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Marvel’s Avengers Prequel Novel Confirmed, Includes Doctor Strange and Doctor Voodoo

In addition to the prequel comics, Titan Books have announced that they will be publishing a Marvel’s Avengers game prequel novel just before the game launches next year.

IGN confirmed yesterday that the title would be called “Marvel’s Avengers: The Extinction Key,” along with an official synopsis below.

“The Extinction Key, the novel will follow the Avengers and their allies as they battle an ancient organization called the Zodiac. The Avengers team consisting of Captain America, Iron Man, Thor, Black Widow, and Hulk join forces with other heroes like Doctor Strange, Doctor Voodoo, and SHIELD agents to stop the Zodiac from obtaining a weapon called the Zodiac Key.”

The interesting bit of news though is the confirmation of Doctor Strange, Doctor Voodoo, and members of the Zodiac team.  Since the reveal of Marvel’s Avengers, fans have been requesting for Doctor Strange to be a key playable character in the game, though they have yet to be given any confirmation or hints that the character even exists in this game’s universe until now of course. Now do mind that just because these characters exist in the novel, this doesn’t 100% confirm that they will show up in the game.  This only confirms, in the least, that the characters are indeed apart of the same universe that the game takes place in.

We do hope that Crystal Dynamics and Eidos Montreal consider adding Doctor Strange and Doctor Voodoo as playable characters sometimes after launch. They are, after all, planning a good number of post-launch DLC, including several heroes that’ll be free for everyone.

Marvel’s Avengers launches on May 15 for the PlayStation 4, Xbox One, PC, and Google Stadia. The prequel novel will be releasing on March 31. As for the individual character prequel comics, the Iron Man one will be launching next week, December 11.

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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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Gears 5 Operation Free For All Detailed, Coming December 12

The Coalition has pulled the curtain back on the newest Gears 5 content drop, Operation: Free For All, which will be dropping on December 12 on Xbox One and PC. This content drop will include new modes, maps, characters, and a brand new Tour of Duty with over 200 unlockable items for players to grind through.

Mentioned in the title, the free for all game mode will be launching with this content drop and will support up to 14 players, making it Gear’s 5 largest mode in the playlist to date.  The Coalition says to support fights this big, they have created three brand new maps explicitly built to support a great FFA experience, each with their distinct style of gameplay.

The map descriptions are as followed:

Pit: This mining excavation frozen in time features huge slides that funnel combat into a dangerous central pit. Venture into the depths of the Pit to be rewarded with the best weapon pickups – if you can survive.

Core: A claustrophobic battle in the heart of a machine with fights that will be defined by bridges separating the two main sections of the map.

Nethercutt: This sprawling maze features large landmark rooms that create fierce points of contention and plenty of mayhem.

 

Along with the featured FFA game type, Arcade Blitz and 2v2 Ghashers are other modes that are joining the fun. Arcade Blitz is a no holds barred fast-paced objective mode, where objective hills move quickly, and points can only be captured by standing within the hill. This is an Arcade mode, so character arcade abilities come into play here. 2v2 Ghashers is the classic Gears mode where you and a buddy team up to take on another group of two on maps from Gears 4, Boxes, and Foundation Mid.

New characters were also revealed. After teasing both Lizzie Carmine and Damon Baird as COG hero’s last week, The Coalition got into detail about the heroes’ abilities and Swarm characters, Jermad and Locust Drome for use in Arcade and standard multiplayer. Also mentioned was another Swarm character, Kantus, who will be available in January 2020.

Damon Baird: 

PvE Details:

  • Role: Engineer
  • Ultimate: Reinforce DR-1 – Summon a DR-1 that targets enemies
  • Passive: Build new Fortifications at a small discount and carry Fortifications faster
  • Skill Cards: 16

Versus Arcade Details:

  • Passive: DB Specialist – Significantly reduced recoil on DeeBee Weapons
  • Loadout: Enforcer, Snub, Flashbang
  • Weapon Tree: Shock Grenade (2), Overkill (4), EMBAR (6)]
  • Skull Bounty: Multi-kill Eliminations

 

Lizzie Carmine:

PvE Details:

  • Role: Tank
  • Ultimate: Summon Silverback – Summon and pilot a Silverback on the battlefield
  • Passive: Enemies that die with your mark reduce the cooldown of your Ultimate
  • Skill Cards: 16

Versus Arcade Details:

  • Passive: Hot Footed – Taking damage makes you move faster for a brief time
  • Loadout: Lancer, Talon, Smoke
  • Weapon Tree: Shock Grenade (2), Gnasher (4), Dropshot (6)
  • Skull Bounty: Multi-kill Eliminations

 

Jermad:

Versus Arcade Details:

  • Passive: Hard Headed – Headshot Damage Reduction
  • Loadout: Retro Lancer, Snub, Flashbang
  • Weapon Tree: Ammo (3), Mulcher (6), Torque Bow (7)
  • Skull Bounty: Multi-kill Eliminations

Locust Drone: 

Versus Arcade Details:

  • Passive: DB Specialist – Significantly reduced recoil on DeeBee Weapons
  • Loadout: Enforcer, Snub, Flashbang
  • Weapon Tree: Shock Grenade (2), Overkill (4), EMBAR (6)
  • Skull Bounty: Multi-kill Eliminations

 

Other mix-ups to hero characters include a buff to Fahz and three new skill cards for Kat in the horde mode. Previously Escape only characters, Mac, Keegan, and Lahni, will be introduced to Horde along with new perks for the mode. Marcus will also be introduced to Escape alongside all of his Horde abilities. In addition to the five new maps for FFA and 2v2, two Arena maps will also be added for both Public and Private Play with the launch of Operation 2. A new map Allfathers Arena and a Gears 4 favorite, Lift, will be available in standard MP. 27 new tiles for the Escape map editor are coming in the Operation that will allow even more customization when designing custom made Escape maps.

Gears 5’s battle pass system, Tour of Duty, has a list of improvements that the community has been asking for. Doubling the number of earn-able medals groups for Versus players to 4 Medal Groups, plus an additional Medal Group tied to Versus Special Events. It provides more opportunities for Versus players to earn big hits of Stars in Versus to match the number available in PVE. The Coalition has also excluded Character Skins from any of the mode-specific Medal Group Rewards and placed them in the main Tour of Duty level rewards instead. Boosts will now offer double stars for daily challenges when activated, allowing for faster leveling of the Tour.

All of this is free content that can be earned through gameplay, but for those wanting to gain access to the new characters without the grind, Gears 5 offers a bundle and includes all four new characters, the complete Eclipse weapon set, 1000 Iron and 30 days of Boost, all for $19.99.

Operation: Free For All drops on December 10, 2019

 

Source: Gears5.com.

Kyle Hooper

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Battlefield 5 Wake Island Map Breakdown

Earlier today, we posted the Wake Island trailer for the map’s release in Battlefield 5 which takes place next week. If you’re curious what game modes will be available on the map when it launches, where the capture points are and more, we’re here to help! Below you’ll see the Battlefield 5 Wake Island map breakdown.

Wake Island at a Glance

Units:

  • Infantry
  • Aircraft
  • Vehicles
  • Boats

Size:

  • Medium

Tempo:

  • Fast (Breakthrough mode)
  • Slow (Conquest mode)

Breakthrough Sectors and Capture Points

Capture Point A: Hotel

Along with the Barracks, this partially constructed establishment will be part of the first sector in Breakthrough. Players landing at Peal Island will find defined lanes to help make their way safely to the Hotel.

Defenders have two coastal guns and an AA gun to help them hold off the attackers. They also can find good sniping locations on the higher floors of the Hotel. They do need to keep in mind that most of the Hotel is destructible which includes the floors and walls.

Capture Point B: Barracks

From the Hotel, players will cross a bridge that will take them to the Barracks, which existed on the real-life island. This is where most of the residents of Wake Island would live.

The defenders have more breathing room on this flag with the Barracks providing cover from the attackers. They also get an AA gun to keep the enemy planes at bay. Snipers will find a conveniently located water tower at the back of the Barracks.

Capture Point C: Hangar

After taking the first sector, the attackers make their way to the Hangar. On the actual island, there was a proper terminal building here, which we have skipped in favor of a Hangar.

To get there, attackers first need to break through the trench built into the hill. On the hill, defenders will also find an AA gun. This hill is Wake Island’s highest landmass and defenders can use it to prevent enemies from accessing the Hangar. Once the trench falls, defenders will have to fall back to the Hangar and set up Fortifications, especially the tank traps, to prevent enemy tanks from entering. Defenders can make their way to the top of the Hangar to get a high ground advantage. Keep in mind that the roof is destructible.

Capture Point D: Ammo Depot

The next sector once again features two flags, Ammo Depot and Oil Tanks. As the name suggests, this is where all the Ammo is stored and yes, they do go boom. Defenders will find two AA guns at this spot. Attackers can get to the top of radio tower and get a good overview of the defenders.

Capture Point E: Oil Tanks

On the second flag of the third sector, you’ll fight in an area designed for the storage of airplane fuel. This is a tight, close-quarter combat flag, which can change the tide for this sector. Attackers can flank and capture this control point, effectively trapping the defenders at the Ammo Depot. Snipers can find a great location on top of the Oil Tanks.

Capture Point F: Dock

The final flag in Breakthrough. There is a trench in front of the docks which can be used by defenders to halt the attackers’ progress. Snipers on the defenders’ team will also find a tower at the entrance of the docks. The attackers will have to break through the trench to make any progress into the sector. They also have access to boats to flank from either side.

Asid from Wake Island, Community Games are also being released next week for Battlefield 5! You can read up about the initial list of features of that here.
Source: EA
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Alex Co

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

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Next PlayStation State of Play Airing Next Week

PlayStation fans, the next PlayStation State of Play show is airing next week on December 10 (Tuesday)! As one can expect, this is the last State of Play show for 2019, before we head to 2020, and that year’s inevitable deluge of PS5 news.

The next PlayStation State of Play will air on December 10, at 6 a.m. PT/9 a.m. ET, and fans can once again watch it on YouTube, Twitch, Facebook, and Twitter. The show will last for 20 minutes, and will have “new game reveals,” release date announcements, new gameplay footage of games being developed by Sony’s first-party studios.

And in case you’re wondering, no, there won’t be any news regarding the PS5 next week, which is a given. Given how the PS5 is set for release in 2020, this is probably the last December where the PS4 is the primary focus.

Same as always, we’ll have the show posted on the site once it’s available.

What are you expecting to see this coming Tuesday? Maybe some new The Last of Us 2 gameplay? Perhaps new footage for Final Fantasy 7 Remake? Let’s tune in this Tuesday to find out.

Source: PlayStation Blog

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Alex Co

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

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Activision Sending Out Modern Warfare Survey for Feedback

With Call of Duty: Modern Warfare now out for more than a month, some players might have an opinion or two about it. If you’re itching to be heard, you might want to check your email inbox, as Activision is sending out a Modern Warfare survey seeking feedback from players via an email.

Check out the image below provided to us by Reddit user JayOutlawz24:

While we can’t provide a link to the survey, some of the questions touch upon weapon balancing, dev feedback, game updates, class loadouts, and lots more.

  • Content drops
  • Updates
  • Dev feedback
  • Game type played (MP, GW, Spec Ops, SP)
  • Weapon Balancing
  • Battle Pass
  • Team Balancing
  • Map Styles
  • Want more remade maps
  • Game modes liked most in MP
  • Time to find lobby
  • Class setup
  • Daily Challenges

Players who got the survey had options to choose whether the “disliked” something,” or were “undecided,” and of course, if they liked a particular topic.

As is with most game surveys, we probably won’t see the results of this one. But at the very least, it does give the community an official channel to be heard, which we hope means we’ll see changes to the overal meta of the game (unless you’re OK with it, in which case, carry on).

Have you received a Modern Warfare feedback survey? If so, let us know what you chose as answers to what.

In other Modern Warfare news, don’t forget to check the game out now, as the Shoot House 24/7 playlist has been brought back via  a new server-side update.

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Alex Co

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

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Fallout 76 Next Patch Out Next Week, Christmas Event Announced

Bethesda is set to roll out the Fallout 76 next patch (called Update 16) on December 10, and will be the final patch for the game barring any technical issues. While we don’t have the full patch notes just yet, Bethesda has given us details on what to expect in the Fallout 76 next patch.

MORE CHOICE IN NUCLEAR WINTER MAPS

Since the launch of Morgantown for Nuclear Winter, we’ve seen lots of requests from Overseer Candidates who want the ability to choose which map they’d like to play on during a match. We’ve seen lots of requests for this from the community, as well. In Update 16, The Forest is returning alongside Morgantown, and you will be able to cast a vote for your map of choice at the start of each new match. Once the ballots are in, the map that received the most votes will be selected for that match.

As with any change to the Candidate selection process, ZAX is pretty excited to tell you more about this one, so keep an eye out for a new ZAX Transmission on Fallout.com in the next few days.

PRIVACY, PLEASE! NEW OPTION FOR PRIVATE WORLDS

Following some community discussions and feedback, we’re introducing an option in Update 16 that will help Private Worlds offer a true solo experience, if you so choose. To do this, we’re adding a button to the Play Menu when you highlight Private World mode that will let you toggle between “Team Only” or “All Friends.” By choosing “Team Only,” just you and players you’ve already formed a team with can enter your Private World. Selecting “All Friends” works just like Private Worlds do now, allowing anyone from your friends list to jump into your Private World while you’re there.

Starting December 12, the Fallout 76 Christmas event will commence! Called the “Holiday Scorched Event,” which has you hunting down enemies dressed as Santa!

Starting December 12, whenever you spot Scorched dressed in festive attire, or hear their joyous jingle bells, it’s time to go on the hunt. Each “Holiday Scorched” you take down will drop a Holiday Gift for you to unwrap. Gifts can be low, medium, or high-quality, and may contain anything from a lump of coal, to rare plans and recipes. You’ll also get some wrapping paper so that you can craft a few Holiday Gifts of your own to share with your fellow Dwellers.

  • Holiday Scorched Event Details:
    • Start Date: Thursday, December 12 at 11:00 a.m. ET
    • End Date: Thursday, December 26 at 12:00 p.m. ET

As part of the Christmas festivities, when Update 16 drops, players will be able to claim a free Santatron from the Atomic Shop! Players can build the Santatron Station in your CAMP, and the bot will scan the area to collect treats like candy, toys and even coal. Also, while the Holiday Scorched Event is live, the Santatron will occasionally give a Holiday Gift of random quality to the owner.

Lastly, the Halloween event Nuclear Winter will be coming back as well in time for the holidays for a limited time. There are new Christmas-themed Nuclear Winter challenges and cosmetic rewards, with each challenge appearing each day until all six are live, All of them will be available until January 6, 2020.

  • “Nightmare Preceding Christmas” (Formerly “Halloween”) Challenge Details:
    • Start Date: Wednesday, December 11 at 7:00pm ET
    • End Date: Monday, December 16 at 7:00pm ET
  • Christmas Challenge Details:
    • Start Date: Tuesday, December 17 at 7:00pm ET
    • End Date: Monday, January 6 at 7:00pm ET

It looks like Bethesda is ending 2019 with a bang for Fallout 76 players. Once the patch is out, we’ll be sure to let our readers know.

Source: Fallout

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Alex Co

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

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Modern Warfare December 6 Update Puts Shoot House 24/7 Back & Other Changes

Just yesterday, we reported that Infinity Ward was putting Shoot House 24/7 back in a future update, well, that’s today! In a Call of Duty: Modern Warfare Dcember 6 update, the studio rolled out the Shoot house 24/7 playlist, along with other fixes.

Modern Warfare December 6 update:

WHAT’S NEW:

  • Shoot House 24/7 is back! (replaces Crash 24/7)

  • Removed night maps from Hardcore modes

  • Added Docks back into Gunfight map rotation

  • Added Grazna Raid and Arklov Peak to Hardcore TDM

  • Added Arklov Peak to Hardcore Headquarters

GENERAL FIXES:

  • When attempting to view weapon details of a weapon in the Missions tab, players will be kicked back to the main menu. This has been fixed.

  • Fix for the cargo ship clipping through the playable area on Docks

  • In some cases, players were not able to see or shoot down an opposing team’s Counter UAV. This has been fixed

  • Fix for the VTOL audio persisting after being shot down

  • Fix for a crash that could occur while prone and firing the AK-47 with a launcher and the Fully Loaded perk equipped

  • Fix for the “Jack Frosty” and “Old Wounds” world model appearing differently than the Armory/Gunsmith models

  • Special Operations: “Just Reward” – Fix for the HVT truck crashing into portions of the map

  • Special Operations: Survival – Fix for the respawn flare not working as intended

Hopefully, we’ll get one more patch before the year’s out.

Source: Reddit

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Alex Co

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

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Battlefield 5 Community Games Release Date and Info Announced

Battlefield 5 players who want to play Operation Underground 24/7 (or other maps for that matter), you’ll soon be able to do that! DICE has announced the Battlefield 5 Community Games release date, and it’s next week on December 9, 2019!

Those unaware of Community Games, it’s essentially the game’s rent-a-server feature, which has long been requested by the community, In the latest Community Broadcast post by DICE, the studio also talked about the initial list of features available for Community Games, as well as some of the stuff coming in 2020.

Battlefield 5 Community Games details:

  • Find the right experience for you – Browse games with a custom filter set to your needs. Want to focus only on Rush? Find Rush 24/7 matches created by the community with Community Games.
  • Create a personalized experience – Create your own playlists and store them in your preset configs which can be saved for future use. Saved playlists can be applied when you create a game, allowing you to hit the battlefield faster.
  • Create a safe play space – Protect your experience with a password. Kick and ban functionality is in place so that you can build a happy community of players.
  • Play some of our time limited modes – Even when your favourite time limited experience is out of rotation, you can keep playing via your own server. (Grind and Fortress are currently not available. These modes are technically built as variants of existing modes and won’t be available in Community Games next week).
  • Continue your Battlefield journey – Weapon, vehicle, and rank progression will all stay active on non-password protected servers* so you can continue your journey.
  • Struggling to find what you’re looking for? Create your own Community Game, communicate it with friends and through social channels to keep playing.

​ Community Games Feature Set

  • Create, delete, update, and name one or several configurations
  • Create and join a Community Game
  • Automatically generated server name
  • Choose game size (16, 32, 64)
  • Choose how many rounds the server should play (max 20)
  • Choose the mode
  • Choose the maps
  • Choose a password (between 3-8 characters)
  • Choose the pre-round size (how many players are needed to break out of pre-round) → Minimum of four up to whatever the game size dictates
  • Kick players from the server
  • Ban and manage banned players (session only)
  • Special Community Games filter in Advanced Search

Note that DICE has confirmed that games that are password protected won’t feature any kind of progression.

While Community Games will be launching next week, a lot of stuff are already being worked on by DICE, and are set to be available in 2020!

Battlefield 5 Community Games features planned for 2020:

  • Set custom name for the server
  • Set description for the server
  • Control what classes are available
  • Control what weapons are allowed
  • Control if vehicles are allowed
  • Control if the kill cam will be displayed
  • Turn friendly fire on or off
  • Turn regenerative health on or off
  • Change soldier tags as visible or not
  • Enable or disable third-person camera view
  • Enable squad leader spawn only
  • Enable or disable aim assist auto rotation
  • Enable or disable aim assist cooldown
  • Control bullet damage scaling
  • Control game mode ticket scaling
  • Control soldier and vehicle respawn timers
  • Turn the mini map on or off
  • Enable or disable the compass
  • Manage list of moderators
  • Manage list of VIPs
  • Apply an authored pre-set config to a Community Game – Vanilla, Infantry only, DICE-authored etc.
  • Have your name highlighted in chat if you’re the owner of the server
  • Administer and manage server settings in the main menu or via our Community Games web portal
  • Have the description of your Community Game presented on the loading screen
  • Manually switch specific players between teams
  • Report Community Games in the advanced search screen

It’s been a long time coming, but at least we’re finally going to be able to set up our own servers! Don’t forget, Wake Island is also coming out next week! Make sure to watch the announcement trailer for that.

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Alex Co

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

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Destiny 2 Xur Location Today and Inventory – December 6, 2019

It’s Friday, Guardians, and that means another Destiny 2 Xur location today and inventory post here on MP1st. For the full list of Destiny 2 inventory and items, head on over below/

Xûr, Agent of the Nine

Description:

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location:

Titan

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Black Talon Heavy Sword 29 Legendary Shards
Lunafaction Boots Warlock Leg Armor 23 Legendary Shards
Wormhusk Crown Hunter Helmet 23 Legendary Shards
Stronghold Titan Gauntlets 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

Invitations:

Name Type Cost
The High Priestess Invitation of the Nine 9 Legendary Shards

In other Destiny 2 news, make sure to check out the info we’ve collected from this week’s Season of Dawn reveal.

Source: Reddit

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Alex Co

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

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Battlefield 5 Wake Island Release Date Set for Dec. 12, Watch the Trailer

Yesterday, DICE released a big Battlefield 5 patch that introduced new gameplay changes, fixes and more. Also included in this patch are stuff set to be released soon, which includes the return of fan-favorite map Wake Island! Today, DICE announced the Battlefield 5 Wake Island release date, which is set for December 12!

Check out this new Battlefield 5 Wake Island trailer below, as well as info on the modes available initially once the map is released.

Must-Read on Battlefield 5: Battlefield 5 Sparta Bug Surfaces After Today’s Patch, Here’s a Fix

In the press release, DICE has also shared a few tips on surviving and winning in Wake Island.

  • In Breakthrough, attackers get tanks in the first sector, defenders don’t. If you’re attacking, take advantage of this. Also, if you spot defenders hiding in the Hotel, take it down! Defenders can build Fortifications to counter this.

  • Attackers can find ways to destroy the Hangar as well. Defenders should set up tank traps as soon as possible to stop the tanks from moving into the Hangar.

  • Some of the bunkers can be destroyed, some cannot. Defenders can use the tunnels leading to the bunkers to their advantage by creating a choke point.

  • The last sector is the prime target for calling in artillery or rocket Reinforcements. Use them.

  • Do not underestimate the small boats! They are fast, nimble, and perfect for flanking.

Chances are, this new map won’t require a download to be made available, and will be triggered via server-side. We’ll let our readers know once it’s playable.

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Alex Co

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

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Star Wars Battlefront 2 2020 Previewed by DICE

Earlier today, DICE released a new patch for Star Wars Battlefront 2 that included a lot of gameplay fixes and more. While we’re getting another Battlefront 2 patch on December 17 for The Rise of the Skywalker tie-in content, the studio has also given a quick Star Wars Battlefront 2 2020 outline as well.

Note that this is not a roadmap, but rather, what the studio has planned for the shooter in the early stages of 2020.

It’s incredible to think we’re already in year 3 of the game’s life. With 2019 fast coming to a close our attention now turns towards what’s next.

In January, we will continue with Sequel Trilogy content as we will bring it to both Instant Action and Capital Supremacy. This includes the Resistance MC85 and First Order Resurgent-class Star Destroyer.

Rounding out January will also be two new heroes: BB-8 and BB-9E

We’re already thinking about February and March, and we’ll be back closer to the time with all the details on what to expect.

From all of us on the Star Wars Battlefront II team: Thank you for being a part of this journey and we look forward to seeing you in-game over the holiday season.

May the Force be with YouThe Star Wars Battlefront II Team

If DICE can continue the level of support it’s shown to the shooter in 2020, then players will be in good hands. This is definitely a step in the right direction rather than games being abandoned after a year it’s been out.

What do you want to see in Star Wars Battlefront 2 in 2020? Do you think DICE can continue this level of support throughout the next year?

Source: Reddit

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Alex Co

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

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Modern Warfare Shoot House 24/7 Returning in the Future, Watch the Map Remade in Minecraft

Earlier this week, Infinity Ward rolled out the big Call of Duty: Modern Warfare Season 1 patch that brought in new weapons, modes, maps and more. While that in itself is good, the studio had to pull the Modern Warfare Shoot House 24/7 playlist off to make way for the Crash playlist. Given how Shoot House was a lot more cramped compared to your traditional Modern Warfare map, this has made quite a number of people unhappy.

Thankfully, we can now confirm that the Modern Warfare Shoot House 24/7 playlist is coming back — though we don’t know exactly when. Replying to a thread on the Modern Warfare subreddit where user TBurnn thre

Bring Shoot House 24/7 Back or the Chicken gets it.
byu/TBurnn inmodernwarfare

That’s definitely good news, right? If you’re a fan of the map, then you might appreciate this fan-made Shoot House map recreated in Minecraft! Sure, it’s blocky and whatnot, but it does nail it brick by brick.

I remade Shoothouse in Minecraft (wip)
byu/Cactillian inmodernwarfare

Once we know when Shoot House 24/7 is coming back, we’ll be sure to let people know.

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Alex Co

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

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Battlefield 5 Sparta Bug Surfaces After Today’s Patch, Here’s a Fix

Earlier today, DICE rolled out a rather hefty Battlefield 5 update that included gameplay changes, new content and more. Unfortunately, one of the new things it also added is the Battlefield 5 Sparta bug that’s been plaguing BF5 players.

For those wondering what the bug is, a line of code containing the word “Sparta” will show up on the start up screen, which will prevent players from connecting or doing anything at all. Thankfully, the fix is easy to do! Over on Twitter, Battlefield Producer Jaqub Ajmal gave a Battlefield 5 Sparta bug fix, and here’s how:

Essntially, all a player needs to do is reboot game, select the left choice, and voila! You’re good to go. Of course, this sbhouldn’t be happening in the first place but at least the fix is relatively easy. Let’s hope DICE can roll out a server-side fix or a patch to amend this permanently soon.

Don’t forget to check out this week’s Battlefield 5 weekly challenges and rewards reset right here.

Given the size of today’s patch, and with how it has been so far whenever there’s a new update, expect a deluge of datamined info that could potentially point out what’s coming to the game soon.

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Alex Co

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

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World War Z New Zombie Teased, Coming Next Week in New Update

First teased back in the Season 2 roadmap reveal, Saber Interactive today revealed a World War Z new zomnie that’ll launch with the announced Horde Mode Z update later this month.

As we can see, this zombie will most likely be the kind that explodes when near players if the breach charges on it’s chest are anything to go by. This should certainly up the stakes, as players will now have to be more aware of their surroundings to avoid being caught in this zombies explosion. Of course, we assume this could be used to the players advantage by allowing us to shoot at the explosives, taking out any zombies close by. We will just have to wait for more details leading up to the Horde Mode Z update.

Season 2 of World War Z has already begun with the majority of content being free outside of the few cosmetics. Horde Mode has been a much requested mode since the game launch, and in addition to its release players can also expect cross-play to be launching beside it.

Stay tune as more details are sure to release in the coming weeks leading to the update.

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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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Risk of Rain 2 Skills 2.0 Console Release Date Set for Next Week

While the Risk of Rain 2 skills 2.0 update has been available on PC for a little over two months now, the Risk of Rain 2 skills 2.0 console release date has finally been announced!

The skills 2.0 update will be dropping on December 10 for PlayStation 4, Xbox One, and the Nintendo Switch. As mentioned before the update is already available on PC since last September and it introduced a number of changes, along with a new playable character, Loader, and other content. You can read up on the beefy patch notes down below, although these are the same old one taken from the game’s Steam page. We’ll be sure to push an update when the patch goes live next week, along with any additional new notes pertaining to the console version.

Risk of Rain Skills 2.0 update will be the latest update on console as the last one to be pushed out was Scorched Acres, which was back on June of this year. The game is currently in early access phase, so it’s no surprise to see the PC version getting updates far quicker than it’s consoles counterpart.

==== Major Content and Changes ====

  • Added Survivor: Loader
    • The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
  • Added Stage: Siren’s Call
  • Added System: Loadouts
    • “Loadouts” are a new system that allows you to mix-and-match your selected Survivor’s abilities before entering a run.
  • Added System: Alternate Skins
  • Added 15 skill variants
    • New Skill Variant: Commando Secondary
    • New Skill Variant: Commando Special
    • New Skill Variant: Huntress Utility
    • New Skill Variant: Huntress Special
    • New Skill Variant: MUL-T Primary
    • New Skill Variant: Engineer Secondary
    • New Skill Variant: Engineer Special
    • New Skill Variant: Artificer Primary
    • New Skill Variant: Artificer Secondary
    • New Skill Variant: Artificer Special
    • New Skill Variant: Mercenary Secondary
    • New Skill Variant: Mercenary Special
    • New Skill Variant: REX Secondary
    • New Skill Variant: Loader Secondary
  • Added 7 skins
    • New Skin: Commando
    • New Skin: Huntress
    • New Skin: MUL-T
    • New Skin: Artificer
    • New Skin: Mercenary
    • New Skin: REX
    • New Skin: Loader
  • Added Elite: Celestine
    • Celestine are new high-tier elites that only spawn late into the game, similarly to Malachite elites.
    • New unique visuals and SFX that signifies a Celestine elite has entered the stage
  • Added 2 bosses to the game:
    • New Boss: Solus Control Unit
    • New Boss: Alloy Worship Unit
  • Added 2 monsters to the game:
    • New Monsters: Alloy Vulture
    • New Monsters: Solus Probe
  • Added 6 Items and Equipment to the game
    • New Item: Focus Crystal
    • New Item: Lepton Daisy
    • New Item: Shattering Justice
    • New Equipment: Blast Shower
    • New Equipment: Volcanic Egg
    • New Lunar Item: Strides of Heresy
  • Added Interactable: Lunar Seer
  • Added 3 Challenges to the game
    • New Challenge: Warm For Life
    • New Challenge: Blockade Breaker
    • New Challenge: Guidance Offline
  • Added 22 unique Class Challenges to the game
    • New Class Challenge: Commando: Rolling Thunder
    • New Class Challenge: Commando: Incorruptible
    • New Class Challenge: Commando: Mastery
    • New Class Challenge: MUL-T: Pest Control
    • New Class Challenge: MUL-T: Gotcha!
    • New Class Challenge: MUL-T: Mastery
    • New Class Challenge: Mercenary: Demon of the Skies
    • New Class Challenge: Mercenary: Ethereal
    • New Class Challenge: Mercenary: Mastery
    • New Class Challenge: Huntress: Piercing Wind
    • New Class Challenge: Huntress: One Shot, One Kill
    • New Class Challenge: Huntress: Mastery
    • New Class Challenge: Engineer: Better With Friends
    • New Class Challenge: Engineer: 100% Calculated
    • New Class Challenge: REX: Bushwhacked
    • New Class Challenge: REX: Mastery
    • New Class Challenge: Artificer: Chunked!
    • New Class Challenge: Artificer: Orbital Bombardment
    • New Class Challenge: Artificer: Massacre
    • New Class Challenge: Artificer: Mastery
    • New Class Challenge: Loader: Swing By
    • New Class Challenge: Loader: Mastery
  • Added Environment Log: Siren’s Call
  • Added 7 Lore Entries to the game
    • New Monster Lore Entry: Jellyfish
    • New Monster Lore Entry: Beetle
    • New Monster Lore Entry: Beetle Guard
    • New Boss Lore Entry: Solus Control Unit
    • New Boss Lore Entry: Alloy Worship Unit
    • New Survivor Lore Entry: REX
    • New Item Lore Entry: Little Disciple

==== Gameplay Changes ====

  • General
    • Reduce the spawn frequency of the “aggressive” director
      • This should result in spawning behavior a bit more similar to Early Access Launch, where the Director will be able to save up a tiny bit more before spawning things. This doesn’t make the game easier or harder – there should just be slightly fewer small monsters, and more big monsters.
    • ?︎Fix health regeneration boost being applied outside of Drizzle
      • Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.
  • Survivors
    • Commando
      • ?︎Update Suppressive Fire (R) to fire more bullets with more attack speed
      • Add 2 new skill variants
      • Add 1 new skin
    • Engineer
      • ?︎ Bubble Shield now flashes before it expires
      • ?︎ Update Pressure Mines:
        • ?︎ Now “arms” over time to 900% damage and an increased radius
          • Players (including us) were mostly just using Engineer’s mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
        • ?︎ Now scales max available mines with max secondary stock
        • Max Stock 10 ⇒ 4
      • Add 2 new skill variants
    • MUL-T
      • ?︎ Show both primary and alternate fire descriptions in Character Select
      • Move “Multifunctional” passive into “Retool”
        • This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
      • Add 2 new skill variants
      • Add 1 new skin
    • Huntress
      • Add 2 new skill variants
      • Add 1 new skin
    • Mercenary
      • Add 2 new skill variants
      • Add 1 new skin
    • REX
      • Add 2 new skill variants
      • Add 1 new skin
    • Artificer
      • Add 2 new skill variants
      • Add 1 new skin
  • Items
    • Guillotine
      • ?︎Tier: 1 ⇒ 2
      • Update Logbook entry to properly reflect its stacking behavior
        • In the Logbook, it said it scaled the execute threshold by 20%(+5% per stack), but it ACTUALLY stacked by 20% (+20% per stack). Instead of reducing the threshold down to 5%, we decided to keep the current behavior and upgrade it to tier 2 instead.
    • Cautious Slug
      • Regen Rate: 250%(+250% per stack) ⇒ 300%(+300% per stack)
    • Sticky Bomb
      • ?︎Proc Chance: 5%(+2.5% per stack) ⇒ 5%(+5% per stack)
        • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases.
    • Crowbar
      • Damage Boost: 50%(+30% per stack) ⇒ 50%(+50% per stack)
        • Tier 1 items are the most commonly stacked, and should therefore linearly stack without diminishing returns in most cases
    • Topaz Brooch
      • ?︎Barrier Gain: 20(+20 per stack) ⇒ 15(+15 per stack)
    • Aegis
      • ?︎Has been reworked in functionality
        • Barrier gain from overheal is no longer capped
        • Now grants barrier for 50% (+50% per stack) of the amount you overheal
    • Halcyon Seed
      • ?︎ Friendly Aurelionite now has special AI to be more aggressive
    • Crowfunder
      • Proc Coefficient: 0.2 ⇒ 1
  • Stage
    • Bazaar Between Time
      • ?︎ Add Lunar Seers
        • Lunar Seers allow you to, at a price, determine the next upcoming stage. The intent for this is to allow us to continue adding content that is stage dependent (Timed Security Chest on Rallypoint Delta, Broken Robot in Abyssal Depths, etc) without it becoming frustrating in the future to actually land on those maps.
    • Abyssal Depths
      • ?︎ Brighten ambient lighting
      • ?︎ Ambient lighting is no longer extra dark inside the cave portions
  • Elites
    • Malachite
      • ?︎ Health Bonus Percentage: 2820% ⇒ 2350%
  • Drones
    • ?︎Drones can now be repurchased after they die, excluding TC-280
    • TC-280
      • Base Cost: $500 ⇒ $350

==== Music & SFX ====

 

  • Add new stage track
  • A bunch of other tweaks and updates to SFX

==== QOL ====

 

  • ?︎ Damage numbers can now support up to 998,000,000 damage (truncated as 10K, 100K, 1M, etc)
  • ?︎ Money values in the HUD now have commas
  • ?︎ Newt Shrines, Shrine of the Mountain, and Altar of Gold now become unavailable once the Teleporter starts charging
  • ?︎ Game now remembers your preferred difficulty until you close the game
  • ?︎ Update geysers on Scorched Acres to have shorter launch arcs so they don’t cause fall damage
  • ?︎ Add cost of purchasables to their chat message when pinged
  • ?︎ Add unique shrine icon for Altar of Gold
  • ?︎ Add new unique UI sprite for Lunar Coins. Update Lunar Coin model to have a hole in the center to match new icon.
  • ?︎ Add equipment cooldown to logbook
  • ?︎ Add stats for regen and armor to logbook entries for survivors and monsters
  • ?︎ Minion kills can now spawn Lunar Coins on your behalf
  • ?︎ Damage dealt by your minions is now reported in the post-game screen
  • ?︎ Minion healthbars are now nested below their leader’s
  • Dead players now remain in the allied healthbar area
  • Update level up effects

==== Bug Fixes====

 

  • ?︎Update skill icon not accounting for cooldown scale when calculating the display value for the cooldown progress indicator
  • ?︎Fix Flamethrower Drone creating two flamethrower effects
  • ?︎Fix floating trees in Gilded Shores
  • ?︎Fix trees in Scorched Acres and Rallypoint Delta not having collision
  • ?︎Fix stuck spawn location in Scorched Acres
  • ?︎Fix AI pathing in Wetland Aspect to reduce the chance of a boss spawning on the wrong side of a wall
  • Update Wandering Vagrant’s Nova attack to properly apply on-hits
  • Fix Aurelonite firing more projectiles for every connected player in the game
  • Fix water splashes being oriented 90 degrees in the wrong way
  • Update ambient sound in the Celestial Portal to not include insects
  • Canceling Artificer’s Nova Bomb early now properly stops the sound
  • Fix some spots in maps that could cause you to be stuck
  • ?︎Fix Asian characters being clipped in ally healthbar
  • ?︎MUL-T’s Transport Mode now properly applies crits
  • ?︎Replace instances of unknown deaths (pots, out-of-bounds, etc) having a white box and a blank entry with a generic “mystery” attacker
  • ?︎Update a bunch of typos for stacking behavior and skill damage that were inconsistent with in-game values
  • ?︎Fix friendly Aurelionites dropping Logbooks when they expire
  • ?︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
  • ?︎Fix Follower-type items still remaining before and after entering a stage
  • ?Update Dio’s Best Friend on Huntress to no longer clip into her scarf
  • Remove word wrapping in a few instances
  • Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
  • Fix cropping issues on Warbanner and Tri-Tip Dagger icons

Once the patch is out, we’ll let our readers know.

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James Lara

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

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GTFO Early Access Release Date Revealed

10 Chambers Collective has finally announced the GTFO early access release date and it’s coming next week! The title originally debuted during The Game Awards in 2017, and after nearly two years we can finally get our hands on the title come December 9.

For those who don’t know what the game is about, it is a four-player co-operative first-person-shooter built for the hardcore players. 10 Chamber Games, which consists of a number of ex-Payday 2 developers, wanted to create s horror first-person shooter that focused on teamwork, and made with the hardcore players in mind. If you missed it, you can watch the latest trailer, The Rundown, down below along with a short synopsis of the mode.

You play as scavengers held captive by an entity called “The Warden” who will task your team with a work order that includes different objectives to carry out inside the Complex. This work order is represented by The Rundown, which is the menu you are presented with when you launch GTFO. The Rundown is divided into different tiers; the deeper you go into the Complex, the harder the expeditions get.

What makes The Rundown a unique and exciting concept, is the countdown timer. When time runs out, the Rundown and its objectives get replaced by new ones. The previous Rundown is wiped and won’t be playable anymore. By using this system, 10 Chambers Collective are able to keep GTFO dynamic while also compelling the game’s community to focus on a common set of expeditions. Gamers will be always able to come back to GTFO for fresh new challenges that they can take on with their hardcore gamer friends.

There are currently no plans for a console release, but if there are any changes we’ll be sure to let you all know.

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James Lara

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

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Halo: Master Chief Collection PC Soars to the Top on Steam

Halo: Master Chief Collection (Halo: MCC) has finally launched on PC, and unsurprisingly, it’s doing rather well.

Yesterday we saw the release of Halo: Master Chief Collection on both the Windows Store and for the very first time for any Halo game on Steam. While Reach is currently the only playable Halo game, with the rest coming later, this didn’t slow down the title from reaching the top charts on Steam and even becoming one of the most played titles on the platform.

It has been receiving a large number of positive reviews since launch, and we ourselves have been enjoying the silky smooth performance of the PC version. It certainly is an excellent time for PC players as Halo has been absent from the platform since Halo 2 in 2007. For a little over a decade, the series had remained to be an Xbox exclusive title, delivering four new mainline experiences since Halo 2. It was only up until March of this year that Microsoft revealed that Halo: MCC would see it’s PC debut. And despite the game’s original poor launch on the Xbox in terms of performance, so far Reach has been for the most, a rock-solid experience.

Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, and Halo 4 will all be launching on Steam and Microsoft Windows sometimes within the next year, for now, PC players can enjoy Reach on either platform for the low price of $9.99, or the full set for $39.99. Of course, the title is also included in the Xbox Gamepass for PC, which also launched this year.

Source: VentureBeats

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James Lara

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

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New Battlefield 5 Weekly Challenges and Rewards – Chapter 5 Week #6 (Tug of War)

DICE has not only released Battlefield 5 update 1.29 today, but there’s also the Battlefield 5 weekly challenges and rewards out as well. This is Chapter 5 Week #6 and is called “Tug of War.”

New Battlefield 5 weekly challenges and rewards – Chapter 5 Week #6:

Jump into our Frontlines playlist and complete the tasks to unlock a Tier Skip Token and snag some Chapter 5 XP.\

(Note: The Tier Skip Token is tied to Chapter 5. It will allow you to skip to the next tier in the Chapter Rewards but will not increase your Chapter XP.)

When matchmaking through the nodes, you’ll be joining the Frontlines playlist:

  • Narvik

  • Arras

  • Devastation

  • Twisted Steel

  • Aerodome

  • Hamada

  • Rotterdam

  • Mercury

  • Marita

  • Al-Sundan

Let’s look at the tasks. Remember that the exact mission requirements can be found in game in the Tides of War menu.

ONE STEP AT A TIME – 4,000 CHAPTER XP
Capture 1 objective in Frontlines.

(OPTIONAL) LASTING IMPACT – 12,000 CHAPTER XP
Destroy 1 objective in Frontlines.

(OPTIONAL) RELENTLESS AGGRESSION – 25,000 CHAPTER XP
Kill 50 enemies while attacking or defending objectives.

LIVE FOREVER – 12,000 CHAPTER XP
Revive squadmates or be revived by squadmates 35 times.

HALF THE BATTLE – 12,000 CHAPTER XP
As a squad, spot or kill 60 enemies.

DEVASTATE – 12,000 CHAPTER XP
Inflict 2500 damage.

(OPTIONAL) DEVICE DISABLED – 4,000 CHAPTER XP
Defuse 1 armed objective in Frontlines.

A GAME OF NUMBERS – 25,000 CHAPTER XP
Heal teammates or damage enemies for 7500 health.

(OPTIONAL) FEARSOME DISPLAY – 12,000 CHAPTER XP
Achieve 1 triple-kill.

Yep, that’s all we’re getting as a “reward” this week. Hopefully, next week is better.

Source: Reddit

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Alex Co

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

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Battlefield 5 Update 1.29 (5.2) Deployed, TTK Changes & More in the Patch Notes

Battlefield 5 players, the day you’re waiting for (or dreading) is finally here! DICE has rolled out Battlefield 5 update 5.2 or which console players will see as Battlefield 5 update 1.29! This one includes changes to the time-to-kill (TTK) and more! Clocking in at 12GB on PC, 7GB on PS4, check out the full Battlefield 5 update 1.29 patch notes below.

Battlefield 5 update 1.29 patch notes (5.2 version):

What’s New?
  • A rebalance of most weapons across Battlefield V, focusing on the damage that weapons do outside of their designed ranges.

Releasing in December
  • Wake Island

  • Community Games

  • 4 New Weapons releasing across the remainder of Chapter 5: War in the Pacific – BAR 1918A2, Type 97 MG, Nambu Type 2A, M3 Grease Gun

What’s Changed?

Weapons, Gadgets, and Specialisations

  • Adjustments to hitmarker-kill and headshot-kill sounds.

  • Fixed an issue where the Flamethrower would not deal direct hit damage to targets in the caves, and deal only light splash damage.

  • We have also fixed a similar issue where the Flamethrower could deal direct hit damage to targets who were directly pressed against the other side of a wall.

  • Flamethrowers will no longer cause soldiers to get thrown around when they are killed by it.

  • Fixed a bug that would prevent gadget pick-ups from respawning if a player that had the pick-up would leave the server.

  • Increased Fliegerfaust’s projectile lifespan to 3s from 1.5s (meaning that the projectile will now travel up to 600m instead of 300m).

  • The Fliegerfaust now fires 2 salvos of rockets instead of 3 and the delay between bursts has been increased accordingly.

  • Somewhat reduced how close to the airplane a Fliegerfaust projectile needs to be in order to detonate. This means players will have to correctly predict plane trajectories and be more accurate inorder to deal consistent high damage to a plane.

  • To compensate for the less lenient distance detonation, the grouping consistency of the Fliegerfaust bursts has been increased to still allow players to be effective if they can predict plane trajectories and correctly lead the projectiles.

  • Reduced Fliegerfaust’s accuracy when hip-firing.

  • Fixed an issue where the hint messaging suggested that the player needed to Aim Down Sights in order to fire the Fliegerfaust.

  • Added the missing 2x scope to the M1 Garand, and ensured that the iconic ping sound when ejecting a clip can now be heard by all close by players.

  • Added a Bayonet to the M1 Garand spec tree.

  • Fixed the “falling bullet” that would appear when switching to the RSC from a sidearm

  • Fixed a bug that would sometimes incorrectly show a stick of dynamite in the players hand while vaulting.

  • Fixed an exploit involving bandages.

  • Players are now able to build Fortifications right after building another Fortification that is blocked from spawning.

  • Fixed a visual bug that would occur when using the inspect weapon feature on a sidearm.

  • Improved LOD’s for weapons using skins when viewed from a third person perspective.

  • Fixed the VGO´s grip during the end of round screen.

  • Fixed an issue where the position of the VFX would stop updating if entering and exiting a vehicle whilst holding the repair torch.

  • Increased max instances for repair sparks to avoid VFX disappearing when spamming the effect.

  • Improved how soldiers are holding the Madsen MG on the end of round screen.

  • Improved how the soldier holds the Type 100 when viewed in first person.

  • Fixed shadow inconsistency with the Type 100 Bi-pod.

  • Improved the behavior of the Sticky Grenade and Dynamite. Players should find that these objects stick in far more predictable manners, especially when throwing through windows and near walls. We are still aware of an issue where the stick position does not always perfectly align between client and server, and the projectiles may be corrected by the server shortly after it’s placed to ensure that the client is displaying it in its proper position.

  • Fixed an issue that prevented players from throwing ammo or health pouches to teammates while being in an open vehicle seat.

  • Players can now use bandages and ammo pouches while having the reinforcement binoculars active. Previously the pouches would leave the binoculars in a weird state that wouldn’t let players call in reinforcements.

  • The Jäger skin is now properly applied to the M28 extended magazine.

  • The Katana now has the same colored pattern on the handle across all camera perspectives.

  • Japanese soldiers now use Kunai throwing knives instead of the regular ones used by other factions.

  • Fixed a small visual glitch that would allow players to look inside the Breda M1935’s barrel from above.

  • The Night Owl handguard skin no longer blocks the Selbstlader 1906 ́s Iron Sight.

  • The Bayonet icon will no longer show after the user has been revived without having the bayonet equipped on the primary weapon.

  • Adjusted the Grenade throwback timing to match the throwback animation that’s played.

  • Grenade throwbacks have now a bit more force which allows the grenade to be thrown further away from yourself.

  • S Mines now use a 2 wire, trip-wire detonation setup instead of using a proximity detonation. When placed, two wires will connect to a nearby surface perpendicular to the player position when placed (left and right). This allows players to more effectively deny an area as the wire can trigger the mine from further away than what the previous S Mine would allow with the proximity detonation. However, this also means S Mines are now a bit easier to see.

  • Adjusted S Mine detonation damage, the bomb can now 1 hit kill a full health soldier if they stand directly at the position of the mine. We feel comfortable making this change as the tripwires make S Mines far more visually obvious, and should prevent their abuse as hidden dangers and better fulfill their purpose of blocking routes.

  • Fixed the missing death sounds when getting killed by a vehicle MG as a soldier on foot.

  • Fixed several cases where the game sound would be almost completely muted for a moment after dying in a way where the man-down state was skipped.

  • Further reduced the friendly soldier movement sound compared to enemies.

  • Improved the directionality of footsteps and adjusted their distance filtering to be more natural.

  • Further iterative adjustments to various elements in the mix to help expected sound to come through in the mix during high intensity gameplay.

  • Added themed End-Of-Round music, based on which faction has won the match (Pacific levels only)

  • Fixed an issue where the hitmarker kill sound would not reliably play.

  • Fixed an issue where indoor weapon sounds would not correctly differentiate between differently spaced, non-destructible environments. Now especially in locations like the Iwo Jima tunnels and the underground in Operation Underground there will be an audible difference to weapons fire from other players based on how open and reflective the space is.

  • Wooden supply canisters now make wooden sound effects when hitting the ground instead of metallic sounds.

With this update, we’re continuing our work on weapon balancing across the game, and with this update we’re focused on addressing the damage values of weapons over range.

Note: Bolt Action Carbines, Sniper Rifles, and Anti-materiel Rifles have not been adjusted as part of this update. These have been addressed earlier in the year across previous updates, and we’ll continue to review these Weapon Classes following these next set of changes.

SMGs

SMGs will primarily receive heavy damage reduction at long range. Close range damage is only reduced on some very fast-firing SMGs. This strengthens their general role as close range weapons. Some SMGs have seen revisions to their existing damage model in a way that allows them to favor long range damage over close range performance, giving medics more tools for ranged engagements.

Close Range SMGs

Weapons: Suomi KP/-31, M1928A1, MP28, ZK-383 when paired with its ROF Boost Specialisation

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 150-180

Rather high rate of fire. Reduced damage per shot and fast damage dropoff.

Balanced SMGs

Weapons: ZK-383, MP40, STEN, EMP, Type 100

Damage: 4-11 and 5-12 BTK for the Type 100

Effective Range: 0-20 m

Spawn ammo target: 150-180

SMGs with extended drop-off. Easy to use at the cost of lower ROF. Generally good handling that does not impact ranged performance.

AR-SMGs

Weapons: MP34, MAB38

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150-180

SMGs with reduced damage drop-off at the cost of lower damage output at close range. Allows Medics to get extra range on open maps.

Assault Rifles

Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs. The M1907 SF has been revised so that it’s now treated like an SMG in order to ensure that Assault keeps a good option for close range gunplay.

Ribeyrolles

Damage: 5-7 BTK

Effective Range: 15-40 m

Spawn ammo target: 150

AR with a low ROF and reduced magazine capacity. Improved damage at long range.

StG 44

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 150

AR with good damage per shot and accuracy. Increased ROF and magazine capacity help at shorter distances.

Sturmgewehr 1-5

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

AR with higher ROF and reduced damage per shot.

M1907 SF

Damage: 5-13 BTK

Effective Range: 0-15 m

Spawn ammo target: 160

High ROF AR with increased damage up close and fast damage dropoff. Allows Assault to attain SMG style gameplay.

Breda M1935 PG

Damage: 5-6 BTK

Effective Range: 20-50 m

Spawn ammo target: 140

Hard hitting burstfire AR. ROF is rather low, as is damage drop-off. Best used at some distance.

LMGs

Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs, The FG42 and LS26 are treated like SMGs so that Support maintain options for good close range weapons. Flat damage is applied for the Madsen in order to keep it as a good ranged LMG option, while being very weak at close range.

Balanced LMGs

Weapons: KE7, Bren Gun, Lewis Gun

Damage: 5-8 BTK

Effective Range: 10-30 m

Spawn ammo target: 180

LMGs with low to medium ROF. Decent damage per bullet give it similar effective range as the High ROF LMGs.

CQB LMGs

Weapons: LS/26, FG-42

Damage: 4-11 (LS/26) and 5-13 BTK (FG-42)

Effective Range: 0-15 m

Spawn ammo target: 180

Medium to fast firing LMGs with good damage in close range. Fast damage dropoff limits effective range. Handling is not an issue for the distances the weapon is designed to be good at.

Ranged LMGs

Weapons: Madsen MG

Damage: 6 BTK

Effective Range: >20 m

Spawn ammo target: 200

Highly accurate and controllable LMGs with a very low ROF. Constant damage per bullet has them unable to compete at close range, but very strong at longer ranges.

MMGs

Less recoil adjustments are expected here in order to keep on using it for range limiting, since damage alone won’t do at 1200 rpm. Bullet changes put the focus on very short range or weakness at close range traded for better ranged capabilities.

Close Range MMGs

Weapons: MG 42, VGO

Damage: 5-13 BTK

Effective Range: 0-20 m

Spawn ammo target: ~200

Very fast firing MMGs with good start damage, but fast drop off. Handling needs to limit range further, as the damage drop off alone is partially offset by the high ROF and large magazine capacities for MMGs.

Balanced MMGs

Weapons: MG 34, S2-200, M1922 MG

Damage: 6-9 BTK

Effective Range: 10-30 m

Spawn ammo target: ~200

Medium to fast firing MMGs with lower start damage, but gentler dropoff.

Ranged MMGs

Weapons: M1919A6

Damage: 5-8 BTK

Effective Range: 20-50 m

Spawn ammo target: ~200

Medium ROF MMG with good damage per bullet and gentle dropoff. Not the best up close, but good handling and damage dropoff give it better range than other MMGs.

Semi Auto Rifles

Tweaks are heavily dependent on the specific weapon. Performance is generally reduced at all ranges, but ranged performance should remain above average for most SARs.

M1A1 Carbine

Damage: 4-6 BTK

Effective Range: 10-50 m

Spawn ammo target: 90

Good magazine capacity, fast reload, very high rate of fire and low recoil.

Ag m/42

Damage: 4 BTK

Effective Range: >15 m

Spawn ammo target: 90

With its fixed, decent damage and medium ROF, it can take care of enemies at any range quickly if landing headshots. Recoil is low, but low magazine capacity and damage per bodyshot make it unattractive if not going for headshots.

Gewehr 1-5

Damage: 3-6 BTK

Effective Range: 0-30 m

Spawn ammo target: 90

Medium ROF and good maximum damage make it very good for closer ranges when combined with its big detachable magazine.

Turner SMLE

Damage: 4-5

Effective Range: 15-50 m

Spawn ammo target: 90

Fast firing SAR with medium damage per bullet. Not good at close or very long range, but the in between.

MAS 44

Damage: 4-5 BTK

Effective Range: 15-50 m

Spawn ammo target: 90

Has a longer reload but slightly less recoil and faster bullets make it a bit easier to use.

Heavy Hitting SARs

Weapons: M1 Garand, Karabin 1938M, Gewehr 43, Selbstlader 1916

Damage: 3-4 BTK

Effective Range: 20 m and beyond

Spawn ammo target: 70

Rather slow firing SARs with good damage per hit and ranged capabilities. Recoil is balanced around magazine capacity and reload, with the M1 Garand coming in very low.

Self-Loading Rifles

Changing damage is not viable on SLRs. Adjustments made via reduced ROF.

Aggressive SLRs

Weapons: Model 8, RSC

Damage: 2-3 BTK

Effective Range: 10-50 m

Spawn ammo target: 60

Slow firing semi automatic rifle with a very strong bullet. Damage drops off at long range.. At closer distances, they can keep up with regular SARs, but are less forgiving.

Long Range SLRs

Weapons: ZH29, Selbstlader 1906

Damage: 2-3 BTK

Effective Range: 30 m and beyond

Spawn ammo target: 50

Very slow firing semi automatic rifles with an extremely powerful bullet. They can keep up with or even beat the heavy hitting semi SARs, but are less forgiving to use due to their ROF.

Shotguns

Reduced one hit kill range for all ammo types. Around 2 meters less.

12g Automatic

Effective Range: 8 m (base buckshot)

Spawn ammo target: 35

Fast-firing semi automatic shotgun with a rather low effective range.

M1897

Effective Range: 9 m (base buckshot)

Spawn ammo target: 35

Slow firing pump-action shotgun with increased effective range.

M30 Drilling

Effective Range: 10 m (base buckshot)

Spawn ammo target: 30/15

Triple barrel combination gun. The two buckshot barrels can be fired in quick succession and have the best effective range of all shotguns. The rifle barrel fires a unique bullet that is different from slugs in that it can always kill with a headshot.

Pistol Carbines

Mainly reduced damage with increased ROF.

P08 Carbine

Effective Range: 0-20 m

Spawn ammo target: 160

Very fast firing carbine with a generous magazine.

Trench Carbine

Effective Range: 0-20 mSpawn ammo target: 160Very fast firing carbine with a massive magazine.

Bolt Action Carbines

Spawn ammo target: 50

No further changes have been made.

Sniper Rifles

Spawn ammo target: 40

No further changes have been made.

Anti-materiel Rifles

Spawn ammo target: 30

No further changes have been made.

Soldier

  • Fixed an issue where players could regenerate a lot of health very quickly if they get damaged shortly after being revived.

  • Fixed an issue where the light assault combat role would get a slower passive health regeneration rate than intended.

  • Players getting killed within 5 seconds of being revived are now no longer unrevivable.

  • Players can now look around while bleeding out in a Dinghy boat.

  • Fixed an issue that would not play the reload animation properly of sidearms when switching to the tool box in the middle of it, while being in deep water.

  • Fixed an issue where players would be able to swap weapons while in a melee takedown. This would cause the takedown animation to play with a different weapon instead of the melee weapon.

  • Soldiers are no longer visually on fire after exiting a tank that has been attacked by a flamethrower.

  • Fixed a hit detection issue that was happening when a player would be performing a melee takedown on a soldier while the enemy was on uneven terrain. The player performing the melee takedown is no longer unhittable in that case.

  • Fixed a hit detection issue happening when a player would be reviving a downed soldier on uneven terrain. The reviver is no longer unhittable in that case.

  • As a Tanker you will now see the correct animation when building Fortifications, instead of the repair torch as previously.

  • Fixed an issue where players would be killed earlier than intended in melee takedowns.

  • General melee takedown consistency improvements.

  • Improved the melee takedown to better trigger from behind.

  • Fixed a bug that could cause the throw dynamite animation not to play in third person.

  • Improved the positioning of the bleed out state when getting killed during a vault, previously this could lead to the player slightly hovering above the ground.

Vehicles

  • Rockets and Airborne heavy cannons now have different damage models vs airborne and ground based targets. This change allows us to make these weapons highly effective against ground, whilst reducing their effect on air targets by separating the damage values that they do to each target. This also makes them more viable air to air weapons, while not being 1 hit kill cannons. High skill and high reward, but balanced.

  • Rockets and Airborne heavy cannons no longer easily destroy AA guns on a single pass. However, they are still highly effective against the infantry sitting in the AA gun, or around it…or anywhere else really!

  • Rockets and Airborne heavy cannons are now entirely splash damage based, meaning that they ignore the angle of attack on armored vehicles and get consistent damage no matter the angle. However they cannot score critical hits, and only hits to the rear, tracks, or turret of an armored vehicle will disable those parts. This splash damage change also means that close hits now count for more with rockets, and mean that they no longer need to directly hit a tank (though direct hits will do substantially better damage). It will require at least 2 passes from an aircraft to destroy a tank from full health, no matter which tank type they are attacking. Make sure that you team up to take down vehicles quickly.

  • Fixed a bug that could cause the 40mm AA guns to have misaligned sights.

  • The sound of an airplane exploding no longer gets cut off if it occurs outside of the combat area.

  • Fixed a bug that would cause tanks to become spotted on the mini-map while in smoke.

  • Improved the animation when using the LCVP turrent while taking cover.

  • The T-34 Calliope has now gotten zimmerit functionality.

  • The T-34 Calliope has been equipped with a forward firing smoke launcher in Equipment Slot 2.

  • The Hachi can now tow and has a visible hitch.

  • Improved the animation for the Hachi when switching seats between Right Gunner and Top Gunner.

  • Improved the angle that players are able to turn with weapons while being a passenger in a Dinghy boat.

  • Improved the ramp collision on the LCVP when the vehicle is destroyed to ensure that other vehicles do not get stuck on it.

  • Added rain sound effects while in a tank in first person mode.

  • Fixed an issue with the Mosquito FB MKVI’s crosshair that would appear when resupplying.

  • Blenheim planes are no longer able to repair damaged parts by using a quick repair without the “Field Repair” perk.

  • The Stukas passengers machine gun upgrade no longer has a visual issue when firing.

  • Fixed a bug that would cause a blur effect to be incorrectly applied while in an LCVP.

  • The Dinghy boat no longer gets destroyed if players place AT Mines on it.

  • The Ka-Mi Top Gunner MMG 75mm Type3 Specialization Tank Gun no longer visually disappears when aiming it at certain angles.

  • Fixed an exploit related to tanks and resupply stations.

  • Removed the duplicate gun support on the Ka-Mi in third person.

  • Improved the LOD on the Ka-Mi.

  • Fixed the airplane incendiary bomb not causing vehicle damage.

  • Decreased the camera shake that could occur when firing machine guns in first person mode in many of the airplanes.

  • Fixed a bug that would cause damage to unused Dinghy boats.

  • Melee attacks no longer cause damage to Dinghy boats, so players can push them back into the water without worrying about damaging them.

  • Fixed a visual bug that would occur if a player interacted with stationary MG ́s while prone on their back.

  • Added fade effects when switching between seats in the Sherman and LVT vehicles.

  • Fixed the misaligned hand when crouching in the Top Gunner seat of the Ka-Mi.

  • Improved the animation of switching seats in tanks in third person. This should decrease the risk of animation pops.

  • Fixed an issue that would sometimes cause fires from crashed airplanes to be invisible.

  • Added the missing muzzle flash and smoke for the Corsair F4U-1A when firing the right 4x 20mm Cannon.

  • Added the HUD reload animation for the Type 97 tank using the Hull mounted 37mm Canon” specialization.

  • Improved the Type 97 Tanks Hull mounted 37mm canon to not clip with it’s left side skirt.

  • The Type 97 tank with Smoke Discharger Specialization can now resupply smoke from the ammo resupply station

  • Improved the Ka-Mi Flamethrower while driving.

  • Decreased the left gunner seats muzzle flash to make it a bit more pleasant on the eyes while firing them in the Sturmtiger.

  • Fixed a bug with the Mosquito FB MKVI QF 6PDR loading icon replacing the gun sight in third person after resupplying the 4000lb bomb.

  • Adjusted entry points/added new explicit entry points on all old stationery weapons to fit the new entry from animation better. You can’t enter them from the front or from the other side of the Flak 38 anymore, all entry points moved back and up some to both make animation look better and icon to become more visible.

  • The T-34 Sherman Calliope has gotten a small boost to it’s engine power.

  • Reduced the time it takes to switch ammo types on the main weapon (HMG) on the amphibious tanks AA from 3.6 seconds to 2 seconds.

  • Improved the wrecks that are already on the map of the Zero airplane props to have more fire and smoke.

  • Airplanes 20 MM HE Splash damage falloff curve adjusted to deal less damage over distance.

  • Airplanes Incendiary Bombs reduced damage area from 10 m to 9 m and lowered burn time from 2 seconds to 1.8 seconds.

  • Added new HE Smoke Shell VFX for the Pacific tanks.

  • Added the ability to drive vehicles before the entry animation has finished playing.

  • The carrier decks are now cleared off mines, as soon as a pilot spawns into a plane on it.

  • The UK faction now builds the 40mm stationary, instead of the Flak 38.

Maps and Modes

  • Aerodrome – Increased cover density across the whole map. More trucks, boxes, rocks everywhere. Give it a try and let us know what you think.

  • Aerodrome – Breakthrough – Added the missing ammo resupply stations. You need to come up with a new song now, Faris2011ksa

  • Iwo Jima – Improved smoke effects to appear more natural on this map.

  • Iwo Jima – Updated the minimap to better reflect the position of the ships on the ocean.

  • Iwo Jima – Squad Conquest – Fixed a spawn point that would lead inside a truck.

  • Pacific Storm – Fixed an issue that would prevent the T38 Calliope reinforcement to spawn.

  • Pacific Storm – Improved rain effects to not bleed through certain buildings.

  • Twisted Steel – TDM – Fixed a spawn point that was out of bounds.

  • Underground – Rush – Fixed the smoke barrage reinforcement.

  • Underground – Added ambient war sound effects on the deploy screen.

  • Underground – Switched out some sandbags placed near windows that would make it difficult to vault.

  • Underground – Added collision to the camera while in freemode on Underground.

  • Underground – Conquest – Tweaked the spawn points to better balance the map based upon telemetry data.

  • Spectator mode – The camera can now clip through various doors that are available on some levels.

  • Spectator mode – On Al-Sundan the map borders are now drawn out on the view screen.

Outpost Game Mode Improvements

  • Added Outpost map setups for Aerodrome, Pacific Storm and Iwo Jima.

  • Recruit Limits for winning Outpost now depends on the number of Radio Towers on the map. Current tuning is 25 recruit limit per Radio Tower.

  • Tuned recruit times of Radio Towers to 60 seconds so intended average match duration should be around 25 to 30 minutes now.

  • Changed Recruit thresholds for vehicle appearances in Outpost on maps that have them. Tanks will become available when the first team reaches 50% of the recruit limit. Planes will become available when the first team reaches 75% of the recruit limit.

  • Modified the team setups used for Outpost so there are fighter planes but no bombers on European maps.

  • On European maps in Outpost, teams will now find more half-track transports available at their HQs. Together with changes to how transport vehicles spawn and despawn in general this should improve the transport vehicle situation in Outpost.

  • Timeouts in Outpost will only result in a draw now if recruit scores are actually even.

  • Radio Tower upgrades will now only be available after Radio Towers have been owned and defended for a certain amount of time.

  • Increased score for defending Outpost Radio Tower objectives and doubled the frequency of the scoring event.

  • Major Scoring Events in Outpost for receiving recruits now only occur while close to the objective but also have a drastically increased score value compared to before.

  • Replaced Major Scoring Event sound when receiving recruits in Outpost game mode with a more subtle sound.

  • Prevented gameplay voice over from playing during end of round.

  • Radio Towers now have more health depending on their upgrade level.

  • Radio Towers now have longer bomb countdown time depending on their upgrade level.

  • Destroying Radio Towers with V1s (or other reinforcement call ins) now correctly gives a Major Scoring Event.

  • Increased the cool down time for Sector Artillery and rocket reinforcements in Outpost for both the European and Pacific theatres.

  • Balanced the approach distances of V1/JB2 rockets on Crete in the Outpost game mode.

  • Fixed misaligned upgrade level dots above Radio Tower objectives in the game mode HUD when entering scoreboard.

  • Fixed objective icons in the game mode HUD changing when going to scoreboard.

  • Adjusted tank supply station and AA gun positions on Arras and Crete for Outpost.

  • Made changes to prevent players from accidentally or intentionally blocking Radio Towers from being constructed. No more awkward shuffling back to get towers build. No more illegally parked vehicles accidentally blocking objectives either.

  • Fixed an issue where Radio Tower objectives could be armed and disarmed through walls.

UI & Others

  • Fixed a bug that would cause the redeploy timer to reset on the deploy screen.

  • Fixed world icons not scaling over distance when stuck to an edge (ManDown icons, objective icons, squad member icons etc…)

  • Ensured player nametag text does not overly scale over distance making the text unreadable

  • Adjusted the base player nametag text scaling

  • Squad members no longer constantly show the names and the distance in the world (nametags) when not looking at them directly.

  • Spotted soldiers that are completely hidden behind cover will no longer show a spotted icon in the world when seen from airplanes.

  • Adjusted the scale over a distance of spotted icons seen from Airplanes.

  • Fixed an issue where the game would not remember the last vehicle a player had selected on the vehicle deploy screen.

  • Removed the duplicate sights when unlocking the Backwoods skin for the Type 100.

  • The M1919A6 specializations can now be reset.

  • Moved the Selbstlader 1906 into the correct weapon category in the weapons menu.

  • The M1928A1 extended magazine has been corrected when using the Backwood skin.

  • Fixed the missing flag icons on the end scoreboard during the end of round screen.

  • Fixed the missing Katana and Flamethrower icons on the stats page.

  • Fixed an interaction bug that would allow players to duplicate Katanas and Flamethrowers.

  • Players no longer get +0 points for destroying enemy fortifications.

  • Fixed a rare bug that would sometimes cause players to spawn in as a class other than the one selected.

  • Players are now awarded 50 points for shooting down active enemy flares

  • Shooting down flares is now more consistent.

  • The weapon rank has been removed from the killcard if the player was not killed by a weapon.

  • Removed the white square that would unintendly appear when scrolling through the list of squads.

  • Fixed a bug that would increase the FOV when spawning after having gone into the Armory.

  • Fixed a bug that would cause the completed assignment animation to not work if multiple assignments had been completed at once.

  • Fixed an issue that cause the wrong icon being displayed in the UI for the machine guns of BF109 G2 after the user buys 2×7.92MM Machine Guns & 2x 20MM Cannons specialization.

  • I think that we can all agree that Smörgåstårta is a must try Swedish culinary experience.

  • Neutral towable guns no longer show up on the mini-map, if the enemy takes the vehicle it is connected to, drives off with it, and the vehicle in question has not been spotted.

  • Fixed default key bindings for Sprint Sliding on alternative control schemes. The default will now be the same key binding as the one used for crouch/prone.

  • Added an option that allows players to disable the soldier rim lighting. This option is named “Character Lighting” and is available in Gameplay Advanced (default ON).

  • Enemy soldiers being directly looked at within 25m now show a simple nametag including their class icon in a red diamond icon in the world and their health bar. This system was previously active up to 12m before but won’t show the full name anymore unless the target is spotted.

  • Enemy soldiers directly in the player view and not occluded within 10m now show a semi-transparent simple red diamond icon in the world to help with CQB visibility.

  • Increased ammo stations cooldown from 20s to 45s

  • Increased health stations cooldown from 20s to 45s

Spotting changes:

  • Players can now be aware that they are currently spotted. The minimap edges will now be blinking and an additional YOU ARE SPOTTED text with an icon will be visible above for the duration of an enemy spot.

  • Reduced spotting duration from spotting scope and eagle eyed trait from 12s to 10s.

  • Reduced spotting flares duration by 20%, this means the flare gun’s flare duration is now 24s instead of 30s.

  • Reduced spotting flares radius by 25%, this means the flare gun’s flare radius is now 22.5m instead of 30m.

Minimap readability:

  • Adjusted the height difference language for players above and below.

  • Players above (between +2.5m and +8m) now have their icon size scaling up to 120% linearly.

  • Players below (between -2.5m and -8m) now have their icon transparency scaling down to 75% opacity and their size scaling down to 80% linearly.

  • Enemy player icons now show as a directional arrow (triangle) instead

  • Enemy squad leaders now show as regular enemy soldiers instead of having a dedicated icon.

  • Players above or below no longer show an alternate “ring icon”.

PC Specific Improvements

  • Fixed a bug that would cause soldiers to not have the correct lighting and appear to stand in darkness on certain AMD cards running DX12.

  • Underground – Added RTX reflections on water reflections.

  • Performance improvements related to audio logic.

Xbox Specific Improvements

  • Fixed the short freeze that could happen when pressing the Xbox Home button.

  • Fixed a bug related to sliding and using the alternative “Soldier Buttons” gamepad layout.

PlayStation 4-Specific Improvements

  • Fixed an elusive bug that would sometimes cause the game to crash if set to Arabic localization.

  • Fixed a bug related to sliding and using the alternative “Soldier Buttons” gamepad layout.

Don’t forget to check out the latest Battlefield 5 armory update, which won’t be cycled out for at least two weeks.

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Alex Co

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

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Star Wars Battlefront 2 Update 1.43 Now Out, Full List of Content and Fixes

As expected from yesterday’s post, DICE has rolled out Star Wars Battlefront 1.43 today and it’s live! Clocking in at 6.5GB on PS4, there are new Reinforcement appearances, gameplay fixes and more. Check out the full (and long) Star Wars Battlefront 2 update 1.43 patch notes below.

Star Wars Battlefront update 1.43 patch notes:

Reinforcement Appearances

We provided the first of our Reinforcement Appearances for the B1 Droids a few updates ago and the reception was great. However, it was clear that players wanted more, especially for the ARC Trooper and Clone Commando.

The good news is that we have new appearances for both the ARC Trooper and Clone Commando coming this week. They’ll also be joined by new looks for the BX Commando Droid and the Droideka.

In total there are 10 appearances on the way, with the breakdown as follows:

  • x3 ARC Trooper
  • x4 BX Commando Droid
  • x2 Clone Commando
  • x1 Droideka

All of the appearances will be classed as rare and will be available for 20,000 Credits or 500 Crystals. The only exception is the Captain appearance for the BX Commando Droid, which will be common and available for 5,000 Credits or 150 Crystals.

ARC Trooper

The upcoming ARC Trooper appearances will be the black and green Lambent Seeker, the blue and grey Cobalt Hero and the fearsome looking black and yellow Umbra Operative.

ARC Trooper Appearances

Commando Droid Appearances

Not to be outdone by their B1 counterparts, the BX Commando Droids will be getting a host of new appearances. First up is the Captain, who were deployed as part of any substantial Droid operation. The Citadel appearance is based off the BX Commandos who oversaw the prison on Lola Sayu.

Occasionally BX Commando Droids would also serve as bodyguards to Separatist dignitaries, which is where the inspiration for the Diplomat appearance comes from. The fourth appearance comes in the form of Training, where the look stems from the cloning facilities on Kamino.

BX Commando Droid Appearances

Clone Commando Appearances

New appearances for the Clone Commando have been frequently requested since their arrival and it’s great to be bringing two new appearances for them to the game.

The Urban Fighter Appearance contains a green and orange pattern whereas Clone Commandos wearing the Jungle Striker Appearance take covert operations to the next level.

Clone Commando Appearances

Droideka Appearances

Finishing up the Reinforcement Appearances for this update is the Droideka who will also be receiving a fresh new look based on the training droids on Kamino.

UI Updates

We are continuing our messaging tweaks in this update. While the Damage Reduction Message has been positively met, we have also heard your feedback that it can be obstructive in certain situations. With this update, we have reduced the size of the Damage Reduction icon, and we are also scaling it automatically in size and opacity based on the distance to your target.

This means that you can engage targets at long range without having the Damage Reduction icon cover an area that is bigger than your target. This should hopefully alleviate most of the concerns raised regarding this messaging, but we have also included the option to turn this UI element off altogether. You will still be able to listen for the unique hit confirmation audio to determine that you are dealing damage to a target that has incoming damage reduction.

Damage Reduction Message

  • Reduced maximum size of Damage Reduction icon
  • Scaled Damage Reduction icon size and opacity with range
  • Included ON/OFF toggle for Damage Reduction Message in options menu under GAMEPLAY & CAMERA (default ON)

Kill Message

  • To avoid over-messaging in the critical area above the crosshair, we have moved the Kill Message down below the crosshair.
  • Included ON/OFF toggle for Kill Message in options menu under GAMEPLAY & CAMERA (default ON)
  • Weapon Heat bar
  • With the moving of the Kill Message as above, we needed to move the weapon heat bar UI to the same position as the stamina bar
  • This creates consistency between weapon heat and stamina info, as they are now both displayed in the same area

Player Bar

  • Redesigned the player bar with new outline visuals.
  • Thinner player/vehicle health bars.
  • Thinner XP and Shield bars. The shield bar is now also light blue.

Command Post Naming

To help give players context to the areas on the battlefront, all command posts in Capital Supremacy and Instant Action have been given names that will be shown during the contextual spawn screen and when the HUD icon is in focus.

Release Notes

FEATURES

  • New appearances for the ARC Trooper, the Clone Commando, the Commando Droid and the Droideka are now available to unlock for Credits or Crystals.

QUALITY OF LIFE
Damage Reduction Message

  • Reduced maximum size of Damage Reduction icon.
  • Scaled Damage Reduction icon size and opacity with range.
  • Included ON/OFF toggle for Damage Reduction Message in options menu under GAMEPLAY & CAMERA (default ON).

Kill Message

  • Moved Kill Message down from the game mode text area to below the crosshair to avoid over-messaging in this critical area.
  • Included ON/OFF toggle for Kill Message in options menu under GAMEPLAY & CAMERA (default ON)
  • Weapon Heat bar.
  • With the moving of the Kill Message as above, we needed to move the weapon heat bar UI to the same position as the stamina bar.
  • This creates consistency between weapon heat and stamina info, as they are now both displayed in the same area.

Player Bar

  • Redesigned the player bar with new outline visuals.
  • Thinner player/vehicle health bars.
  • Thinner XP and Shield bars. The shield bar is now also light blue.

HERO CHANGES
DARTH MAUL

  • Fixed an issue where the deflected blaster bolts from the Spin Attack ability would not damage enemies.

KYLO REN

  • Added ability crosshair for Kylo Ren’s Frenzy ability.

BOBA FETT

  • Reduced the active ability time and increased the fire rate for Boba Fett’s Rocket Barrage ability.
  • Boba Fett’s Concussion Rocket ability description has been updated for accuracy. “Boba Fett fires a single concussion shot, dazing enemies caught in the blast. Dazed heroes using lightsabers cannot follow their target while performing their lightsaber attacks.”

DARTH VADER

  • Based on community feedback, we have added a 25% damage reduction during Choke.
  • Darth Vader’s Choke is now able to be performed only when targeting an enemy. Players can now see the number of enemies targeted by the ability.

GENERAL GRIEVOUS

  • Changed the stamina reduction of the Sith Trained Star Card from 40% to 25%.

LUKE SKYWALKER

  • Changed Star Card values for Luke Skywalker’s Intensify from 20-30-40-50 to 18-24-30-36.

EMPEROR PALPATINE

  • Fixed an issue that would allow the Emperor to maintain the effect of a basic attack, while using any of his abilities.
  • Fixed an issue that would cause the blinded animation of enemies to be on a continuous loop, when affected by Palpatine’s Dark Aura ability.
  • Added ability crosshair for Palpatine’s Chain Lighting ability.

BOSSK

  • Fixed an issue that would cause Bossk to take damage by jumping and landing on the ground.

CAPTAIN PHASMA

  • Fixed an issue where Captain Phasma could detonate the First Order Sentry Droid while picking it up without a cooldown requirement.
  • Increased the gap between the second and third strike, allowing Phasma’s Staff Strikes combo to be completed easier.
  • Fixed an issue where Captain Phasma’s rifle zoom would occasionally not highlight enemies.
  • Fixed a visual clipping issue at the end of Captain Phasma’s “Not Easy” Emote.

HAN SOLO

  • Han Solo can now dodge while the Sharpshooter ability is active.
  • Fixed an issue where Han Solo could occasionally throw more than one grenade.

OBI-WAN KENOBI

  • Fixes an issue where the All-out Push ability would not affect enemies, if the player was attacked while activating it.

LANDO CALRISSIAN

  • Lando can now dodge while the Sharp Shot ability is active.
  • Lando’s Smoke Grenade ability description has been updated for accuracy. “Lando Calrissian throws a smoke grenade which obscures the view of his enemies, but not of his Night Sniper’s thermal scope. Villains using lightsabers inside the smoke area cannot follow their target while performing their lightsaber attacks.”
  • Fixed an issue where Lando’s thermal scope would occasionally not highlight enemies.

LEIA ORGANA

  • Leia’s Flash Grenade ability description has been updated for accuracy. “Leia Organa throws a flash grenade which detonates on impact, blinding and confusing enemies in the blast area. Blinded villains using lightsabers cannot follow their target while performing their lightsaber attacks.”

IDEN VERSIO

  • Fixed an issue that would cause increased rifle recoil during Iden’s Pulse Cannon while crouching.
  • Fixed an issue where Iden’s weapon would still be overheating during super success cooling, when the Cooled Blaster Star Card was equipped.

COUNT DOOKU

  • Count Dooku’s Expose Weakness ability will now remove any active extra health on the target.
  • Fixed a visual clipping issue in the way Count Dooku holds his Lightsaber.
  • Added UI elements to show when Count Dooku has a critical strike available, while the Initiative Star Card is equipped.

FINN

  • Fixed a visual asset clipping issue at the end of Finn’s “I Can Do This” Emote.

GAME MODE AND MAP CHANGES

  • Added names to the Command Posts on Capital Supremacy and Instant Action.
  • Health information of friendly AI in Co-Op and Instant Action has been adjusted.
  • Prevented the blue icons of friendly AI from being visible through walls.
  • Fixed an issue where AI Officers would occasionally show up with inconsistent Faction appearances on Co-Op and Instant Action.

CO-OP

  • Implemented improved player spawn points for the Defend scenarios of Co-Op.
  • Placed the Co-Op main menu tile between Single Player and Multiplayer.
  • Fixed an issue that could cause occasional frame rate drops when enemy AI is spawning on Co-Op.
  • Made additional Milestones visible under the Challenges tab during the End-Of-Round screen on Co-Op.
  • Adjusted one of the Command Post capturable areas, so that it doesn’t overlap with Out-of-Bounds areas on the mini-map.

INSTANT ACTION

  • Made several improvements to AI behavior on Instant Action. Fixed issues that caused the AI to not always play the objective.
  • AI characters can now spawn on Command Posts.
  • Fixed an issue with the difficulty setting on Instant Action not correctly applying in the game.
  • Fixed an issue with the selected number of AI on PC not correctly applying in the game.
  • Fixed an issue where the game could freeze if the user pressed “Quit Game”, right after pressing “Play Again” during the End-Of-Round screen on Instant Action.
  • Fixed an issue where the phase of the Clone armor in the Spawn screen and in-game would be inconsistent.

CAPITAL SUPREMACY

  • The “Gaining / Losing Reinforcements” message is now shown only once per ground phase.

STARFIGHTER ASSAULT

  • Fixed an issue where the objective UI text would occasionally show up distorted.

CAMPAIGN

  • Pass on the Campaign’s Explorer difficulty to address balancing issues
  • Fixed an issue that could cause color degradation during the end cinematic of the Discoveries mission on the campaign.

HEROES VS. VILLAINS

  • Fixed an issue that would cause the Star Card equip menu to remain on screen after respawning, if the player pressed the “Equip Cards” button while respawning.

STRIKE/EXTRACTION

  • Fixed an issue where the description on the loading screen for Kessel or Kamino would occasionally not show up.

ARCADE – TUTORIAL

  • Fixed a visual issue where an AI Trooper could be seen exiting the initial transport ship through a wall.

MAP CHANGES

  • Fixed an issue where the player would get spawned in Out-Of-Bounds area, when selecting to spawn on Objective B while being contested by the enemy team.
  • Fixed an issue where the Hailfire Droid on Geonosis – Galactic Assault would occasionally disappear when looking at it from a certain angle.
  • Fixed a collision issue that would allow players to capture Command Post D from an unintended area on Felucia – Capital Supremacy.
  • Fixed an issue that would allow players to reach an unintended area by exploiting the Out-of-Bounds zone on the Republic Attack Cruiser – Heroes Vs Villains.
  • Fixed various collision and visual bugs on Felucia and Jabba’s Palace.

CHANGES TO CLASSES AND SPECIAL UNITS

  • Appearances options now show up for all Reinforcement characters of the same class.
  • Updated Main Menu animations for the Jet Trooper, Resistance Rocket-Jumper, First Order Flametrooper.
  • Fixed an issue where Troopers would get stuck in abnormal animation poses, if they were melee attacking or dodging while mounting a stationary weapon.
  • Fixed minor visual issues with the models of the B1 Battle Droid (Officer and Specialist) when inspecting them in the Spawn screen.
  • Fixed an issue where a Trooper’s character model would occasionally start staggering after being affected by Ewok abilities or Flash Grenades.
  • Fixed a visual issue that would cause the scorch mark from the final blaster bolt on an enemy to show up inaccurately.

OFFICER

  • Fixed an issue where the Officer’s Flash Grenade would not impact the Officer who cast it.

HEAVY

  • Fixed an issue where the where the Heavy´s Barrage micro-grenades would visibly disappear too soon.

SPECIALIST

  • Fixed an issue where the Specialist’s Repulsor Cannon would not always knock an enemy down.

JET TROOPER

  • Fixed an asset clipping issue in the default pose.

DROIDEKA

  • Fixed an issue where the Droideka would automatically fire a shot upon being deployed on the map.

BOMBER

  • Fixed an issue where the damage multiplier of the Bomber Weapon Systems Star Card would not apply at all ranks.
  • Fixed a typo in the description of the Bomber Weapon Systems Star Card.

AT-ST

  • Reduced direct damage of the AT-ST Anti-Vehicle Missile and related Star Cards.

COMMANDO DROID

  • Improved enemy visibility for the Commando Droid’s Thermal Vision ability.
  • Fixed an issue that allowed the Commando Droid to close up to their target by using their Vibrosword, even under the effect of Leia’s Flash Grenade or Lando’s Smoke Grenade.
  • Fixed a visual animation issue where the Commando Droid’s leg would be seen sliding when standing up after crouching.

GENERAL CHANGES/MISC

  • Fixed an issue where the footstep sound would not always be consistent with the footstep animation of Troopers and Heroes.
  • Fixed an audio issue with the weapon zoom sound occasionally not being audible.
  • Tweaked the audio feedback when hitting an enemy that has reduced damage abilities activated.
  • Made improvements to the animation of characters when being Force pushed.
  • Fixed an issue that prevented text from properly showing up on main menu pop-up windows.
  • Multiple performance improvements in the Main Menu and Spawn screens.
  • The Ability Overlay screen now displays equipped Star Cards and Character names for Starfighters as well.
  • Made minor visual improvements to the Ability Overlay screen.
  • Fixed an issue that would cause players to get occasionally stuck on the End-Of-Round screen, when transitioning to a different map.
  • Fixed an issue where the VO lines would occasionally lag behind when being activated with the VO wheel.
  • Fixed an issue where the “Preview Emote” button was wrongly showing up when previewing the appearances of the Jet Trooper.
  • Fixed an issue where Lightsaber decals on objects would not fade.

KNOWN ISSUES

  • Fixed an issue where blaster heroes would be faster than intended while crouching forwards and backwards. The issue still remains when moving left or right

Told you it was a long patch. Also of note, check out The Rise of the Skywalker content coming out on December 17.

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Alex Co

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