined for Rifles, Snipers and Lots More

If you’re looking forward to changes in how some of Destiny 2’s weapons behave and feel in the game, rejoice! Bungie has revealed a host of Destiny 2 upcoming weapon changes in the studio’s weekly communications post.

The studio teases that the following changes listed below will be included at the beginning of “Season of” something (they didn’t want to say or reveal this new season yet it seems), some changes are in preparation for a new PvE (Player vs Enemy) challenge coming later in the Season.

While the following changes will be coming out at the beginning of Season of [Redacted], some are in preparation for a new PvE challenge coming later in the Season. A new Nightfall difficulty, officially dubbed “Grandmaster,” will test even the most proficient Guardians. We’ll have more details about this new ordeal in the coming weeks. But for now, we have information from the Dev team on changes being made to ensure that we strike the right balance between challenge and reward.

Dev Team: For Season of [Redacted], we’ve adjusted quite a few weapon archetypes alongside the changes to Swords that were announced two weeks ago. While these are not all the changes in the release, we’re covering some important conversation pieces here.

Izanagi’s Burden

Since the removal of auto-reload effects from Rally Barricade and Lunafaction Boots, as well as the introduction of a catalyst for Izanagi’s Burden, it’s seen a significant uptick in use. Izanagi’s Burden solidified itself within the majority of endgame builds due to its excellent burst damage, sustained damage, ammo economy due to Special ammo, and safety due to being a Sniper Rifle. The Outlaw trait was swapped out for No Distractions to be more in-line with the fantasy of the weapon and to ensure the trait on the weapon would still work with Honed Edge.

  • The animation speed of Honed Edge is no longer affected by the reload stat
  • Outlaw has been replaced with No Distractions

Sniper Rifles

We gave Sniper Rifles an increase in PvE damage back in Shadowkeep. We’re removing that change for a few reasons. Sniper Rifles have a lot of utility and safety due to their range and the increased damage was giving them too much of a leg-up on their closer range counterparts. That gulf only widens as the difficulty of any given encounter goes up. The direct changes to Adaptive and Rapid-Fire Snipers were to make the differences in the sub-archetypes more impactful again as well as to give some amount of parity with the adjustments to Shotguns and Fusion Rifles.

  • Damage to Major enemies and above have been reduced to pre Shadowkeep values (~-20%).
  • Adaptive Snipers precision multiplier has been reduced from 3.25x to 2.95x.
  • Rapid-Fire Snipers base impact has been reduced from 100 damage to 90 damage.

Grenade Launchers

Through a combination of archetype adjustments and new perks being introduced, Grenade Launchers have been quite powerful ever since Season of the Drifter. We’ve changed the Aggressive frame sub-archetype to the Rapid-Fire sub-archetype to be more in line with other weapon’s established conventions and slightly reduced their effectiveness on Powerful enemies to give other weapons some more breathing room.

  • Aggressive Frame grenade launchers are now Rapid-Fire Frame Grenade Launchers.
    • Rapid-Fire Frame Grenade Launchers have had their damage reduced to account for their Rate of Fire (0.8x), but now also have increased reserves.
    • Previously, Aggressive Frame Grenade Launchers fired faster than Adaptive but had the same damage.
  • Damage to Major enemies and above by Power weapon Grenade Launchers reduced by ~10%.

Lord of Wolves

The ease of use granted by changes to Release the Wolves made it very difficult to approach and made the margin of error extremely large. We’ve pushed the two states apart via accuracy to ensure that the default state is the norm, rather than the exception. With this change, Release the Wolves should be used at extremely close ranges against large targets instead of just being a better version of the default behavior.

  • Release the Wolves now significantly reduces this weapon’s accuracy while active.

The Last Word

When reintroduced in Season of the Forge, The Last Word became quite dominant due to its extremely forgiving maximum time-to-kill (TTK). We’re adjusting the way the weapon works to focus it back as a hip-fire based weapon while also improving that side of the experience for both controller and mouse and keyboard inputs. We also made it a little less forgiving so that you still have to concentrate on your aim while wielding the weapon.

  • Fan Fire now adjusts the precision scalar while hip-firing.
  • Fan Fire impact values have been adjusted.
    • Precision Hip/ADS adjusted from 67.95/67.95 to 68.27/52.2.
    • Non-Precision Hip/ADS adjusted from 50.01/50.01 to 38/38.
  • Aiming down sights no longer provides additional effective range (damage falloff).
  • Reduced stability for Mouse and Keyboard input.
  • Reduced the effective range.
  • To improve the experience, adjusted the way target acquisition is handled while hip-firing.

Shotguns

One issue we’ve been waiting to fix before adjusting Shotguns again was an oddity in the way our aim assist system works with weapons that don’t care much about precision damage. As an example for Shotguns, at certain distances between players, the aim assist system would prioritize the head, causing the entire spread to deviate from center mass and make the player miss out on the kill. With that issue out of the way, we made more adjustments to Shotguns to give other weapons a little more time to react to them.

  • Target acquisition for non-slug Shotguns has been adjusted to no longer account for precision locations.
    • Previously, target acquisition could actually cause the player’s spread to deviate from the intended aim vector, causing most of the spread to miss.
  • Cone angle is now adjusted on a per sub-archetype basis and is no longer adjusted by the range stat.
  • Aiming down sights no longer adjusts effective range for this weapon archetype.

Fusion Rifles

Similar to the issue noted above with Shotguns, Fusion Rifles also suffered from some target acquisition related oddities that we’ve since fixed. Most of the changes here are adjustments focusing on the High Impact sub-archetype. Backup Plan was an Exotic perk in the original Destiny release, and it was placed on Legendary Fusion Rifles in Destiny 2 due to them being Heavy ammo weapons at the time rather than the Special ammo weapons they currently are. When weapons were shuffled around in Forsaken, the perk came along with them, and we’ve decided to adjust it alongside the archetype itself to have it fall back in line with other Legendary perks.

  • Target acquisition for Fusion Rifles has been adjusted to no longer account for precision locations.
    • Previously, target acquisition could actually cause the player’s volley to deviate from the intended aim vector, causing most of the volley to miss.
  • Damage falloff for this weapon archetype can now floor at 0.5x (Previously 0.75x).
  • Effective range and the impact of the optics stat for this weapon archetype has been reduced across the board.
  • Backup Plan
    • Backup Plan now adjusts impact to match the Rapid-Fire sub-archetype while active.
    • Charge time is now set to match the Rapid-Fire’s sub-archetype * 0.85 while active.

Auto Rifles

Some small tweaks have been made to give Auto Rifles a small boost in efficacy for the Crucible—though they also influence PvE. The nature of the way Destiny is played tends to have Semi-Auto based weaponry be more effective in general and so we’re compensating for that with these tweaks. These are fairly modest changes intended to give Auto Rifles more of a chance in an open fight without attempting to drag the TTK of the entire game down.

The following impact values have changed:

  • High-Impact Frame
    • 22/35.2 Default/Precision (Previously 22/33)
  • Precision Frame
    • 17/27.2 Default/Precision (Previously 17/25.5)
  • Adaptive Frame
    • 15.75/25.2 Default/Precision (Previously 13.75/22)
  • Rapid-Fire Frame
    • 13.4/20.1 Default/Precision (Previously 12.5/18.75)

Note that this a big list of Destiny 2 upcoming weapon changes, this isn’t the full list. The official patch notes will be revealed in “early March” and there’s also going to be a preview of Exotic armor changes, tweaks to Supers and abilities, and more.

While you’re waiting for the patch, you might want to consider reading this story on how the Destiny 2 community is doing a “Raid Against Cancer” stream this weekend for a fallen Guardian.

Source: Bungie

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Alex Co

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

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Marvel’s Avengers Game Funko Figures Revealed, Features Stark Tech Designs

With almost every big property these days getting Funko pop equivalents, it’s not shocking to hear that Funo is doing one for Marvel’s Avengers! If you’re curious what these Avengers game Funko figures look like, look no further!

Revealed at the New York Toy Fair, shown below are the Marvel’s Avengers game Funko figurines for Black Widow, Hulk, Taskmaster, Iron Man, Thor, Ms. Marvel, and Captain America. Oh, and they’re wearing the Stark tech design/costumes too, which hints that we’ll see these outfits in the game!

 

For reference, here’s a look at the Marvel’s Avengers Stark Tech outfits in concept art form:

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There’s no confirmation that these outfits will make it into the game, but that said, the chances of ’em appearing though? Very likely.

Are you digging the Stark Tech suits or are you still hoping for the MCU (Marvel Cinematic Universe) suits to make an appearance? Share your thoughts in the comments below.

Source: Amazon (1, 2, 3, 4)

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Alex Co

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