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Star Wars Jedi Fallen Order Update 1.06 Released, Affects Combat and More

While Star Wars Jedi: Fallen Order players just got an update last week for the game that introduced Photo Mode and gameplay fixes into the action game, Star Wars Jedi Fallen Order update 1.06 has been released today, and it affects combat, traversal and more. It’s a small download and is out now! Check out the Jedi Fallen Order update 1.06 patch notes below.

Star Wars Jedi Fallen Order update 1.06 patch notes:

This patch focuses on a small number of fixes, including some for climbing and grabbing onto ledges, and the growing of plants within the Terrarium.

The patch also includes some tweaks to make Cal more responsive during combat. The tweaks will mostly be noticeable during stagger reactions, kicks, flybacks, staff parry and sprint attacks.

Release Notes

  • We’ve updated Cal so that he is more responsive during combat. This change includes tweaks to stagger reactions, kicks, flybacks, staff parry and sprint attacks.

  • Fixed an issue that would cause ledge grabs and climbing to sometimes behave incorrectly.

  • Fixed an audio issue that would sometimes cause sound effects to play in the incorrect order.

  • Multiple collision fixes across both Zeffo and Bogano.

  • BD-1 would sometimes not scan one of the Zeffo Villagers after a shutdown during saving. Everyone’s favourite droid is now scanning as expected.

  • Terrarium sometimes wasn’t a very nurturing environment, preventing seeds from growing. It should now give your plants the love and care that they deserve, encouraging them to grow properly.

  • General stability improvements

Given how Jedi Fallen Order isn’t even a multiplayer game, it’s commendable how much support Respawn Entertainment has given it so far in terms of gameplay and bug fixes. Let’s hope we get some new content for it next year.

Source: Reddit

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Alex Co

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Official DualShock 4 Back Button Attachment Release Set for Next Month, Gives You Paddles and It’s Cheap

If you’re one of the many gamers who prefer playing with console controllers that offer paddles or back buttons to let you jump, slide and do all sorts of stuff while keeping both thumbs on the analog sticks, then you’re in luck — if you’re a PS4 gamer. Today, Sony has announced the DualShock 4 back button attachment release date is set for January 23, 2020!

As its name implies this is an official Sony product, and is called the DualShock 4 back button attachment, and is cheap! Paddle-enabled controllers usually amount to at least $150 and more, right? For Sony’s PS4 controller back button attachment, it’ll cost just $29.99!

  • Responsive Back Buttons and High-fidelity OLED Screen: The two back buttons can map up to 16 different actions such as triangle, circle, R1 and R2 to name a few and provide amazing tactile feedback, so you can jump and slide without missing a beat. The attachment also features an integrated OLED display that provides real time information around button assignments.
  • Highly Configurable: A dedicated button allows you to remap back button inputs on the fly, so you are always prepared no matter what game you’re playing. Furthermore, you can save and choose up to three different profiles for use in various games and there is also a headset pass-through for connecting any 3.5mm wired headset to the controller.
  • Developed by PlayStation: The product is tested and approved for all of your favorite PlayStation 4 and PlayStation VR titles, and is built with the ergonomics of the DS4 in mind.

Needless to say, this would be perfect for shooters. I for one am super excited to try this out. Now, everyone can get paddles and extra back buttons for jumping and crouching, and it won’t cost them an arm and a leg.

Are you picking up one of these bad boys next year?

Source: PlayStation Blog

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Alex Co

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Modern Warfare Shipment & Vacant Classic Maps Out Tomorrow, Check Out This Trailer

With the launch of Season 1 for Call of Duty: Modern Warfare, we found out that not all the free content promised would be rolling out the same day, but rather, it’ll be spread out across the season. For those looking forward to the Modern Warfare Shipment map release date as well as the one for Vacant, it’s confirmed now that it’s due tomorrow, December 18!

This was announced by Infinity Ward themselves in a new video where we also see that alongside the two classic maps, we’ll get a new Gunfight map, a new game mode called Cranked, and even new Spec Ops missions!

Don’t forget, all the content coming tomorrow will be free for everyone who has the game. Now, let’s just hope that the reimagined maps aren’t full of doors or new windows like what we got with Crash, no?

Chances are, there’s a new game update set to drop for the new content, and once it’s out, we’ll let our readers know.

More Modern Warfare Reading:

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Alex Co

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New Destiny 2 Weekly Reset December 17, 2019

Today, Bungie once again took the Destiny 2 servers down for some maintenance, which meant that the game was unplayable for everyone in the world. Not only did a new Destiny 2 patch make its way out, but long-time fans can expect a new Destiny 2 Weekly Reset for December 17.

Here’s the new Destiny 2 Weekly Reset – December 17, 2019:

Nightfall: beep boop failed to fetch

Modifiers:

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.

FLASHPOINT: NESSUS

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


Weekly Crucible: Rumble

“It’s you against the world. Make them remember your name.” —Lord Shaxx

Fight for Valor by defeating opponents. No teams. No allegiance. A free-for-all where the leader had better watch their back.


Vanguard Burn: beep boop failed to fetch

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


Menagerie Boss: Arunak, Hive Ogre

  • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
  • Grenadier: Grenade abilities deal more damage and recharge much faster.
  • Famine: All ammunition drops are significantly reduced.
  • Solar Singe: Solar damage increases slightly from all sources.

Dreaming City Cycle: Weak Curse

  • Petra is at The Strand.
  • Weekly MissionBroken Courier – Respond to a distress call in the Strand.
  • Ascendant Challenge: Forfeit Shrine, Gardens of Esila
  • Blind Well: Scorn, Plagues: Sikariis & Varkuuriis

Escalation Protocol Boss: Bok Litur, Hunger of Xol

This boss drops:


Leviathan

Raid Order: Baths > Gauntlet > Dogs > Calus

Challenge: The Royal Pools Challenge

Prestige Raid Lairs

  • Prism
  • Armsmaster

Weekly Bounties

Werner 99-40 Weekly Bounties

Name Description Cost Requirement Reward
Benevolence Collect Orbs of Light. 1000 Glimmer 150 Orbs collected Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Trial by Combat Complete Crucible daily bounties. 1000 Glimmer 10 Daily bounties completed Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
The Emperor’s Embrace Defeat enemies with precision final blows. 1000 Glimmer 150 Precision final blows Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials
Revered Treasures Decrypt Prime Engrams. 1000 Glimmer 3 Engrams decrypted Legendary Gear & Legendary Rune & 1 Puny Purse of Imperials

Spiders Wanted Bounties

Name Description Cost Requirement Reward
WANTED: Metal Captain Hunt down a Prison of Elders escapee hiding out in the Drain in the EDZ. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Shayotet Partisan Hunt down a Prison of Elders escapee hiding out in the Conflux on Nessus. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Sunless Captain Hunt down a Prison of Elders escapee in Terminus East in the EDZ. 1 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Mazan, Lost Captain Begin your hunt in Widow’s Walk in the EDZ. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Thaan’Hul Begin your hunt at DS Quarters-2 on Titan. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Golmuut Begin your hunt at Cargo Bay 3 on Titan. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Ruined Mind Begin your hunt in the Aphix Conduit on Io. 2 Ghost Fragments 1 Escapee eliminated XP & 3000 Glimmer
WANTED: Pandrok, Pillar of Nothing Begin your hunt in the Sanctum of Bones on Io. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Devourer Darg Begin your hunt in Skydock IV in the EDZ. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Keresh, Champion of Xol Begin your hunt in the Core Terminus on Mars. 3 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Ghaul Devotee Begin your hunt in the Lost Oasis on Io. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Irxis Partisan Begin your hunt in the Gulch in the EDZ. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Arcane Mind Begin your hunt in the Cistern on Nessus. 4 Ghost Fragments 1 Escapee eliminated XP & 7500 Glimmer & 1 Enhancement Core
WANTED: Arcadian Chord Hunt down the wanted Arcadian Chord that escaped from the Prison of Elders. 5 Ghost Fragments 1 Escapee eliminated XP & 15000 Glimmer & 1 Enhancement Core
  • Nessus Flashpoint
  • Arc Singe for Vanguard, Menagerie, and Reckoning
  • To The Top Challenge for Garden of Salvation
  • Shuro Chi challenge for Last Wish
  • Insurrection Prime Phase 1 challenge for Scourge
  • Total Victory for Crown of Sorrow challenge
  • Baths for Leviathan Challenge
  • Prism modifier for Prestige raids
  • Arunak boss for Menagerie
  • Oryx boss for Reckoning
  • All EP weapons from Bok Litur
  • Fanatic, Crota, and Phogoth Nightmare Hunts
  • Low Curse Week
  • Forfeit Shrine in Gardens of Esilia Ascendant Challenge

We know this isn’t the format MP1st readers are used to. Once we get the final new Destiny 2 Weekly Reset list, we’ll update the post. While this doesn’t contain as much info as before, the pertinent activites are listed.

If you see any wrong info mentioned above, let us know down in the comments what they are. Again, don’t forget, we’ll update this once we get the proper table.

Source: Reddit

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Destiny 2 Update 1.45 Released, Here’s the Changelog for 2.7.0.1

With today’s maintenance for Destiny 2, Bungie didn’t just sort out the servers, but the studio also released a new Destiny 2 patch today and it’s live on all platforms! Destiny 2 update 1.45 or the Destiny 2 2.7.0.1 update according ot Bungie, includes fixes for combat, and more. Check out the Destiny 2 update 1.45 patch notes below/

Destiny 2 update 1.45 patch notes:

Combat Systems

  • Fixed an issue where Dynamo mods were granting more Super energy than expected
  • Fixed an issue where swapping between Hand Cannons with Explosive Rounds could result in higher damage than intended
  • The fixed-roll of Pyroclastic Flow no longer has Tap the Trigger as a perk
  • Fixed an issue where Symmetry’s arc seekers would unintentionally stagger Unstoppable Champions
    • Note: this perk is meant for an Exotic weapon that is coming out later in the Season
  • Fixed an issue where finishers could yeet bosses off the map and cause other shenanigans

Activities

  • Fixed an issue where attempting to launch Forsaken Baron adventures would cause a Honeydew error

Rewards

  • Resonant Stems, Escalation Protocol chests, and other impacted rewards will now be granted properly
  • Fixed and issue where some Sundial rewards could be infused without dismantling the item

Eververse

  • Fixed an issue where the Sunbreaker Titan armor ornament bundle could still be purchased at full price even if some items where owned

    PC

  • PC video settings now save correctly and do not get reset when launching the game

Stay tuned for the Destiny 2 Weekly Reset post hitting the site very, veyr soon.

Source: Bungie

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Fallout 76 Update 1.32 Is Now Live on Consoles, Here’s What It Does

While we just got the big Fallout 76 Update 16 last week, that brought in new content and more, Bethesda Game Studios has released a new Fallout 76 patch today, and it’s live now! Fallout 76 update 1.32 clocks in at just 500MB on PS4, and 384MB on Xbox One.

Given the size of this patch, don’t expect any new content to be included. But thankfully, we know what it’s for.

Fallout 76 update 1.32 changes:

We are planning to roll out a small update for console versions of the game at 10:00 a.m. ET tomorrow, December 17, that brings a follow-up improvement for the bug fix reversion we made on Friday, December 13. While the change we made on Friday resolved the main symptoms of the armor/reload issue, this adjustment will address the issue more completely. This was already done for PC during Friday’s maintenance and now that we’ve determined it was successful, we are going to update consoles to match PC.

For those wondering, the reversion is for something done last week, which was Bethesda “reverted a fix from Update 16 that was intended to address an issue with the “+250 Damage Resistance While Reloading” legendary weapon effect, because it introduced a new issue that resulted in armor effects becoming disabled after reloading.”

Hopefully, this puts a squash to the big completely. If yout notice any new bugs or changes not mentioned above, let us know in the comments below.

Source: Bethesda forums (1 & 2)

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Rainbow Six Siege Update 1.77 Shoots Out, Here Are the Y4S4.1 Changes

Released last week on PC, the Rainbow Six Siege Y4S4.1 update is now out on consoles! Console players will see this as Rainbow Six Siege update 1.77! Check out the full Rainbow Six Siege update 1.77 patch notes below.

Rainbow Six Siege update 1.77 patch notes:

THEME PARK DISCOVERY PLAYLIST REMOVAL

The Themepark Discovery Playlist will be removed from the main menu, but the Theme Park map itself will still be available for play.

BUG FIXES

GAMEPLAY

  • FIXED – [RFF] If the hostage is moved and killed by a Volcan shield, but the attacker leaves before their gadget destroys the shield, the defending team receives a loss and Goyo gets the TK penalty. (It should be the attacker who destroyed the shield receiving the penalty).
  • FIXED – [RFF] Hostage death is attributed to Defenders if the Hostage goes into DBNO from a GU Mine while being escorted by an Attacker (Attackers should receive the loss if they fail to revive the hostage before they bleed out).
  • FIXED – [RFF] If an attacker with a damaging gadget moves the hostage and quits before Wamai’s Mag-Net detonates the gadget, the defending team loses the round and Wamai receives the TK penalty.
  • FIXED – [RFF] Additionally, if hostage is moved, damaging them with any fire gadget (Capitao Firebolt or Goyo Volcan) and quitting the client before the fire begins to propagate will cause the round to end in a draw.
  • FIXED – Various cosmetic charm, uniform, headgear fixes.
  • FIXED – Claymores do not trigger when players approach with a deployable shield in their hands.
  • FIXED – Destruction sometimes not properly replicated after a JIP.
  • FIXED – Melee SFX can be muffled when prone.
  • FIXED – Players can place breaching charges or Ying Candelas on the wooden side of a wood-reinforced wall.
  • FIXED – Some deployable gadgets such as ADS, Evil Eye, and Bulletproof cams lose functionality when deployed in certain spots on window frames with the barricade removed.

OPERATORS

GOYO

  • FIXED – Goyo doesn’t receive any points for Volcan Detonation if he is dead when it detonates (previously a sad boi).

HIBANA

  • FIXED – The fuzing SFX for Hibana’s X-Kairos is not properly propagating through destructible walls or hatches.

JACKAL

  • FIXED – If Jackal kills an operator while his Eyenox is active, the circle tracking VFX and footprints will appear during the killcam replay.
  • FIXED – If Jackal kills a player with his Eyenox active and starts scanning another footprint in real-time, the scanning progress bar will appear in the replay as well.
  • FIXED – Older footprints are not visible for Jackal if he disconnects and reconnects in a round.
  • FIXED – Footsteps are desynced between Jackal and players in support mode after killcam plays.
  • FIXED – In the killcam replay, footsteps don’t disappear after the Jackal completes the scan in (in the replay).
  • FIXED – The Scanning progress animation and highlight effect for Jackal’s Eyenox is not present in replays.
  • FIXED – The age of footsteps does not remain fixed at the start of the scan.

KALI

  • FIXED – Kali’s Lv-EI destruction decal remains even after the gadget is deployed and destroyed.
  • FIXED – Depth of Field mask disappears during zoom transitions when in ADS with Kali.

LION

  • FIXED – the number of pings does not match the intended number of pings displayed in the debuff counter (counter = # of times pinged -1).

MUTE

  • FIXED – Drones remain jammed if they encounter a Mute gadget and disconnect, even if the Mute jammer is removed.
  • FIXED – The jamming VFX is not present if a player reconnects to a jammed drone.
  • FIXED – Mute jammer can be picked up while prone.

WARDEN

  • FIXED – Warden missing smart vision blue tint overlay on Theme Park when gadget is activated.

WAMAI

  • FIXED – If Wamai’s Mag-Net catches a projectile and falls, the projectile trajectory continues to follow the same path towards the Mag-Nets previous position before it fell.

VALKYRIE

  • FIXED – Valkyrie Black Eye can be rotated at 180 degrees if it hits an operator first.

LEVEL DESIGN

  • FIXED – Various LOS issues on maps.
  • FIXED – Various LOD issues on maps.
  • FIXED – Dynamic Clipping issues across maps.
  • FIXED – Missing rappel prompts.
  • FIXED – Various texture issues on maps.
  • FIXED – Various cosmetic asset updates and clipping issues.
  • FIXED – Various map assets and prop destruction and collision issues.
  • FIXED – Drone clipping/collision issues on maps.

COASTLINE

  • FIXED – Defender drones lose reception in the stairs shelves at 1F North Stairs of Coastline.

CONSULATE

  • FIXED – Gap on floor of Consulate in 2F Meeting Room.

FAVELA

  • FIXED – Pixel peek on EXT Roof of Favela.

OREGON

  • FIXED – Crouch/Standing collision issues with map assets on Oregon.
  • FIXED – Inconsistent vault prompts on Oregon.

PLANE

  • FIXED – Red overlay in front of Barricaded door in 1F Cargo Front Entrance of Plane during prep phase.

SKYSCRAPER

  • FIXED – Players can get stuck on the wall when rappelling in EXT Ventilation Units on Skyscraper.

THEMEPARK

  • FIXED – Various exploitable angles and spawnpeeks on Themepark.
  • FIXED – Players can vault into the Arcade Machine on Theme Park.
  • FIXED – Deployable gadgets can be deployed inside blue carpets on Theme Park.
  • FIXED – Walkie talkies on Theme Park continue playing SFX even after they are destroyed.

TOWER

  • FIXED – Players can drop the defuser inside a grate at EXT South Roof on Tower and are unable to retrieve it.
  • FIXED – Power outlets in 2F Trophy Room in Tower can cause rubberbanding when destroyed
  • FIXED – Players are able to navigate to areas they should not be able to enter on Oregon.

USER EXPERIENCE

  • FIXED – Various HUD menu and shop improvements and fixes.
  • FIXED – Various minor animation/modeling issues on Operators.
  • FIXED – Various cosmetic item visual fixes.
  • FIXED – Drone shaking from jumping on one drone carries over to another if both are deployed at the same time.
  • FIXED – Timer for TK offenses are out of sync between the HUD and floating banner.
  • FIXED – Interact prompt key appears empty when the primary prompt key is unassigned (PC).
  • FIXED – Missing SFX when throwing any throwable gadget while prone.
  • FIXED – Players can ADS and shoot during MVP screen if the match ends while they are on a drone.
  • FIXED – Mouse wheel sometimes loses functionality when scrolling through the Charm menu.
  • FIXED – SFX for various deployable gadgets can continue to play even after the deployment is canceled.
  • FIXED – [PvE] Pre-reinforcements on the 1F hatches are missing in Situation 7 on Oregon.
This is likely the last patch for the game we’ll get for 2019. Once we know more for Y5S1 (Year 5 Season 1), we’ll be sure to let our readers know.
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World War Z Update 1.12 Released, Brings Horde Mode Update Content

Announced last month, the big World War Z Horde Mode update is now live (dead?) on all platforms! Players will see this as World War Z update 1.12, and the main thing added here is the horde mode, though there are changes for gamplay too. Clocking in at 16GB on PS4, 15.44GB on Xbox One, and a manageable 5.3GB on PC, check out the World War Z update 1.12 patch notes below.

World War Z update 1.12 patch notes:

Patch Notes

New Features

  • Added a new game mode: Horde Mode

  • Added new Bomber special zombie that will spawn in all modes and levels

  • Added Special Operations Forces skin pack (included for Season Pass owners)

  • Activating certain mutators in private lobby will result in reduced currency and XP rewards

AI

  • Fixed Screamer not moving to attack player in some cases

  • Bots will not attempt to finish off Spitter in melee if he is very far away from them

Perks

  • Fixed issue with Hellraiser’s Technician perk not increasing the maximum number of targets.

  • Fixed issue with prestige perks reducing max ammo instead of increasing it.

UI

  • Minor UI and localization fixes

Stability

  • Fixed several gameplay crashes

Levels

  • Fixed some gameplay bugs that were causing inability to progress in levels

General fixes

  • Fixed issue with all ammo affecting mutators, that would result in giving players wrong amount of ammo

  • Fixed issue with flamethrower continuing to fire even if player swapped to a different weapon

  • Fixed another issue with prestige levels not saving correctly in some cases

  • Reduced volume of Sniper Rifle firing sound

  • Adjusted hit marker sound, now it is more subtle and will be affected by SFX slider in audio settings

Those looking forward to crossplay support, Saber has decided to push PvE (Player vs Enemy) crossplay and the new cosmetics to early 2020. This will be the final Season 2 update, and will once again be free.

In the video embedded above, Saber teases that more details regarding Season 3 will be revealed soon. Once we know more about that, we’ll be sure to let our readers know.

Source: Reddit

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Star Wars Battlefront 2 Update 1.44 Flies Out, Brings The Rise of Skywalker Content & More

As announced previously by DICE, the Star Wars Battlefront 2 The Rise of the Skywalker content is now live in the game via a patch! Players on all platforms should see Star Wars inBattlefront 2 update 1.44 which introduces new Reinforcements, character skins, and lots more! Check out the full Star Wars Battlefront 2 update 1.44 patch notes below, as well as a detailed look at each new change and content.

Star Wars Battlefront 2 update 1.44 patch notes (Battlefront 2 The Rise of Skywalker update):

FEATURES

  • Four new Reinforcements are now available. The Ovissian Gunner and the Caphex Spy fight for the Resistance, while the Sith Trooper and the First Order Jet Trooper join the dark side.

  • New appearances for Rey, Finn, and Kylo Ren are now available to unlock through either Credits or Crystals.

  • Co-op now available on new Planets (Takodana, Jakku, Starkiller Base).

  • A new playable map will become available on Co-Op and Heroes Vs. Villains from December 20th, 2019.

QUALITY OF LIFE

  • Added a system on Co-Op and Capital Supremacy that allows squad mates to signal in UI which capture point they are intending to go to.

  • Added faction and era selection to Co-op, including the option for matchmaking into any game.

  • The player Health Bar has been updated to showcase when a player’s health is being blocked from healing or health regeneration.

  • Polished the timings of the Damage Reduction Messaging animations when evading.

  • Weapon crosshairs are now dimmed when the player cannot fire (such as when deploying a weapon).

HERO CHANGES
The following abilities now show the amount of players targeted:

  • Luke Skywalker’s Push and Repulse

  • Emperor Palpatine’s Dark Aura and Electrocute

  • Anakin Skywalker’s Heroic Impact and Pull Dominance

  • Chewbacca’s Charge Slam

  • Count Dooku’s Lightning Stun

  • Kylo Ren’s Pull and Freeze

  • Darth Maul’s Choke Throw

  • Obi-Wan’s Restrictive Mind Trick

  • Rey’s Mind Trick

  • Yoda’s Unleash

BLASTER HEROES

  • Fixed an issue which caused Blaster heroes to walk faster than intended in the crouch position.

BOBA FETT

  • Improvements to Boba Fett’s jetpack including:

  • Continued momentum when out of fuel

  • Fuel bars are shown near the crosshair

  • Boba can no longer crouch while in the air which avoids accidentally landing directly into a crouch

  • Fuel now regenerates while jumping

  • Boba can now fly by holding Jump as well as by holding the Zoom input.

DARTH VADER

  • Darth Vader can now use his Choke ability even if there’s no target.

OBI-WAN KENOBI

  • Obi-Wan no longer prevents dodges with his Restrictive Mind Trick ability.

ANAKIN SKYWALKER

  • Fixed an issue which caused Anakin’s footsteps to be missing sound effect.

BOSSK
Fire Input Tweaks

  • Tweaked the fire input block durations while activating his abilities. Bossk will now have a short fire input block while throwing Dioxis Grenade and while deploying Proximity Mines. This is to ensure he cannot fire while deploying these, similar to how other characters behave while deploying and throwing gadgets.

  • The duration of the fire block while activating Predator Instincts has been increased to match the animation. He can no longer fire the first shot before he holds his rifle in both hands again.

GAME MODE AND MAP CHANGES

CAPITAL SUPREMACY

  • Fixed an issue that prevented players on the Separatists side spawning on point E, when point C had not been captured.

GALACTIC ASSAULT

  • Fixed an issue where the objective messaging overlapped with in world marker animation in Galactic Assault.

CO-OP

  • Fixed an audio issue in Co-op in which the music would not restart when turned off and on again.

ARCADE

  • Fixed an issue in which characters arms could collide with the environment when changing weapons near a wall.

KAMINO – CO-OP

  • Fixed an issue where one of the objective letters would be misplaced on the radar.

YAVIN 4

  • Fixed some issues with lighting and textures on foliage on Yavin 4.

  • Fixed an issue with the map on Yavin 4 that allowed players to get stuck in a corner while playing Heroes vs Villains.

CHANGES TO CLASSES AND SPECIAL UNITS

  • Fixed an issue that would cause the weapon held by a Trooper to be misaligned with the position of the Trooper’s hands, when dying and respawning in first-person mode.

SPECIALIST

  • Polished the area of effect for the Specialist’s Shock Grenade and made it more visible.

DROIDEKA

  • Fixed an issue where there were irregularities in the destroyed model of the Droideka Training Skin.

CLONE TROOPERS

  • We fixed a visual issue where certain Clone Trooper appearances could be seen glowing brightly under certain lighting conditions.

ARC TROOPER

  • Fixed an issue where the ARC Trooper’s left pistol was floating after the ARC Trooper was hit by an explosion.

  • Fixed an issue with missing audio during the animation of the ARC Trooper in the Spawn Screen.

VEHICLE CHANGES

  • Fixed an issue that caused the AT-AT’s Orbital Strike ability UI to not appear for the affected player.

  • Fixed an issue where two AT-ATs could not deploy the Orbital Strike ability at the same time.

GENERAL CHANGES/MISC

  • Fixed an issue where the sound effects would not always match the animations seen in the Appearances screen.

  • Fixed an issue where raindrops would appear on the camera while flying in first person perspective.

KNOWN ISSUES

  • When selecting a specific faction in Co-Op, the Searching prompt shows up on all tiles.

  • AI players can be noticed in the background during Co-Op outros.

Star Wars Battlefront 2 The Rise of Skywalker update detailed look:

New Planet (won’t be out until Dec. 20):

While we don’t want to spoil anything and name this planet, you might have caught glimpses of this new location in some of the trailers for Star Wars: The Rise of Skywalker, and it’s a planet we’re incredibly excited to be bringing to Star Wars Battlefront II. Bringing a brand new planet to the game is always a great feeling, but the addition of one that gets its debut within Star Wars: The Rise of Skywalker is even better.

You’ll have plenty of cover in the form of thick vegetation, while caves offer the opportunity for some great close combat gameplay.

This jungle planet will arrive in Co-Op and Heroes Vs Villains in this update and will join, alongside other New Trilogy planets, both Instant Action and Capital Supremacy in January 2020. While the update will arrive tomorrow (Dec 17), our new planet won’t join our map rotations until a few days later on Dec 20.

New Reinforcements:

Sith Trooper 

This merciless trooper excels in speed and advanced weaponry to hunt down and destroy anyone that stands in their way. Activating the Combat Rush ability will boost the sprint speed of the Sith Trooper. Defeat enemies while it’s enabled to trigger health regeneration and extend the time of Combat Rush.

Seeker Tactics will allow the Sith Trooper to scan the nearby area to reveal the 4 closest enemies, defeating enemies will reveal more.

The third ability in the Sith Trooper’s arsenal is the Oppression Grenade. This is a grenade that damages any nearby enemies, as well as blocking their ability to recover health for a short period of time.

Ovissian Gunner

Compassionate and strong willed, the Ovissian Gunner uses the might of both her strength and her modified rotary cannon to combat enemies threatening her Resistance allies.

A fearsome sight in combat, and even more so when she activates her Charge ability, as she charges forth and slams into her enemies to knock them down. When she’s not on the offensive she has the ability to activate Defensive Stance, which instantly cools her Modified Z-6B Rotary Cannon and any damage dealt replenishes health for both herself and any nearby allies.

For her third ability she switches her Modified Z-6B Rotary Cannon into Anti-Armor Mode, gaining increased efficiency against both shields and vehicles.

First Order Jet Trooper

This agile airborne trooper comes equipped with custom armor and an integrated jet pack for swift traversal. Their fast movement and aerial capabilities, combined with their G125 Projectile Launcher make them an ideal choice for carrying out surprise attacks against Resistance forces.

Their Jetpack ability enables flight while spending fuel, while the advanced nature of it allows for hover mode, which can be activated by aiming down the sights of their weapon while in the air. Activating Tri-barrel launcher will reconfigure the blaster to fire from the tri-barreled projectile launcher at the expense of increased heat buildup. Making it a daunting weapon to come across but timing is everything.

Their third and final ability is Jet Tackle, which sees the First Order Jet Trooper charge forth along the ground and slam into opponents, knocking them off their feet.

Caphex Spy

The Caphex Spy operates fearlessly behind enemy lines. Armed with his modified GLIE-44, he specializes in hand-to-hand combat and a cunning use of gadgetry.

Close proximity to an enemy will prove to be the opportune time to activate the Truncheon Attack ability. Doing so will hit the enemy with a series of blunt force melee strikes with his truncheon. These strikes can also be chained into a powerful third strike which will knock the enemy to the ground.

Scanner Beacon will allow the Caphex Spy to deploy a decoy that relays enemy locations and disrupts their scanner to display a false enemy. If deployed outdoors, it can be used to call in a remote bombardment.

While a specialist in hand to hand combat, the Rapid Fire ability gives the Caphex Spy the option to overload his blaster to rapidly fire it with maximum damage output.

Co-op New Trilogy:

We’ve been really pleased with how Co-Op has gone since its addition in September and reading your feedback it’s been clear that you want more of it, or more specifically, more eras. So we’re doing just that.

Coming this month Co-Op will be added to the New Trilogy, starting with Jakku, Takodana, Starkiller Base and our New Planet. These four planets will join the existing planetary rotation and we’ll be making sure to prioritise New Trilogy maps, allowing you to play on them more frequently.

Play Now and DICE’s explanation of the changes:

With this update we’ll be updating some of our menus to give you more control over which faction you want to play as. To begin with, this will focus around Co-Op. Heading into the Co-Op menu you’ll now have the ability to select from:

  • Play Any

  • Galactic Republic

  • Separatist Alliance

  • Resistance

  • First Order

We’ll be updating more game modes with a similar menu structure in the coming months, including Capital Supremacy.

MARK OBJECTIVES
We’re introducing a new feature that will allow you to mark objectives. This will allow anyone who is playing as a Trooper, Reinforcement or Hero to press an assigned button when aiming at an in-world objective, in both Co-Op and Capital Supremacy.

We all know the troubles we face with getting your squad to play the objective, and while we cannot guarantee the new mark objective feature will fix that, it will at least help you coordinate with your squad a bit more.

Once an objective has been marked, this will signal to your squad that it should be a focus of their attention. Should more than one person mark the same objective, a number will be displayed to indicate how many marks it has.

  • An objective that is not marked is displayed with a gray hexagon with no outline.

  • An objective that is friendly owned and marked by yourself will be displayed by a blue hexagon with a yellow outline. A number in a small call out will be displayed indicating how many of your squad have marked the objective.

  • An objective that is enemy owned and marked will be displayed by a red hexagon with a yellow outline. A number in a small yellow call out will be displayed indicating how many of your squad have marked the objective.

  • An objective which is friendly owned but about to be lost to an enemy is displayed by a blinking hexagon. The number of contesting friendly players is indicated in a blue circle to the bottom right hand corner of the hexagon.

  • The objective which has been marked by a squad member will be displayed next to their name in the squadlist.

MESSAGING UPDATES
Healing Blocked Messaging

When affected by the Sith Trooper´s Oppression Grenade, you are blocked from healing in any way for a period of time. During this time, your health bar will get a diagonal striped treatment to signal that it is in this blocked state.

Dimming of Weapons Crosshairs

  • We went through most weapons and made sure that their crosshairs are properly dimmed while you deploy them, or they are otherwise blocked from firing.

  • Typical cases include: Going from Wheel to Destroyer Form with Droideka, going from Barrage back to primary on the Heavy, going from Stinger Pistol back to primary on the Specialist, going into Predator Instincts with Bossk, going into Leia ́s Rapid Fire Ability, deploying Mines with Bossk, etc.

  • This should hopefully make it easier to understand what your current weapon status is.

Animation Tweak of Damage Reduction icon

The Damage Reduction icon animation now plays faster when evading (since evades have such a short duration).

BOBA FETT TWEAKS
With the release of the new First Order Jet Trooper, we are tweaking Boba Fett to closer resemble some of the new mechanics introduced:

Continued momentum when out of fuel

  • Boba Fett used to fall straight down even if he had forward momentum when running out of fuel.

  • He now continues the arc through the air, like the First Order Jet Trooper.

Show jetpack fuel bars near crosshair

  • This makes it easy to always see this critical piece of information.

  • As a side effect, we moved the position of the camera a bit further out to the side to not overlap Boba with the fuel bar UI (this is the same camera placement that we use for the First Order Jet Trooper).

Able to fly when pressing the jump button

  • Boba Fett (like the First Order Jet Trooper) can now also fly by holding the jump button

  • Tapping jump will still perform a normal jump.

Blocked accidentally landing straight into crouch

  • It was easy to accidentally hold crouch for too long when performing air dodges.

  • This would lead to landing directly into crouch, which could be confusing.

  • This has now been blocked, so it should not happen accidentally anymore (you can still crouch as normal while on the ground).

Can now regen fuel while doing normal jumps

  • This was previously blocked unintentionally.

Various visual and audio tweaks

  • When idle, jetpack shows a small flame.

  • When landing, jetpack plays a burst of flame to show that it is braking your landing.

  • When falling through the air, the sound of dangerously falling is replaced by an engine idle sound from the jetpack (to signal that you will not take any fall damage).

BOSSK TWEAKS
Fire Input Tweaks

  • Tweaked the fire input block durations while activating Bossk´s abilities.

  • He will now have a short fire input block while throwing Dioxis Grenade and while deploying Proximity Mines. This is to ensure he cannot fire while deploying these, similar to how other characters behave while deploying and throwing gadgets.

  • The duration of the fire block while activating Predator Instincts has been increased to match the animation. He can no longer fire the first shot before he holds his rifle in both hands again.

SQUAD SPAWN TWEAKS
We’re tweaking how Squad Spawning works in Blast, Strike and Extraction. Our goal here is to help increase how quickly you can get back into the action with your squad and to reduce the amount of time you have to spend running from the default spawn location.

  • Reduced minimum distance from enemy with line of sight from 25 to 13 metres

  • Reduced minimum distance from enemy without line of sight from 10 to 8 metres

  • Increased minimum distance from grenade from 8 to 9 metres

  • Reduced minimum out of combat time from 4 to 2 seconds

As you can see, this is a big update to the game, and I have to commend DICE on such an effort. Let’s hope the new content is as good as it looks.

Source: Reddit

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Street Fighter 5 Seth Gameplay Featured as Part of Champion Edition

Early next year in February 14, 2020, Street Fighter 5 will get a “Champion Edition,” which will include all the released characters, stages, and costumes available so far for only $29.99. Those who own the base game already will be able to upgrade for $24.99, which they can do now. One of the new fighters entering the game is Seth, and you can watch some Street Fighter 5 Seth gameplay right now.

Seth is character #40 in Street Fighter 5, and will be available on February 14, 2020. Read up below on Seth’s V-Skills, V-Triggers, and Critial Art.

V-Skill 1 – Tanden Engine

In Street Fighter IV, Seth had already collected data on many strong attacks. In Street Fighter V, Seth’s ability to steal opponent’s moves is taken to a whole new level with V-Skill 1, Tanden Engine. By successfully punishing or catching the opponent off-guard with Tanden Engine’s vacuum-like effect, Seth can steal a special move. From Balrog, it’s Turn Punch. From Chun-Li, it’s Lightning Legs. From Sagat, it’s Tiger Knee. And from who Seth hates the most, it’s Double Knee Press. Each of these stolen moves gives Seth access to something uniquely different, but perhaps due to corrupted memory, Seth can only use it once before needing to steal it again.

V-Skill 2 – Tanden Booster

Rather than stealing, Tanden Booster is all about adding momentum to Seth’s pre-installed specials moves. Tapping this V-Skill 2 will make Seth dash forward from a full screen away. Tapping it again will cancel the dash before it finishes. Inputting one of Seth’s special attacks during the dash will have a variety of effects. The Hecatoncheires rapid punches becomes Hecatoncheires Glide, a move that’s safe on block but leaves the opponent standing and in idle mix-up range on hit. The Cruel Disaster pirouette kick becomes Spin Pendulum, a move that causes a knockdown and can be used for oki. The other advantage of Tanden Booster is that you can combo into it from Seth’s target combo and standing heavy punch.

V-Trigger 1 – Tanden Ignition

In Champion Edition, the glory of the Tanden Engine is unleashed with Tanden Ignition. This three bar V-Trigger unlocks teleporting follow-ups for all four of Seth’s special moves. The Hecatoncheires leads into the Titanomachy gut punch. The Mad Cradle dragon punch transitions into the Mad Spin descending drill. The Cruel Disaster morphs into the Cyclone Disaster crescent kick – leaving the window open for a combo extension. And the Annihilate Sword dive kick shifts seamlessly into the Hell’s Gate upturned palm thrust. But that’s not all. Tanden Ignition is also compatible with many stolen moves. Ken’s Dragon Punch into Mad Spin for 14 hits? Sure you can!

V-Trigger 2 – Tanden Maneuver

Tanden Maneuver turns Seth into a pinball wizard. Upon activation, Seth will summon a large sphere of energy. You can move the sphere in different directions up to four times before the sphere dissipates. The sphere can strike the opponent while moving – with the potential of putting them into a juggle state – or it can be left in place to act as a stationary projectile. Seth can also detonate the sphere early with Tanden Explode. If the opponent is caught by this, they’ll be sent skyward. But if they choose to block, Seth will be left at significant (as high as plus nine) frame advantage. Suffice to say, this two-bar V-Trigger 2 is the more technical of the two and has a lot of set-up potential for players to discover.

Critical Art – Tanden Destruction/Tanden Extreme

Rather than drawing the opponent into the Tanden Engine as in Street Fighter IV, Seth draws them into a large sphere of energy as the Tanden Engine goes into overdrive. In the final moments of Tanden Destruction, the opponent is propelled into the arena wall with significant force. However, if Seth has V-Trigger 1 active, Tanden Destruction becomes Tanden Extreme. This overclocked Critical Art lets us witness the true power of the Tanden Engine as Seth summons a doppelganger to intensify the destructive forces at play. The end result is more damage and a face crushing connection with the fourth wall.

Aside from Seth, another Street Fighter boss has been added and it’s Gill! Check that out along with the balance fixes rolled out earlier today as part of the December update.

Source: Capcom

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Anthem Update 1.61 Released Today

While Anthem freelancers just got a significant update for the game last week which brought in the Icetide season, BioWare has released Anthem update 1.61 today, and given there’s no new announcements, this one isn’t for content but for fixes. Called Anthem update 1.6.1 by BioWare, console gamers will see this as Anthem update 1.61.

Anthem update 1.61 patch notes:

  • Fixed a couple of instances in the Icetide Freeplay events that could cause crashes for some players.

Yep, that’s it. According to BioWare, there will be server downtime, though if you are in a current session, you will need to exit the game, download the patch and then start the game again,

Speaking of Icetide, we posted some of the Icetide armor sets that players can obtain! Check ’em out here.

How are you liking Icetide? Could this be the start of the big Anthem overhaul that was rumored back in November? Let’s hope BioWare continues supporting the game, as there’s a huge chance an influx of new players has happened the Black Friday sale, and there’s Christmas coming too.

Once we know more news regarding Anthem and even Icetide secrets, we’ll be sure to let people know. If you know of any, don’t hesitate to email us.

Speaking of Updates and news: casinosecret.com is a new online casino with well-known casino games and exciting bonus offers that should appeal to every gambling fan. For those of you who enjoy competing with others and think they have an Gambling-Edge, there are also 24/7 casino tournaments.

Source: Reddit

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Alex Co

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Star Wars Battlefront 2: The Rise of Skywalker Trailer Reminds Us What’s Coming

In case you didnt know, a little movie by the name of Star Wars: The Rise of the Skywalker is hitting cinemas soon. With that in mind, DICE and EA are capitalizing on this with the Star Wars Battlefront 2: The Rise of Skywalker content hitting the game tomorrow! To help drum up hype, DICE has released the Star Wars Battlefront 2 The Rise of Skywalker trailer!

As you can see, it brings in the three trilogy of films to a close, which is all kinds of crazy and nostalgic if you think about it. Sure, there’s no actual gameplay shown, but we know that The Rise of Skywalker content for Battlefront 2 will bring in new Reinforcements and more.

Once the patch is out, we’ll be sure to relay the patch notes.

For other Star Wars Battlefront 2 news, check out a quick preview of what’s coming to the game in 202, right here.

If you’re looking for another Star Wars fix, you should also check out Star Wars Jedi: Fallen Order.

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Alex Co

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No Man’s Sky Update 2.24 Introduces ByteBeat Device, Full Notes Here

Hello Games has a treat for No Man’s Sky players today, as the studio has released No Man’s Sky update 2.24, which adds what the studio calls the “ByteBeat Device.” Check that and the rest of the new changes made today in the No Man’s Sky update 2.24 patch notes below.

No Man’s Sky update 2.24 patch notes:

Once placed in your base and powered, the ByteBeat will immediately begin to produce sound. ByteBeat formulas are made out of simple waveforms that are manipulated through maths – but by default, the device handles all of the mathematical heavy lifting, procedurally generating random presets for you to play with. Dedicated audiophiles have the option to explore deeper, manually sketching out note sequences, rhythms, and even manipulating the raw sounds.

2.24 Patch Notes

  • Added a new base prop, the ByteBeat Device. ByteBeat allows players to generate and compose their own procedural music. Switches and cabling have been added to allow this music to control other base features.

 

  • To prevent accidental selling, the Galactic Trade Terminal in the Space Station now defaults to buying, rather than selling.
  • The ability to edit terrain in a multiplayer game is now its own permission setting, alongside the permission to edit a base.
  • Restored the ‘Friends Only’ multiplayer permission setting, distinct from people in your group but not in your friends list.
  • Fixed an issue where freighters bought before the Synthesis Update would be limited to 4 tech slots.
  • Fixed a hang that could occur when comparing freighters.
  • Fixed an issue where upgraded starships always rolled the worst possible stat ranges for their class. The chosen stat is now based on the unique seed for that ship.
  • The upper bounds for some starship stats has been increased on haulers, fighters and exploration starships, so that exotic ships are no longer guaranteed to the best at each specialisation.
  • Added the ability to see a starships’ stats through the Analysis Visor, including the difference between ‘core’ and ‘upgraded’ stats.
  • Fixed an issue that caused the displayed shield strength stat of a starship to be incorrect.
  • Fixed an issue that added one shell to the Position Ejector’s clip size when adding reload speed upgrades.
  • Fixed an issue with GTAO that caused many planets to appear slightly too dark.
  • Added a new ‘Ultra’ setting for GTAO on PC.

 

  • Plants placed in a base now get slightly bigger as they grow.
  • Interactive objects that have been used are now hidden on the compass and in the Analysis Visor.
  • Fixed an issue that could prevent players from using their secondary weapon if they only have one secondary weapon installed.
  • Fixed an issue that allowed players to equip weapons in a number of circumstances where weapons are not allowed.
  • Made a number of fixes to Nexus missions, including: reducing message spam during pirate-hunting missions; preventing missions from marking depots that have previously been destroyed; and preventing base-building missions from selecting planets with extreme Sentinels.
  • Added a multiplayer message when collecting mission-critical objects.
  • Vortex Cubes and Submerged Relics are no longer destroyed by the Terrain Manipulator.
  • Fixed an issue with the Exocraft camera that made it difficult to aim weapons.
  • Fixed an issue that caused newly installed Exocraft weapons to be unavailable until cycling weapons.

 

  • Unavailable options in the build menu are now greyed out rather than removed.
  • Fixed an issue that prevented players from deleting base parts while a wire is being placed.
  • Fixed a number of animation issues with the solar panel.
  • Improved the icon for the Teleport Cable.
  • Fixed an incorrect icon in a mission from the Abyss update.
  • Fixed an issue that caused some hostile plants to have incorrect HUD labels.
  • Fixed a number of issues with warning arrows and health bars in non-HD resolutions.
  • Fixed an issue that could cause players not to receive the correct rewards from Apollo’s contact.
  • Fixed an issue that caused the planetary hazard reading to be in degrees when on an anomalous world.
  • The amount of rust and other junk substances found in damaged planetary machine has been reduced.

 

  • Fixed a rare crash in the Build Menu.
  • Fixed a rare crash in the planet generation system.
  • Fixed a PC-only crashed related to getting player names for base parts.
  • On PS4, fixed a crash when redeeming pre-order bonus content (this fix was already live on other platforms).
  • On PS4, fixed an issue where falling off a frigate could lead to players continuing to fall after respawning (this fix was already live on other platforms).
  • Made a number of minor optimisations to the texture caching system.
  • Fixed a minor visual issue with water reflections in PSVR.

You can read up on the ByteBeat Device, community submissions, and lots more, right here.

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Battlefield V Update 1.30 Now Out, Here Are the Fixes and Patch Notes in 5.2.2

As expected based from yesterday’s announcement, the Battlefield V 5.2.2, or otherwise known as Battlefield V update 1.30 on consoles is now live! Don’t fret, soldiers, it’s not a big download. Clocking in at just 996MB on PC, 742MB on PS4, and 1GB on Xbox One, this patch brings in changes to weapon damages. Check out the full Battlefield V update 1.30 patch notes below.

Battlefield V update 1.30 patch notes:

Battlefield V – Update 5.2.2 (Hotfix)
Weapon changes

ZK-383, EMP, MP40, STEN:

  • Improved damage model from 4-11 to 4-10 BTK

Light Bolt ZK-383, MP28, M1928A1, Suomi:

  • Improved damage model from 5-13 to 4-10 BTK with faster damage dropoff then the MP40 damage model

  • Increased Vertical Recoil by 25%, and Horizontal Recoil by 60%‏‏‎ ‎Note: Due to an error with our Damage Tables, the M1928A1 will do 9.6 damage at maximum range making it a maximum 11 BTK, but this will be corrected in our next update.

Type 100:

  • Improved damage model from 5-12 to 5-10 BTK

StG 44:

  • Improved damage model from 5-8 to 4-8 BTK

Sturmgewehr 1-5:

  • Improved damage model from 6-9 to 5-9 BTK

  • Reduced Vertical Recoil by 25%, and Horizontal Recoil by 20%

M1907 SF:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

Breda M1935 PG:

  • Improved damage model from 5-6 to 4-6 BTK

KE7, Type 97, Bren Gun, Lewis Gun:

  • Improved damage model from 5-8 to 4-8 BTK

LS/26:

  • Improved damage model from 4-11 to 4-9 BTK

FG-42

  • Improved damage model from 5-13 to 4-9 BTK with slightly faster dropoff than the LS/26

VGO, MG 42:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

  • Reduced Vertical Recoil by 25% and Horizontal Recoil by 20%

  • Fixed an issue where the MG42 dealt too much damage when using High Velocity Bullets

Turner SMLE, MAS 44:

  • Improved damage model to 3 BTK within 30 meters as these weapons had an incorrectly low maximum damage

Ag m/42:

  • Increased rate of fire from 300 to 360 rpm

  • This should better balance the Ag m/42 against the MAS44 and Turner SMLE‏‏‎ ‎

The full list of weapon changes is visible here (changes from the current version are highlighted in Green for ease of access).

UI Changes:
  • Removed the 5.2 enemy acquisition icons when not looking directly at an enemy player, but who are inside your field of view – See the change here

  • Reduced the range at which you can see an enemy icon if directly aiming at the player is now 20m, down from 25m.

  • Reduced the angle at which we consider that you are looking directly at an enemy player is now 3°, down from 6° – See the change here

  • Improved soldier icon occlusion a to reduce the scenarios where an enemy icon could be visible, without the player being really visible on your screen – See the change here

  • Fixed some issues with smoke grenades not blocking enemy icons consistently – See the change here

  • Reduced the impact of wind on smoke grenades to ensure that the blocking of the icons is more consistent with the shape of the smoke grenade effect.

  • Fixed issues with squad member names not being properly displayed above their head in close range or when in a vehicle.

Performance

  • Fixed an issue that was causing stuttering issues during a scenario that involved getting kills with the LVCP vehicle

Stability

  • Multiple crash fixes that we hope will improve overall game stability

DICE has also mentioned that a server-side fix will be rolling out next week. Once we know more details about that, we’ll let our readers know.

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Street Fighter 5 Update 2.14 Features Gill, New Balance Changes

Fight fans, a new Street Fighter 5 update is out today, and not only does it feature a new fighter in Gill, a new stage and more  there’s also a slew of gameplay tweaks made to existing fighters too. Street Fighter 5 update 2.14 is now out, and you can check the list of changes below.

Street Fighter 5 update 2.14 patch notes:

■General Adjustments

Health and Stun Adjustments

Health and stun parameters were adjusted for each character to be in line with their overall functionality. Health adjustments have been made as high as 25, while stun numbers have been adjusted as high as 50.

CA After Blocking a Projectile

Previously, if you blocked a projectile and transitioned straight to a CA against some characters, a V-Reversal is no longer possible and CA chip damage occurs. It was very powerful to take advantage of this situation when a character’s health was low enough to be chip KO’ed, so it has been fixed so that this cannot be taken advantage of anymore.

Inconsistency in Down-State Collision Box

During the down to wake-up animation, the size of the collision box for all characters was set the same. However, some characters had different collision boxes during specific down states or wake-up animations. This affected certain wake up attacks and setups, so the collision box in the down state has been standardized across all characters.

Several light fixes have also been made.

■Ryu

His main close to mid-range basic moves have been enhanced to make his ground fighting more solid.  Also, by altering the specs of his “Denjinrenki (V-Trigger 1),” which makes it easier to incorporate his special move into a combo, the amount of damage that can be inflicted in a single opportunity has increased.

Ryu’s well known “crouch MK” has been updated to adjust its disadvantage when blocked, making it easier to use.

His “EX Jodansokutogeri” can now combo into his “L Tatsumakisenpukyaku,” and his M & H version is easier to combo from a standard move, allowing him to continue to be the aggressor.

His V Trigger 1 has been altered so it doesn’t decrease his V Timer when using his enhanced special moves.  While his V Timer length has been slightly reduced, it allows tactics that utilize his enhanced special moves to be more powerful.

■Chun-Li

Chun-Li is a character that has attacks that are efficient for any situation, but the overall damage is low and resulted in situations where players often were not able to win the match.

Through this adjustment, her overall power has been increased.

・Upper adjustment to middle range move, which is her signature distance

・Increase of combo damage and combo that allows more chance to execute normal throws in close range

・Increasing opportunity to follow up by making an adjustment to some states after move

“Hyakuretsukyaku.” Changed the V-Trigger and CA cancel timing to latter motion state to increase damage within that combo.

In addition to that, “H Hyakuretsukyaku” will make the opponent knockdown on hit.

“Crouching MK” while moving forward makes it easier to continue attacking without using EX Gauge, allowing more pressure to the opponent in ground combat.

Furthermore, the below adjustments have also been incorporated:

・Preventing accidental execution of special move when using air throw as anti-air

・Allowing priority input when connecting “Yosokyaku” to “Airborne Hyakuretsukyaku”

■Nash

Adjustments have been made to strengthen anti-air capabilities and ground attacks including projectiles.

There was some difficulty properly using different anti-air options against characters who were able to change their trajectory mid-air. As a result, “H Sonic Scythe” and “EX Sonic Scythe” are now invincible against airborne attacks from its active frame. If players are able to react to the jump animation at an early timeframe, they’ll be able to counter most jump attacks.

Basic anti-air normals were difficult to follow up after hitting the opponent in the air. Now, the duration that the opponent is left in the air increases after being hit by a Standing MK or Standing HK, allowing Nash to follow up with a forward dash attack to keep the pressure.

By combining these improved anti-air capabilities and the strengthened “Sonic Boom,” it will allow players to utilize familiar strategies and dish out more damage.

■M. Bison

We adjusted the basic attacks and unique attacks associated with control and distance.

Standing HP was utilized relatively often to control distance, so the hit box was reduced so that there’s a higher change of whiffing. In addition, the hurt box was expanded so that there is a higher risk when whiffing or blocking up close.

“Psycho Axe” was the basis of creating a lot of attack opportunities and has been adjusted with an expanded hurt box, reduction of the size of the box that triggers the opponent’s block, and increase in recovery time on whiff to limit its use as a means of closing distance with the opponent.

In addition, we reduced the pushback on hit for the first attack of the “Double Knee Press”, so that it becomes harder to whiff your CA upon activating it through a “Double Knee Press” cancel.

■Cammy

We’ve expanded Cammy’s attack capabilities by allowing her to chain combos after an aerial hit, utilizing moves like her “Knee Bullet” and “Reverse Edge (V-Trigger II).”

The positive net upon a Reverse Edge hit has been slightly reduced, but there’s less chance of being countered upon guard due to decreased disadvantage frame on block. In the past, damage upon hit was higher, but there was far more risk upon getting blocked. It was very much a high risk, high reward attack. By making this adjustment, players can use it more freely against projectiles and throws.

■Birdie

We made adjustments on his basic moves that can be used for distance control. His risk/reward for some of the moves got balanced by expanding the hurtbox and disadvantage on recovery when whiff.

For his Special Move, adjustments were made on “M H Hanging Chain,” which was not used as much, by reducing the recovery on hit. We rebalanced the performance of Special Moves that were easy to use for combo and slight backward adjustments were made.

■Ken

Close-range basic moves have been adjusted to improve the use of his rushdown.

Ken’s appeal is being able to close the distance and deal damage up close. So, we looked into increasing the chance to execute a combo with “Chin Buster,” attacking an opponent outside of their throw range.  Also, we’ve made it easier to execute Special Moves off a Crouching MK to punish opponents who shy away from close-range battles and keep backing off.

We found that Shinryuken (V-Trigger II) wasn’t utilized much, so we improved all levels of it to make it a more viable tool.

■Necalli

Adjustments have been made on follow-ups after combos or crush counter activations.

It was difficult aiming for a combo without utilizing the EX gauge from a light attack. M Raging Light was a less frequently utilized attack, so by expanding its hitbox range, players have an additional weapon to utilize in their combos. This also allows players to hold onto their EX gauge during a match.

The frame disadvantage of “EX Valiant Rebellion” on block has been alleviated to make it a more viable option to consume EX gauge. Even if the opponent is guarding, it’ll be easier to keep being aggressive and backing them into a corner.

If a crush counter occurs during a Standing HP, it was difficult to follow-up without cancelling into a Special Move. Based on the circumstance, follow-ups have been made easier. We adjusted the crush counter so that players are not forced to cancel into Special if they want to attempt a follow-up attack.

■Vega

We’ve made the claw easier to use, in order to highlight upon the difference in playstyle between having the claw equipped or not. We also added a new move called “Sky High Claw” as a long-range opportunistic move effective against projectiles.

We also overhauled and improved “Bloody Kiss” to make it a more effective combo tool, such as being able to cancel into from other Special Moves and improving Vega’s movement after a hit or block.

■R. Mika

She went through minimal change, with some adjustments made to her melee attacks.

The frequently utilized “Stomp Chomp” can now combo into “H Shooting Peach” to make it easier to dish out combo damage and back opponents into the corner.

V-Trigger I and II have been modified so that if Nadeshiko’s attack and Mika’s throw hit the opponent at the same time, Nadeshiko’s attack will take priority.

■Rashid

We took a look at moves associated with keeping mid-range control and distance and made whiffing much more punishable.

The Crouching MP has been greatly modified so that it is easier to execute combos that chain L Whirlwind Shot and Wing Stroke (V-Skill II) together. For his bigger attacks, the “L and M Spinning Mixer” parameters and post-attack opportunities have been slightly reduced.

■Karin

The stun of each Special Move has been reduced and the separation distance of a successful Hajotsui (Forward Throw) in a corner has been increased. By making this change, it maintains the character’s defining close-to-mid range fighting style, while increasing the frequency of risk vs reward situations.

The Crouching MK has a long range with potential big returns, so its motion during recovery and hurtbox have been adjusted accordingly. Upon attack, the duration that her leg is out is extended and her hurtbox is also extended, so whiffing is far more punishable.

As for other adjustments, Karin’s hurtbox pointing down during jumping attacks was relatively big, making her vulnerable even against attacks which weren’t necessarily applicable as anti-air attacks. It’s not a significant change, but her Jumping HP and Jumping HK hurt boxes have been slightly reduced.

■Zangief

His mid-range control attacks have gone through some fine-tuning.

Much of his mid-range control was determined by his Standing MP, so we delayed the timing at which the hurtbox disappears during recovery. On the flip side, the less frequently utilized Standing MK has a smaller hurtbox now. With these changes, the idea is to be able to balance the effectiveness of both moves depending on the opponent or how they may be maneuvering.

In addition, “Knee Hammer” now has increased movement with a reduced backwards hit box for active frames to make it a more effective attack in creating more advantageous situations.

■Laura

Changes have been made to accentuate Laura’s signature fast-paced attacks and close-range combos.

The cancel window for a Crouching MK has been increased, to allow cancelling into Special Moves to be executed upon hit confirming. “L Bolt Charge” is easier to execute without being consecutively blocked, so it’ll be easier to counter opponents hoping to take advantage of “Linear Movement – Avante.”

Start up for “L Sunset Wheel” has been increased, but the throw range has been widened to grapple enemies that previously would have been out of range. “M Sunset Wheel” has the same throw range as the previous L Sunset Wheel to allow players to still use pre-existing combos.

“EX Thunder Clap” projectile travel speed changes depending on the button pressed to create different opportunities. For example, even from a relatively far distance, a Standing HP crush counter can more easily combo into an EX Thunder Clap by utilizing a H version of it with fast projectile. It is now a versatile tool that can be utilized in both guard and combo situations.

■Dhalsim

While maintaining his patented long-range fighting style, adjustments have been made to his anti-air capabilities.

“EX Yoga Fire” recovery frames have been slightly reduced and the stagger time for the first hit has been increased to drastically change comboing it together with his regular long-range attacks.

Anti-air attacks such as Crouching MP and “Yoga Anvil” can now cancel into “Yoga Float (V-Skill).” Basic jumping moves can also cancel into “Yoga Sansara (V-Trigger II)” to allow for even more unique movements.

■F.A.N.G

Modifications have been made to strengthen F.A.N.G’s unique and tricky movement in keeping distance from the opponent and taking advantage of any openings.

F.A.N.G has powerful anti-air capabilities, but had difficulty dealing with any opponents that were able to change trajectory in mid-air. His jump attack was designed as an air-to-air counterattack, but it was difficult to use due to its movement. His Jumping MP now has a blowback knockdown and is now cancellable into “Nikyoushu” to raise the reward of a successful counter. It’s an addition to F.A.N.G’s strategy of utilizing his reach to keep opponents at bay.

The first hit of the long-range attack “Nirenko” can be canceled into a special move, widening the breadth of attacks that F.A.N.G can shift into. Normally, it is difficult to cancel into a special move, especially with movement restrictions when charging. However, with Dokunomu (V-Trigger I), F.A.N.G does not need to charge up to cancel into a special move. By pairing these abilities together, there will be large variances in his movement between his normal state or when V-Trigger II is active.

■Alex

His mid-range and unique attacks have been improved, as well as his damage output after successfully reading the opponent and landing a melee attack.

Attacks with long range such as his Standing MK, Crouching MP and Crouching MK have modifications with reduced start up frame, and reduced hurtbox for more effective mid-range control. Players also have more combo opportunities such as linking “Lariat” to an “H Flash Chop” or chaining a Standing MP to an “M Slash Elbow.” Reading the opponent correctly will return more on the investment.

By strengthening these capabilities, his throws and moves becoming far more threatening as he jumps or steps forward towards the opponent. By improving his close-to-mid range battles, he will have far more opportunities to drop the opponent’s health.

■Guile

Guile does not have any significant changes, with only slight changes to his basic and special moves.

Similar to Chun-Li, his “L Sonic Boom” and “L Somersault Kick” have been adjusted so that an incorrect input won’t occur when attempting an aerial throw.

■Ibuki

Ibuki is all about speed and being aggressive. However, we found that the length of time she would stay aggressive was relatively long. We assessed the continuity of her attacks. Once she’s on the offensive, attacks that can continue her offense now come with a risk that opens her up to being countered unless utilized at the right distance or timing.

“EX Airborne Kunai” is an incredibly powerful offensive attack, so we increased its recovery frame when the explosion is not hitting the opponent. If it’s utilized too close to the opponent, it heightens the likelihood of being countered, so it should now be used more from a distance.

The hurtbox of “Tenrai (V-Skill)” was expanded soon after she takes action. This was done to stop taking advantage of her relatively smaller hurtbox to charge in. It’s easier to fall victim to opponent attacks at long range when hitting each other at the same time as well.

“Fuma Shuriken – Haku (V-Trigger II)” has combo strength and good risk vs reward after a block, so we modified it so that it’s easier to get countered upon being blocked. Players will no longer be able to activate it easily regardless of a hit or block, so they must be more methodical and calculated when utilizing it.

■Balrog

Balrog’s update is mainly focused on close range combo through the upper adjustment on L attack and V-Trigger II.

Reach of Standing LP got slightly increased, making it easier to connect it from Crouching LP and Crouching LK. So, combos like Crouching LP ⇒ Crouching LK ⇒ Standing LP are executable. With this adjustment, Balrog can bring the game to his favorite level and be the aggressor.

Furthermore, we allowed more moves that can cancel into No Mercy and made it more useful.

■Juri

Mainly adjusted her Special Moves in order to make it more convenient to use in situations like combo and anti-air etc.

When you cancel Standing or Crouching LP to her signature move, “Fuharenkyaku,” her forward hitbox got expanded. It can still reach the opponent after 2 L attacks if performed at an extremely close range.

“EX Fuharenkyaku” now allow the first and the second hit to be staggered damage and also the second hit can be cancelled to V-Trigger. This is useful as a combo when you do not have any stock of “Fuharenkyaku” or you wish to forcefully attack.

Regarding her V-Trigger II “Feng Shui Engine beta,” these adjustments were made:

・Expanded the range at which she can absorb EX meter.

・V-Timer will not get consumed when getting hit right after activation.

■Urien

We made some changes on his basic moves and unique attacks, which can be used to control distance, but the overall usability has not changed much.

Standing HP did not have much risk when whiffed, so we expanded the hurtbox during recovery, making it vulnerable unless used wisely.

On the other hand, we increased the pushback distance on block and reduced the hurtbox at the foot for “Quarrel Kick” and reduced some usage risk.

■Akuma

We looked into the performance of basic and special moves for Akuma.

We increased the pushback distance on block for “Crouching MP” and added 3F of recovery on “Goshoha (Forward Throw).”

Regarding the adjustments on hitbox/hurtbox, here are the major changes we made:

・Standing MK – Expanded the hurtbox.

・Standing HP – Expanded the hurtbox during recovery on whiff.

・”EX Hyakkishu” – Reduced the hitbox and expanded the hurtbox.

We made changes to many moves that were used frequently to rebalance Akuma so players can look for new ways to play him.

Another major change we made is that you can no longer activate V-Trigger I “Dohatsu Shoten” from cancelling “Gohadoken” and “Sekia Goshoha” on whiff. If the fireball is on hit or being blocked, it can still be cancelled with V-Trigger I activation.

■Kolin

We looked into the performance of moves used for distance control and strengthened V-Trigger I “Diamond Dust.”

Both Standing HP and “Sniping Kick,” which had low risk on whiff, got their backwards hurtbox expanded during recovery, adding more risk on whiff. However, the reward for these moves is still high, so it can still be used as a strong move to pressure the opponent.

 V-Trigger I “Diamond Dust” can now be executed through cancelling “EX Silver Edge.” With this, Kolin can keep and increase an opponent’s Stun Meter through her combo and by countering their projectiles. This allows Kolin to aim Stun + Freeze state more than before.

Furthermore, we reduced the startup of Special Move version of “Diamond Dust” from 19F to 17F, so this can be connected from Crouching MK.

■Ed

Ed’s concept is simple control, so we made adjustments on usage of basic and special moves to make him slightly easier to play.

Since Ed had difficulty attacking through opponent’s blocks, we made adjustments on his Crouching LK by reducing the pushback on hit so that there are more ways to connect each attack. This offered more risk for the opponent to move back or back step, making Ed’s normal throw and other actions easier to hit.

Ed’s Special Moves received a lot of adjustments and “Psycho Flicker” got major updates. For example:

・changed input command priority to prevent the phenomenon where Ed performs “Psycho Upper” when cancelled from other attack.

・increased forward movement distance of moves.

Other basic and special moves have been updated, so there will be more chances to utilize them during battle.

■Abigail

Abigail’s adjustments are based on getting more benefits through the action of utilizing the EX meter.

“EX Abigail Punch” made the opponent float higher, allowing the state after the float to be more beneficial and allow Level 2 version of “Metro Crash” to hit multiple times.

Stomping motion of “EX Nitro Charge” hits multiple times to both ground and airborne opponents, making his ability to push the opponent to the edge stronger than the previous state. Although the situation to apply it inside the combo is limited, Abigail can drain an opponent’s health when used properly.

■Menat

We believe that Menat has been adjusted just the way we wanted her to be, so this update is mostly done to make her V-Trigger II “Prophecy of Thoth” more useful.

By allowing other Special Moves to cancel into “Judgement of Thoth,” there are many opportunities for combos whether the players has the Crystal Ball or not.

“Judgement of Thoth” allows the Crystal Ball to fire out in different directions, based on L,M,H inputs, so players can try it with other Special Moves to find the most effective action.

■Zeku

Some of the moves for Young form got rebalanced, but his basic strategy of getting in close range of the opponent to execute high damage combos has not changed.

For the Old form, we’ve made Crouching MK cancelable into Special Moves. This will give players different ways to engage the opponent in close combat.

Furthermore, we noticed that his V-Trigger II “Karura Tenzan” was not used as much, so it can now cancel into EX Special move. By connecting them, Zeku can aggressively do high damage through his anti-air or combo.

■Sakura

For Sakura, we adjusted and added parts for her combo and made updates to moves derived from her V-Skill “Haru Kaze” and V-Trigger I “Haru Arashi.”

Standing LP and “EX Shunpukyaku” can now be connected as combo and can now be aimed to execute from Standing HK crush counter ⇒ front step or “Chin Buster Kick.” At the corner, you can continue to follow up, making it a surprising strong combo that starts from L attacks.

In order to offer more variety during the activation of V-Trigger I “Haru Arashi,”we increased the hitbox for “V Tengyo Hadoken” and also adjusted the blowback distance for “Hogasyo.” Sakura players will get maximum reward by choosing the most efficient combo for each situation.

All three derived moves from V-Skill “Haru Kaze” are improved. “Kashinfu,” for example, reduced the recovery on hit and can continue to attack the opponent.

■Blanka

Made adjustments on “Surprise Forward” and “Raid Jump” so that Blanka can move around the stage more aggressively. Since the opponent needs to fight Blanka with that in mind, it gives extra pressure when facing his jump and “Rolling Attack.”

We also adjusted the “EX Vertical Rolling” by increasing the hitbox when used in a combo from “EX Rolling Attack,” making it easier to hit the opponent from behind.

■Falke

We made improvements to moves of all range for Falke and made her stronger overall than her previous state.

Her signature move with the rod now has less charge time. Specifically with “Pshycho Kugel,” the staff’s hurtbox became invincible to projectiles when hit as counter. “Standing MK” can be followed up as well. This change makes this move useful to control the range.

For close range combat, we reduced the pushback on block for Standing MP and allowed Crouching MK to be cancelled into CA, making her aggressiveness pay off.

Furthermore, adjustments were made to connect “Psycho Kugel” and “Katapult” from Standing LP. This allows Falke to change back to the aggressor and punish then, when an opponent whiffs their attack.

■Cody

Multiple adjustments were made for Cody. For example:

-Improvements to his basic moves.

-Adding a level 2 to “Zonk Knuckle.”

-Adjusting “Ruffian Kick” to make it easier to use on its own without incorporating it in combo.

Holding down the P button for over 300 frames with “Zonk Knuckle” now activates an improved Level 2 version of it. Cody can combo afterwards from both the normal and EX version, and the EX version has higher frame advantage on block. There is a downside that the P button is unavailable for use while holding it down, but we believe the positives of the move outweigh the negatives.

His less-frequently used “Side Arm (V-Trigger I)” has gone through multiple adjustments to be far more effective when in the effective distance from the opponent. Basic attacks with the knife have also been improved to be more effective at close-to-mid range combat. The “Reload” cost has also been reduced and can be utilized after a Tornado Sweep, to extend out the overall time that the knife can be out to widen Cody’s breadth of attack opportunities.

■G

No major adjustments were made to alter G’s playstyle, strategies or movement. Aside from allowing a successful Crouching MK to connect into a Standing or Crouching LP, most of his adjustments are based around “Dangerous President (V-Trigger II).”

As one of the Special Moves that can be used during “Dangerous President,” “G Explosion” can now be executed after canceling from a “G Smash Under” for easier combo opportunities.

“G Rage” is one of the throwing moves with armor. The V-Timer consumption has been reduced during it, making the situation far better upon hit. As a character that doesn’t have any three-frame attacks or invincibility moves, this becomes an effective means of withstanding opponent attacks and switching roles to the offense.

By improving and differentiating between two of his special moves, his overall functionality and flexibility has been improved.

■Sagat

Much of Sagat’s playstyle leaned too heavily on his mid-range control, so we revised his basic attacks that were less frequently used to widen the range that they would be effective.

For example, the frame disadvantage of his Standing HP and Crouching HK on whiff have been reduced, making them more effective distance control tools. By combining these improved attacks with “Tiger Shot” and “Grand Tiger Shot,” Sagat’s strategy of keeping opponents at bay has been improved.

Since his “Tiger Assault (V-Trigger II)” was an all-purpose move that could be used in various situations, “Tiger Cannon (V-Trigger I)” was increased to be more usable as well.

■Kage

While Kage has always been a character who has a wide variety of special moves that inflict a lot of damage, he’s also known for having the following disadvantages:

– having a low amount of health

– having a difficult time avoiding the opponent’s moves and starting a combo

– having a difficult time pursuing the opponent after a high damage combo

Due to these issues, players had a hard time leveraging his advantages and not being able to win fights.

In order to make Kage more advantageous, we enhanced his “Kikokuduki” and his V-Skill, “Senha Kassatsu (Charge)” and made combos that utilize these moves to inflict more damage and create easier situations to keep the pressure.  By making these updates, Kage can now do massive amounts of damage in a single attack sequence.

■Poison

By updating the startup of her basic moves and increasing the hitbox of her “Avant Line,” Poison’s proficient mid and long range attacks have become enhanced and can apply more pressure.

In order to give her more options in the mid-to-long range distances, her “EX Love Me Tender” has been updated to become a quicker overhead Special Move.  In addition to it being a way to counter projectiles, its usage has been enhanced so that it can also be a surprise attack, differentiating it from other EX moves like “EX Heart Raid.”  While it’s more powerful, it’s now easier to get punished when blocked, so players need to be cautious of this.

Also, the frame disadvantage has been updated when “EX Avant Line” is blocked, making it so she can no longer get punished.  While she is powerful to use when leveraging her fast, long-range attacks, her short-range tactics have also been enhanced by reducing risk when cancelling from her L attacks.

■E. Honda

Certain updates have been made to E. Honda, such as his “vertical jump HP” increasing in distance, and his special moves getting enhanced, making his movements more Honda-esque.

Except for the L version, his “Sumo Headbutt” has increased in the amount of damage it inflicts. Specifically, the beginning of the move deals a lot of damage now. Since each variation has a different role (where M is used for combos, H is used for anti-air, and EX can change the tide of the battle), the amount of damage you can inflict in each scenario has been increased.

His “Oni-Daikaku,” which can only be used while his V-Trigger I is activated, consumes less of his V Timer when used, and has more of an opportunity to hit the opponent multiple times. Even if this is blocked, the risk of getting punished is low. When this powerful move does hit, it allows the player to easily push forward offensively and end the match quickly.

■Lucia

Her moves during her standard state have not been touched much, and the majority of her updates have been applied to her V-Trigger I, “Burning Fight,” which wasn’t being utilized much.  Alterations have been made so her footsies are enhanced when “Burning Fight” is activated, and to make it easier to put the strength of her short-range attacks to good use.

Her high class projectile, “V Flipper Shot,” has decreased in consumption of her V Timer, making it easier to use and easier to limit the opponent’s moves. With a lower cost, it is now easier to approach the opponent from a long distance and utilize tactics that involve both the projectile and Lucia herself.

Now, the distance that the opponent flies back when hitting with her V-Skill, “V Tap-Kick” has been reduced so that Lucia can keep the situation working in her favor, without consuming V-Timer any more. By using this after hitting the opponent with a basic move from a mid-range distance or her “V Fire Spinner,” it creates more opportunities to perform hard hitting combos while conserving her V Timer.

A new balance update is available now in Street Fighter V: Champion Edition! Read on to find out what new changes and improvements have been made to the game and to your favorite fighters. And for a full and detailed breakdown of the new battle balance update, visit the official Shadaloo page here.

■General Adjustments

Health and Stun Adjustments

Health and stun parameters were adjusted for each character to be in line with their overall functionality. Health adjustments have been made as high as 25, while stun numbers have been adjusted as high as 50.

CA After Blocking a Projectile

Previously, if you blocked a projectile and transitioned straight to a CA against some characters, a V-Reversal is no longer possible and CA chip damage occurs. It was very powerful to take advantage of this situation when a character’s health was low enough to be chip KO’ed, so it has been fixed so that this cannot be taken advantage of anymore.

Inconsistency in Down-State Collision Box

During the down to wake-up animation, the size of the collision box for all characters was set the same. However, some characters had different collision boxes during specific down states or wake-up animations. This affected certain wake up attacks and setups, so the collision box in the down state has been standardized across all characters.

Several light fixes have also been made.

■Ryu

His main close to mid-range basic moves have been enhanced to make his ground fighting more solid.  Also, by altering the specs of his “Denjinrenki (V-Trigger 1),” which makes it easier to incorporate his special move into a combo, the amount of damage that can be inflicted in a single opportunity has increased.

Ryu’s well known “crouch MK” has been updated to adjust its disadvantage when blocked, making it easier to use.

His “EX Jodansokutogeri” can now combo into his “L Tatsumakisenpukyaku,” and his M & H version is easier to combo from a standard move, allowing him to continue to be the aggressor.

His V Trigger 1 has been altered so it doesn’t decrease his V Timer when using his enhanced special moves.  While his V Timer length has been slightly reduced, it allows tactics that utilize his enhanced special moves to be more powerful.

■Chun-Li

Chun-Li is a character that has attacks that are efficient for any situation, but the overall damage is low and resulted in situations where players often were not able to win the match.

Through this adjustment, her overall power has been increased.

・Upper adjustment to middle range move, which is her signature distance

・Increase of combo damage and combo that allows more chance to execute normal throws in close range

・Increasing opportunity to follow up by making an adjustment to some states after move

“Hyakuretsukyaku.” Changed the V-Trigger and CA cancel timing to latter motion state to increase damage within that combo.

In addition to that, “H Hyakuretsukyaku” will make the opponent knockdown on hit.

“Crouching MK” while moving forward makes it easier to continue attacking without using EX Gauge, allowing more pressure to the opponent in ground combat.

Furthermore, the below adjustments have also been incorporated:

・Preventing accidental execution of special move when using air throw as anti-air

・Allowing priority input when connecting “Yosokyaku” to “Airborne Hyakuretsukyaku”

■Nash

Adjustments have been made to strengthen anti-air capabilities and ground attacks including projectiles.

There was some difficulty properly using different anti-air options against characters who were able to change their trajectory mid-air. As a result, “H Sonic Scythe” and “EX Sonic Scythe” are now invincible against airborne attacks from its active frame. If players are able to react to the jump animation at an early timeframe, they’ll be able to counter most jump attacks.

Basic anti-air normals were difficult to follow up after hitting the opponent in the air. Now, the duration that the opponent is left in the air increases after being hit by a Standing MK or Standing HK, allowing Nash to follow up with a forward dash attack to keep the pressure.

By combining these improved anti-air capabilities and the strengthened “Sonic Boom,” it will allow players to utilize familiar strategies and dish out more damage.

■M. Bison

We adjusted the basic attacks and unique attacks associated with control and distance.

Standing HP was utilized relatively often to control distance, so the hit box was reduced so that there’s a higher change of whiffing. In addition, the hurt box was expanded so that there is a higher risk when whiffing or blocking up close.

“Psycho Axe” was the basis of creating a lot of attack opportunities and has been adjusted with an expanded hurt box, reduction of the size of the box that triggers the opponent’s block, and increase in recovery time on whiff to limit its use as a means of closing distance with the opponent.

In addition, we reduced the pushback on hit for the first attack of the “Double Knee Press”, so that it becomes harder to whiff your CA upon activating it through a “Double Knee Press” cancel.

■Cammy

We’ve expanded Cammy’s attack capabilities by allowing her to chain combos after an aerial hit, utilizing moves like her “Knee Bullet” and “Reverse Edge (V-Trigger II).”

The positive net upon a Reverse Edge hit has been slightly reduced, but there’s less chance of being countered upon guard due to decreased disadvantage frame on block. In the past, damage upon hit was higher, but there was far more risk upon getting blocked. It was very much a high risk, high reward attack. By making this adjustment, players can use it more freely against projectiles and throws.

■Birdie

We made adjustments on his basic moves that can be used for distance control. His risk/reward for some of the moves got balanced by expanding the hurtbox and disadvantage on recovery when whiff.

For his Special Move, adjustments were made on “M H Hanging Chain,” which was not used as much, by reducing the recovery on hit. We rebalanced the performance of Special Moves that were easy to use for combo and slight backward adjustments were made.

■Ken

Close-range basic moves have been adjusted to improve the use of his rushdown.

Ken’s appeal is being able to close the distance and deal damage up close. So, we looked into increasing the chance to execute a combo with “Chin Buster,” attacking an opponent outside of their throw range.  Also, we’ve made it easier to execute Special Moves off a Crouching MK to punish opponents who shy away from close-range battles and keep backing off.

We found that Shinryuken (V-Trigger II) wasn’t utilized much, so we improved all levels of it to make it a more viable tool.

■Necalli

Adjustments have been made on follow-ups after combos or crush counter activations.

It was difficult aiming for a combo without utilizing the EX gauge from a light attack. M Raging Light was a less frequently utilized attack, so by expanding its hitbox range, players have an additional weapon to utilize in their combos. This also allows players to hold onto their EX gauge during a match.

The frame disadvantage of “EX Valiant Rebellion” on block has been alleviated to make it a more viable option to consume EX gauge. Even if the opponent is guarding, it’ll be easier to keep being aggressive and backing them into a corner.

If a crush counter occurs during a Standing HP, it was difficult to follow-up without cancelling into a Special Move. Based on the circumstance, follow-ups have been made easier. We adjusted the crush counter so that players are not forced to cancel into Special if they want to attempt a follow-up attack.

■Vega

We’ve made the claw easier to use, in order to highlight upon the difference in playstyle between having the claw equipped or not. We also added a new move called “Sky High Claw” as a long-range opportunistic move effective against projectiles.

We also overhauled and improved “Bloody Kiss” to make it a more effective combo tool, such as being able to cancel into from other Special Moves and improving Vega’s movement after a hit or block.

■R. Mika

She went through minimal change, with some adjustments made to her melee attacks.

The frequently utilized “Stomp Chomp” can now combo into “H Shooting Peach” to make it easier to dish out combo damage and back opponents into the corner.

V-Trigger I and II have been modified so that if Nadeshiko’s attack and Mika’s throw hit the opponent at the same time, Nadeshiko’s attack will take priority.

■Rashid

We took a look at moves associated with keeping mid-range control and distance and made whiffing much more punishable.

The Crouching MP has been greatly modified so that it is easier to execute combos that chain L Whirlwind Shot and Wing Stroke (V-Skill II) together. For his bigger attacks, the “L and M Spinning Mixer” parameters and post-attack opportunities have been slightly reduced.

■Karin

The stun of each Special Move has been reduced and the separation distance of a successful Hajotsui (Forward Throw) in a corner has been increased. By making this change, it maintains the character’s defining close-to-mid range fighting style, while increasing the frequency of risk vs reward situations.

The Crouching MK has a long range with potential big returns, so its motion during recovery and hurtbox have been adjusted accordingly. Upon attack, the duration that her leg is out is extended and her hurtbox is also extended, so whiffing is far more punishable.

As for other adjustments, Karin’s hurtbox pointing down during jumping attacks was relatively big, making her vulnerable even against attacks which weren’t necessarily applicable as anti-air attacks. It’s not a significant change, but her Jumping HP and Jumping HK hurt boxes have been slightly reduced.

■Zangief

His mid-range control attacks have gone through some fine-tuning.

Much of his mid-range control was determined by his Standing MP, so we delayed the timing at which the hurtbox disappears during recovery. On the flip side, the less frequently utilized Standing MK has a smaller hurtbox now. With these changes, the idea is to be able to balance the effectiveness of both moves depending on the opponent or how they may be maneuvering.

In addition, “Knee Hammer” now has increased movement with a reduced backwards hit box for active frames to make it a more effective attack in creating more advantageous situations.

■Laura

Changes have been made to accentuate Laura’s signature fast-paced attacks and close-range combos.

The cancel window for a Crouching MK has been increased, to allow cancelling into Special Moves to be executed upon hit confirming. “L Bolt Charge” is easier to execute without being consecutively blocked, so it’ll be easier to counter opponents hoping to take advantage of “Linear Movement – Avante.”

Start up for “L Sunset Wheel” has been increased, but the throw range has been widened to grapple enemies that previously would have been out of range. “M Sunset Wheel” has the

As for the new content added for today, check ’em out below.

Street Fighter 5 December 15 update new content:

Gill

The leader of the Secret Society and a master of elemental balance, Gill has officially graced the illustrious roster with his presence in Street Fighter V: Champion Edition. With the ability to control both fire and ice, Gill’s fierce punch will be engulfed in flames, while his standing roundhouse will hit opponents with a frozen force. Gill can be acquired separately beginning today for MSRP $5.99 / €5.99 / £4.99 or 100,000 Fight Money and will be added to the roster in the full version of Street Fighter V: Champion Edition, availableon February 14, 2020.

“Sun Chase Moon” Stage

Gill’s home base, the new “Sun Chase Moon” stage, offers a perfectly balanced locale for players to light up the day and rule the night. This all-new stage is available now for MSRP $3.99 / €3.99 / £3.29 or 70,000 Fight Money and will be included in the full version of Street Fighter V: Champion Edition.

V-Skill 2

Beginning today, all new V-Skills are being added to every character in Street Fighter V: Champion Edition. There are so many other awesome new V-Skills that we can’t wait for you to try out. There’s M. Bison’s teleporting cross-up knee that’s plus one on block. There’s Birdie’s weaponised bubble gum projectile that he can blow to different sizes. There’s Alex’s new charge that lets him cancel his special moves into each other. There’s Abigail’s rolling tire projectile that he can whack in different directions. And there’s Cody’s high or low dodge that gives him a few frames of strike intangibility before letting him follow up with a hook or sweep. These new V-Skills and the new balance patch changes are available for all existing Street Fighter V owners as a free download beginning today.

In addition to the changes made in the Street Fighter 5 December update, Capcom has also revealed some of the stuff coming in next year’s Champion Edition release.

Source: Capcom

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Alex Co

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

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Xbox Game Pass Ultimate Deal Gives You Twice the Subscription

The season of giving is upon us, and what could be a better gift for Xbox gamers than the Xbox Game Pass subscription? Well, how about double what you’re used to getting with the Xbox Game Pass Ultimate!

The Xbox Game Pass Ultimate subscription is currently having a special on Amazon. For those who purchase the 3-month subscription option, you’ll be gifted an additional 3-months! And if that wasn’t a good enough deal already, this is the Ultimate edition, meaning that if you happen to also own a PC (or just a PC), you’ll also get the benefit of owning the free with the subscriptions games on that platform.

Not too bad of a deal at all for existing subscribers, although Xbox owners should be no stranger to these deals as many times throughout the year Game Pass and Gold memberships have sold at a discount. Heck, even Microsoft’s search engine, Bing offers points for just using it that can be used to redeem membership. The service also provides a $1 30 day trial. For those that join the ultimate subscription, Microsoft is converting remaining Gold Membership to ultimate, meaning you’ll get additional months of the service at no extra cost!

Regardless, an extra 3-months for free is still a great Holiday deal that I highly recommend anyone interested in Game Pass to take advantage of. PC players may be extremely interested as Halo Reach launched this month, and if you aren’t keen about buying it outright, you could always enjoy it with Game Pass as it comes with the subscription.

If you are interested you can visit the Amazon Game Pass  Webpage here: Xbox Game Pass Ultimate

Although the better deal would have to be for new subscribers as Microsoft is offering 3-months for just $1, plus additional perks such as Discord Nitro for 3-months, Spotify for 6, and EA access for 1-month. At $1 that’s a pretty dam good deal considering what you get. Just be sure to turn off auto-renewal for all the subscriptions so you aren’t charged afterward.

You can pick up that deal right from the Microsoft Storefront: Xbox Game Pass

We’ll be sure to continue to post more Holiday Sales, and for you PlayStation gamers out there be sure to visit the PlayStation Store as they are currently holding a Game Award Show Sale and End of the Year sale filled with some great deals.

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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 Under the Map Glitch Is Being Exploited, Here’s How It Looks

Like it or not, there are always cheaters present in online multiplayer games. Regardless if it’s an indie game or one made by a big studio like Infinity Ward, developers can’t foresee every exploit or cheat that might come to their game, and Call of Duty: Modern Warfare isn’t any different. For those unaware, there is a Modern Warfare under the map glitch that’s still present currently (as of patch 1.11), and it’s not exclusive to just one map or mode.

Check out a sample footage of it from the Modern Warfare subreddit.

His gamertag and activision name are “LeoTheAssassin”. He’s glitching under the map on Tavorsk bridge. Please make this visible to get him banned.
byu/corvettemikes inmodernwarfare

Devs should take a look at this GLITCH in shoot house 24/7 on PS4.
by inmodernwarfare

Aside from the Shoot House map in the traditional 6v6 mode, and in Tavorsk District in Ground War, this Modern Warfare under the map glitch is also happening in other maps, and sadly, the method on how to do it is being spread by some people out to ruin the fun for everyone. For obvious reason, we won’t be sharing any videos or tips on how to do it, as this would definitely spoil the fun for other people. Also of note, remember that Infinity Ward might ban you or reset your account if they catch you doing this, which is an inevitablity given how big of a mess this causes.

Have you been in a match where this was happening? Don’t forget to report players that do this, or capture video and send it to Infinity Ward via Twitter to let them know not only of the glitch, but also the online ID of the perpetrator.

More Modern Warfare Reading:

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Alex Co

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

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Battlefield 5 Next Update (5.2.2) Hitting Tomorrow, Here Are the Upcoming Changes

Just a few days ago, we posted a story about DICE’s response to the Battlefield 5 community in regards to the 5.2 patch feedback and what the studio is aiming to do with it. Today, DICE has announced that the Battlefield 5 next update is hitting tomorrow, and they’ve even included the patch notes!

Called the Battlefield 5 update 5.2.2, the patch focuses mostly on weapon changes, while also including UI (user interface) tweaks, and other stuff.

Battlefield 5 update 5.2.2 schedule:

  • PC: 1 a.m. PT/4 a.m.ET/9 a.m.GMT/10 a.m. CET
  • Xbox: 2 a.m. PT/5 a.m.ET/10 a.m.GMT/11 a.m. CET
  • PS4: 3 a.m.PT/6 a.m. ET/11 a.m. GMT/12 p.m. CET

Battlefield 5 next update (5.2.2) patch notes:

Battlefield V – Update 5.2.2 (Hotfix)
Weapon changes

ZK-383, EMP, MP40, STEN:

  • Improved damage model from 4-11 to 4-10 BTK

Light Bolt ZK-383, MP28, M1928A1, Suomi:

  • Improved damage model from 5-13 to 4-10 BTK with faster damage dropoff then the MP40 damage model

  • Increased Vertical Recoil by 25%, and Horizontal Recoil by 60%‏‏‎ ‎Note: Due to an error with our Damage Tables, the M1928A1 will do 9.6 damage at maximum range making it a maximum 11 BTK, but this will be corrected in our next update.

Type 100:

  • Improved damage model from 5-12 to 5-10 BTK

StG 44:

  • Improved damage model from 5-8 to 4-8 BTK

Sturmgewehr 1-5:

  • Improved damage model from 6-9 to 5-9 BTK

  • Reduced Vertical Recoil by 25%, and Horizontal Recoil by 20%

M1907 SF:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

Breda M1935 PG:

  • Improved damage model from 5-6 to 4-6 BTK

KE7, Type 97, Bren Gun, Lewis Gun:

  • Improved damage model from 5-8 to 4-8 BTK

LS/26:

  • Improved damage model from 4-11 to 4-9 BTK

FG-42

  • Improved damage model from 5-13 to 4-9 BTK with slightly faster dropoff than the LS/26

VGO, MG 42:

  • Improved damage model from 5-13 to 4-10 BTK with reductions made to the damage dropoff.

  • Reduced Vertical Recoil by 25% and Horizontal Recoil by 20%

  • Fixed an issue where the MG42 dealt too much damage when using High Velocity Bullets

Turner SMLE, MAS 44:

  • Improved damage model to 3 BTK within 30 meters as these weapons had an incorrectly low maximum damage

Ag m/42:

  • Increased rate of fire from 300 to 360 rpm

  • This should better balance the Ag m/42 against the MAS44 and Turner SMLE‏‏‎ ‎

The full list of weapon changes is visible here (changes from the current version are highlighted in Green for ease of access).

UI Changes:
  • Removed the 5.2 enemy acquisition icons when not looking directly at an enemy player, but who are inside your field of view – See the change here

  • Reduced the range at which you can see an enemy icon if directly aiming at the player is now 20m, down from 25m.

  • Reduced the angle at which we consider that you are looking directly at an enemy player is now 3°, down from 6° – See the change here

  • Improved soldier icon occlusion a to reduce the scenarios where an enemy icon could be visible, without the player being really visible on your screen – See the change here

  • Fixed some issues with smoke grenades not blocking enemy icons consistently – See the change here

  • Reduced the impact of wind on smoke grenades to ensure that the blocking of the icons is more consistent with the shape of the smoke grenade effect.

  • Fixed issues with squad member names not being properly displayed above their head in close range or when in a vehicle.

Performance

  • Fixed an issue that was causing stuttering issues during a scenario that involved getting kills with the LVCP vehicle

Stability

  • Multiple crash fixes that we hope will improve overall game stability

Once this update is live, we’ll be sure to let our readers know.

Source: Reddit

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Alex Co

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

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Gundam Battle Operation 2 Upcoming Update Launching This Week

A new Gundam Battle Operation 2 upcoming update is coming this week, and details have been revealed by the recent offline fan meet up that the developers had.

Thanks to a post on the official GBO 2 reddit, we have some details on what this week’s update will include. The big beef is the new “mixed” mode and more custom match options, which you can read up below.

-) The new map “Arctic Base” will be coming to GBO 2 in February 2020.

-) New game rule “Mix Up” will be implemented next week as a part of Weekend Battles. This game mode is similar to Gundam Online, where each team has 16000 HP, and it’ll go down each time a member is destroyed. The match ends when one of the team’s HP reaches 0, or when the timer runs out (the team with the highest HP is the winner).

The unit cost determines the point loss, where the higher the cost, the bigger the point loss. For example, 100 cost units only reduced -100 points, 300 costs reduced -500 points, and 550 costs reduced -1000 points.

-) Simple Battle and Target Shuffling will be added to Custom Games on next week’s update on 19th December 2019.

-) Flying transformable units will be implemented soon.

-) Added a new parts with pros & cons, like increased shooting, but reduced melee stats, etc.

-) Rating & Quick matches will go to have a lower cost limit than the current one (100-150 cost incoming?).

-) Free chat is going to be disabled during Quick & Rating match (in the lobby), but you can still use preset messages.

-) Zudah F is shit, and the devs are going to buff it.

Overall these updates are useful, and I welcome the addition of the new parts. The new map is coming in 2 months, and from the looks of it, this one is going to be another small & hectic map.

And Zudah F is finally getting some love…

And thanks to some images shared with us on discord, we get our first look at the new Artic Base map coming next year.

 

As you can see, the map is circular and symmetrical for both teams. For those that did play the original Battle Operation Online that released on the PlayStation 3, then you should be familiar with this map as that is where it was originally introduced. At the time, it was the smallest map offered in the title and this may be true for Battle Operation 2 as the majority of the maps are rather large.

Gundam Battle Operation 2 is set to receive a new update this week that’ll include a large number of changes as with previous patches. It’ll be available in all regions that the game is in upon their resets. We will have the full patch notes as they’re published later this week.

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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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World War Z Horde Mode Map, Zombie & More Teased in New Screenshots

The long-anticipated World War Z Horde Mode Z  update is almost upon us, and to help draw up the excitement, Saber Interactive has released a number of new screenshots and gifs, showcasing the new map, zombie, weapons, and more!

First up is the reveal of the new zombie the dev teased last week. The zombie is called “Bomber” and much as we and many others speculated, this zombie will be the type that explodes as it nears players. We don’t have any video of it in action yet, though we do expect that to drop with the update trailer. For now, here’s a new screenshot of the zombie.

Next, we get out first look at how the map will look like in Horde Mode Z. As you can see, this is only a portion of the World War Z Horde Mode Z map showcasing the many defenses that players can set. These defenses should no doubt look familiar to those who played the single-player/co-operative mode, though they’ve clearly upped the amount that can be set by a large margin.

Here’s a look at the map in action!


Launching the same day is also a paid weapon skin pack called “The Special Operations Forces”, which will include a number of new weapon skins (no gameplay enhancements). You can view the skins down below.

The World War Z Horde Mode Z Update will be launching sometime this week. According to the season 2 roadmap, World War Z is also set to receive cross-play along with some paid character skins with this update.

According to the developers, this update will also come with a number of bug fixes, though nothing has been detailed yet. We will be sure to publish the patch notes as they go live later this week, so stay tuned!

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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.