As promised by Infinity Ward, another Call of Duty: Modern Warfare patch has dropped! Players will see this as Modern Warfare update 1.08, and it nerfs the 725 shotgun yet again, adjusts footsteps sounds, reworks Piccadilly and lots more! Clocking in at 3.4GB on PS4, check out the full Modern Warfare update 1.08 patch notes below.
Modern Warfare update 1.08 patch notes:
GENERAL FIXES:
More backend fixes to prevent crashes and improve stability across all modes and all platforms
Riot Shield:
Fix for a bug where a player using the Riot Shield would not take explosive damage during certain situations
Fixed an issue where the Riot Shield would stow on the players back when using Stim. (Tactical)
Footsteps
Adjusted to always play walk footstep sounds when in ADS and crouch independent of speed
Increased the speed in which you can remain using the walk footstep sounds by slightly pressing on the movement stick
Challenges
General fix for the UI and Challenge state getting out of sync. We’ll continue to monitor and make additional fixes as needed in future updates
Fix for a challenge related error that could occur; DEV ERROR 5476
Fix for Mission Challenge description, “Get Kills with a Burst Weapons” being too vague.
Piccadilly:
Spawn tuning while playing TDM and Domination
Domination flag adjustments; B Flag is now near the busses instead of the center fountain
Weapons:
ARs: Minor hip spread adjustment
725: Reduce range
M4: increase hip spread, decrease damage to the head
FAL: Reduced recoil, increased ADS speed
EB-14: Increase ADS speed
Miscellaneous ammo reserve adjustments upon spawning to be in-line with other weapons of their class
Special Operations:
Fix for a bug where a player using the Overkill perk with an SMG as their secondary would sometimes spawn without a primary weapon when joining a match in progress
In a separate post, Co-Design Director of Multiplayer Joe Cecot explained the footsteps tuning the studio did and how it was different from before.
We have different sounds for crouch walk, walk, jog, sprint, etc
Before this patch ADS used walk and crouch used crouch.
If the player moved faster than a certain speed the ADS walk could change to a jog sound. The same was true for crouch where moving fast in crouch with say an SMG and some light weight attachments could push you into walk sounds from crouch sounds
With this patch the Crouch will always play crouch sounds (creep sounds) and ADS will also play creep sounds. In this way it’s consistent for the user. Fictionally the player is stealthily moving around in these two states.
All in all players should be able to creep around more quietly with crouch and ADS movement.
Hopefully, this makes footsteps significantly more silent so players can actually flank enemies that are camping and not give away their position. Of course, Piccadilly getting a slight rework in TDM and Domination is a welcome change too.
Are you happy with this patch? What other changes should Infinity Ward do ASAP? Let us know down in the comments.
(Note: the opinion posted on this article is solely of the author’s and doesn’t represent the point-of-view of MP1st in its entirety).
November 15, 2019 is an important date for EA and their decade-long exclusivity for making Star Wars games, as that is the release date for Respawn Entertainment’s Star Wars Jedi: Fallen Order. Not only is it Respawn’s first game for consoles and PC that isn’t a first-person shooter, it’s also the first new Star Wars game EA has released since Battlefront II, and having cancelled two single-player Star Wars games. According to the litany of previews around the internet right now, Star Wars Jedi: Fallen Order is shaping up to be a great game. For EA’s sake it had better be because time is running out on their tenure as stewards the Star Wars video games and, if I’m being brutally honest, their track record has been spotty at best and downright terrible at worst.
When George Lucas sold all things Lucasfilm to Disney in October of 2012 one of the questions many of us had was “What is going to happen with Star Wars video games?” LucasArts hadn’t really done anything substantial with the property themselves in years and most of what we were getting were Lego Star Wars games and for PC gamers the last significant title was The Old Republic MMO developed by BioWare. The answer to the question came in May 2013 when it was announced that EA would have the exclusive* rights to Star Wars games for ten years (*Travelers Tales can still make Lego Star Wars games).
At the time, I was optimistic. People might forget but at that time EA was doing pretty well with the games they were releasing. Mirror’s Edge, Mass Effect 3 (negative opinions some people had regarding the ending notwithstanding), Syndicate, Battlefield: Bad Company 2, all came out the year prior. Yes, they had online passes and such — a business is still a business and wants to make as much profit as possible — but there was little reason for me to be concerned that they were handling the Star Wars license for the next ten years.
During E3 2013, EA confirmed that their highly regarding Battlefield developer, DICE, would be making a new Star Wars Battlefront game. Then, in 2014, news came in 2014 that acclaimed video game writer/director Amy Hennig, creator of the wildly beloved and popular Uncharted series with Naughty Dog, joined Dead Space developer, EA’s Visceral Games, to make a Star Wars game. Since Hennig’s pedigree has been single-player, story-driven games, all expectations was that she was going to bring something similar to Star Wars.
The future looked bright for Star Wars games under EA’s umbrella. Little did anyone know at the time that they would almost completely drop the ball.
It all started with the lead up to Star Wars Battlefront, released in November, 2015. It was easy to be excited at the notion of DICE making an FPS Star Wars game and the Battlefront brand already had a legacy and built in cache. Then it was learned that Star Wars Battlefront wouldn’t have a campaign, which turned off a vocal portion of the audience. Despite this, EA had lofty expectations for the game, projecting it to sell nine to ten million copies by the end of their 2016 fiscal year which ended on March 31, 2016 and increased that number to 13 million after its beta. Despite less than expected sales reported by GameStop EA stood by their 13 million projections by the end of fiscal 2016 and the had, by all accounts, hit that goal.
So far, so good. It seems like the fervor around not Star Wars Battlefront not having a campaign was just a vocal minority that didn’t impact the game much at all. Sure, that disappointed fans that were chomping at the bit for a Star Wars campaign, between the critical reception which had it as a “good” game based and the sales were really strong. All signs indicated that EA was on a good path with Star Wars games.
2016 basically came and went without much information the next Star Wars games beyond some odd behind the scenes footage of people working on Star Wars games that was show at E3 2016 and the confirmation of Star Wars Battlefront II.
Fall of 2017 is when the wheels started to come off. On October 17, 2017 EA confirmed that they were shuttering Visceral games, who were working on a single-player Star Wars game, and that EA “needed to pivot the design” according to a blog post from EA’s Patrick Söderlund who was the Exectutive Vice President in charge of EA’s Worldwide Studios. The posts refers to EA “closely tracking fundamental shifts in the marketplace” and “shifting the game to be a broader experience that allows for more variety and player agency” in an especially thick layer of nebulous, means nothing verbiage. If I had to translate it reads something like “We want to somehow make this a Games as a Service” model and what they were making wasn’t doing that so they were handing the game off to EA Vancouver to oversee with help from EA support studios to help shape it into something else.
However, it wasn’t even remotely that simple. As per a report from Kotaku’s Jason Schreier posted ten days later goes into detail of the game’s troubled development. Problems included — but were not limited to — mismanagement, many issues involving EA’s proprietary Frostbite Engine, and an overall lack of resources.
Concept art for Amy Hennig and Visceral Games’ cancelled single-player Star Wars game, code named “Ragtag.”
Two weeks after the scathing report dropped, it was a one-two punch for EA and Star Wars when DICE’s Star Wars Battlefront II was about to release, following the game’s beta, it was learned that the game would be full of loot boxes that would not only provide real world advantages to the competitive modes of the game, but also it would contain “Hero” characters (iconic characters from the franchise) and could be purchased with real world money. The developers advised that this could all acquired in game but that would require grinding for tens of hours. The loot boxes were clearly there to incentivize paying real world money to not have to put the time in making them “pay to win” by giving players willing to pay an advantage over other players who were either unwilling or unable to do so.
The backlash was so loud, so swift, that caught the attention of the governments of Belgium and the Netherlands for it being likened to gambling and investigations followed regarding these comparisons. On the other side of this investigation, Belgium banned the practice outright. It didn’t end there because the controversy caused EA’s stock to drop. This reportedly caught Disney CEO Bob Iger’s attention who then had Jimmy Pitaro, Chairman of Disney’s consumer products and interactive media call EA CEO, Andrew Wilson. A call that had EA suspend its loot boxes mere hours later.
EA is still answering for this as of last June when a senior executive from EA sat in from the United Kingdom’s Parliament and said that EA prefers the term “surprise mechanics” to “loot boxes” when trying to defend the practice. Surprise. Mechanics.
Quite the road to get here. In the six years since Disney signed the contract for exclusive Star Wars games they have managed to release two console and PC games, cancel two console and PC games, and the two games they have released were met with lower than expected critics scores and backlash and their most recent Star Wars Battlefront game has caused so much controversy that the governments of nations across the globe are investigating and EA is still dealing with it. Doesn’t seem like things are working out how both sides intended. It should be noted that despite the history and ongoing controversy, Disney CEO, Bob Iger said they have a “good” relationship with EA in an earnings call earlier in 2019.
This brings us to Respawn’s Star Wars Jedi: Fallen Order which was clumsily, er, announced(?) at E3 2018 by studio founder and CEO Vince Zampella while being interviewed in the audience by host Andrea Rene and, that was it. We didn’t see anything from the game until a year later a few days prior to E3 2019 during EA’s “EA Play” showcase. Here we saw 15 minutes of gameplay that wasn’t met with hype but mostly questions as to how gameplay and combat was going to work. Would Star Wars Jedi: Fallen Order be completely linear? None of this was clear from the preview so if there was any excitement it was certainly muted by the questions. And given EA’s track record with Star Wars games so far, I wouldn’t blame anyone for having concerns. Respawn did confirm that there would be no loot boxes or season pass for the game – that a game won’t have these things being a bullet point feature can create a whole other conversation — so at least those concerned were stymied.
In the following interviews more details came out about the game such as the combat was “inspired” by From Software’s Dark Souls series and would be coincidentally similar to their recent Sekiro: Shadows Die Twice and Metroidvanias and the Soulsborne games in regard to exploration (all of these things interest me greatly).
Recently Respawn held an event that allowed games media to play some of the game where some more light was shed on the above concepts as the media were allowed to actually experience them for themselves.
Just this past week Respawn confirmed that Star Wars Jedi: Fallen Order has gone gold which means that it’s off to be manufactured and for certification and is content complete. While I’m sure the game will have a day one patch (few games don’t these days) it means were less than a week away from finally finding out if EA and Respawn can make good on the promise of having a truly great Star Wars game this generation. EA knows their contract expires in about three years and the pressure to deliver to not only consumers by their shareholders has to be immense. I guess we will find it on November 15, 2019.
Ubisoft has released a new Ghost Recon Breakpoint patch today, and it should be live now. Called Ghost Recon Breakpoint patch 1.0.3 by Ubisoft, it should show up as Ghost Recon Breakpoint update 1.04 on consoles. Clocking in at 7GB on PS4 and Xbox One, and 6.7GB on PC, the full Ghost Recon Breakpoint update 1.04 patch notes can be seen below.
Ghost Recon Breakpoint update 1.04 patch notes:
Patch Highlights:
Fixed an issue that caused the drone to stop deploying on some occasions.
Fixed a bug that caused some players to respawn under the map.
Fixed an issue where changing fire rate while ADS deployed the drone.
Fixed an issue where L3GP night vision goggles blocked the weapon reticle while in third-person view.
Fixed an issue where the “Mission Completion” tutorial pop-up would display after every loading screen.
Fixed an issue where scopes would flicker when players ADS.
Ghost War:
Sniper weapons no longer one-shot while using the Rolling Thunder perk.
Fixes implemented to Ghost War stat tracking.
Ghost War stats are now display correctly in the loadout menus.
Shooting downed enemies will no longer trigger hit confirmations.
Added a cooldown to the Ping system to avoid spam.
Mission interaction is now prioritized over vehicle interaction.
Players can now do a camera shoulder swap while in cover. It will also rotate the main player on the spot.
Stamina:
Increased the base stamina by 66%.
Increased stamina re-gen speed by 75%.
Reduced the stamina consumed when sliding by 50%.
Fixed a bug where players could get stuck after using their ability or frags while Panther Class is equipped.
Realigned the angle of the panoramic night vision goggles to align better with the character’s eyes.
Full Patch Notes:
AI
Improved AI behavior of Carl’s driving path in the A Great Escape mission.
Fixed an issue where the turrets did not follow the players.
Fixed an issue where the turret cannons did not turn with the player’s camera.
Fixed an issue where turrets sometimes became unusable by players after being hacked.
Fixed an issue where enemies would sometimes break cover before reacting to the players.
Fixed an issue where enemies would sometime stop aiming directly at the players if they broke visual contact.
Fixed AI navigation path for a enemies in Fen Bog Testing Zone.
Fixed an issue with NPC behavior when exiting a vehicle they were stowed in if the players shot the vehicle.
Fixed an issue where sometimes the enemies in helicopters would not detect the players.
Fixed an issue where the Taipan air patrol crew would survive a crash.
Fixed an issue when convoy escort enemies would stop firing at players if they got behind them.
Fixed an issue where enemies would not spread an alert after players’ host migration.
Fixed an issue where Wolves could detect and shoot players through Submarine Bay at the entrance of Shark Bay.
Fixed an issue where the NPCs remained stuck after being freed during a mission.
Fixed an issue where enemy patrols would get stuck at a specific location on Skell foundation campus.
Fixed an issue where NPC remained stuck in vehicle instead of exiting.
Fixed an issue where drone and enemies blocked each other and remained stuck.
Fixed an issue where Hunter drone spawned at inconsistent distances.
Animation
Fixed an animation bug where the character sometimes used the adaptive aim animation with no reason (not near a wall or an obstacle).
Fixed Wolves coat texture near second crash site.
Fixed character animation when trying to go under a small waterfall.
Added spasm animation when an ally is being revived by medic’s drone.
Added a delay to player detection during the healing animation when using the revive drone.
Fixed animation replication bug when teammates were killed while carrying body.
Audio
Fixed audio issue where Fury figure sometimes had male voices during interrogation scenes.
Fixed an issue where players couldn’t hear outdoor sounds from inside the building in Auroa Data Farm camp.
Fixed surrounding sounds issue at the Battery Farm underground settlement.
Fixed an issue where the data transfer sound kept playing when players were interrupted during a hack.
Fixed an audio issue in Skell’s Villa where players could hear the rain while indoors.
Fixed an audio issue where firing or explosion sounds could not be heard if players were in different environments (indoor/ outdoor).
Fixed an issue where the Medic Skill sounds were not always present.
Bivouac
Fixed an issue where sometimes players would be standing if joined when deploying the bivouac.
Fixed an issue where players would sometimes get an infinite loading screen when entering a player-card from the Bivouac menu.
Fixed an issue where bivouac behavior would be corrupted if a teammate logged out when the player was deploying the bivouac.
Fixed an issue where the character’s backpack would sometimes be invisible in the bivouac.
Fixed an issue where players could sometimes get stuck or get KIA when breaking camp from bivouac.
Fixed an issue where the camera transition did not work properly if a player was in the Tacmap menu while breaking camp from bivouac.
Camera
Fixed an issue where the camera could pass through the Tavor Assault weapon.
Fixed camera stability issue when players stopped to turn while in ADS.
Chat
Fixed an issue that caused chat input box to reset during game flow transitions.
Gameplay
Fixed a bug that caused some players to respawn under the map.
Fixed vehicle emergency exit animation while in water.
Fixed an issue that caused players to remain stuck if they were pulled into a cinematic in co-op while investigating an intel.
Fixed an issue where visual feedback was not always triggered when the players fell and received damage.
Fixed an issue when players landed a helicopter on top of another.
Fixed an issue where players could go through obstacles if spamming the climb button during animation or revive.
Fixed a graphical issue that occurred when players deployed a drone and then quickly ADS.
Revised priorities so that the game now prioritizes mission interaction over vehicle interaction to prevent blocking players in some circumstances during missions.
Frag grenades now deal more damage to vehicles.
Fixed an issue where in a four-player co-op session, players were able to launch additional sync shot drones after the host of the session left.
Fixed an issue that caused the drone to stop deploying on some occasions.
Fixed an issue where some players could not reach rank 10 Field Medic.
Fixed an issue that sometimes allowed players to go through Biometric doors while in prone.
Fixed an issue where MK.2 explosives and Intel Grenades were not available to buy in Maria’s shop after unlocking them.
Fixed an issue where changing fire rate while ADS deployed the drone.
Players can now cancel the go-to animation before entering a vehicle by moving away from the vehicle.
Cover System
You can now do a camera shoulder swap at cover! It will also rotate the main player on the spot.
Lean aiming is now available from a wider distance and the avatar is less likely to be seen.
Looking over and peeking off a cover is now easier to do when holding the movement input towards the cover.
Increased the angle to preserve the orientation of the avatar when stopping to aim over a cover up to 45°, so the camera stays more often on its initial side.
Loot
Fixed a bug where ammunition was not received after being picked up.
Menu
Fixed a notification bug where the mission name would not be displayed if a teammate replayed a mission that is locked for the player.
Missions
Fixed a bug that caused the programmers to instantly die when in contact with the car regardless of its speed in the A Great Escape mission.
Fixed a bug where players would have their weapon misplaced when entering Puri’s office in the Meet Puri mission.
Fixed an issue in the Rosebud mission where the mission did not consult if the player skipped the investigation step.
Fixed an issue in the An Ingenuous Genius mission where all players spawned in Daigoroh’s cell if they get KIA after the extraction.
Fixed an issue during the onboarding mission where players could not talk to Holt in Erewhon if they had not checked the third helicopter crash.
Fixed an issue in the Guardian Angel mission where Cromwell sometimes did not go to her computer to trigger the mission’s next step.
Fixed an issue in the The Siren’s Call mission where players respawned inside the cave after being KIA, without validating the step.
Fixed an issue in the The Great Escape mission where Carl did not drive to the vehicle if it was too far from its spawn point.
Fixed an issue in coop that could block the mission flow for all players if two players joined at the same time.
Fixed an issue in the The Great Escape mission where the player would respawn inside the prison after getting KIA.
NVG
Fixed an issue where L3GP night vision goggles blocked the weapon reticle.
Realigned the angle of the panoramic night vision goggles to align better with the character’s eyes.
Online
Fixed an issue where sometimes players could not join a session using the in-game lobby if they stayed idle for too long.
Fixed an issue where players would get an Infitinity-00002 error after a failed host migration.
Fixed an issue where players would remain in infinite loading when leaving a group in PvE after playing PvP.
PC
Fixed an issue that made the Windows key not functional in menus and during gameplay.
Improved controls on PC to prevent conflicts when the same key was assigned to several functions.
Fixed a crash occurring when trying to access the options menu after changing graphics preset.
Improved the Side Missions scroll bar to make it easier to scroll when using mouse and keyboard.
Fixed an issue preventing the “Win + Shift + Arrow” shortcut from switching displays in full screen.
Photomode
Fixed an issue in photomode where no visible change occurred when setting grain parameter to values higher than 16.
Fixed visual issues in photomode when camera is under water.
There is now a message in-game informing players they cannot use photomode when drone is deployed.
Fixed an issue in photomode where sometimes the camera would go under the map.
Ghost War
Balancing
Sniper weapons no longer one-shot while using the Rolling Thunder perk.
Sniper weapon damages have been slightly reduced to bring them into line with other sniper rifles (Weapons Affected: HTI, L115A3, M82, SRA1, TAC50, Victrix).
Drone health has been reduced, making it less likely to need more than one mag to destroy.
Connectivity
Fixed several causes of the Infinity error.
Gameplay
Hit damage indicator accuracy improved when taking shots from the front – the hit damage indicator feedback is orientated in a top-down fashion rather than from player’s perspective.
Shooting downed enemies will no longer trigger hit confirmations – which should improve feedback on whether the enemy is down or not.
Gas drone damage now interrupts a player using a drone.
Improved audio feedback of the Gas Grenade.
Added a cooldown to the Ping system to avoid spam.
Maps
Tech Port: We’ve added new objects to prevent the accidental falling off stairs while running up / down them.
We’ve made some general fixes to the maps.
Matchmaking
Players will no longer join matches in progress, regardless of the round number.
Improvements implemented to the balancing of teams after matchmaking completes.
Milestones
Players can now pin more than 1 milestone for tracking.
Replication
General improvements to player replication.
Stats
Fixes implemented to Ghost War stat tracking.
The Total Skell Credits gained stat now includes credits earned in Ghost War as well.
Ghost War stats are now display correctly in the Loadout menus.
Custom Matches
Fixed missing cursor on setting up match screen.
Fixed an issue that was blocking players from joining a custom match.
Save
Fixed a bug where players spawned in Erewhon after creating a new save on a slot that previously had progress.
Fixed a rare issue where sometimes Ghost Coins did not appear in the inventory after purchase.
Character
Fixed a bug where players could get stuck after using their ability or frags while Panther Class is equipped.
Fixed an issue where players would no longer have the items wheel available after an emergency exit from a vehicle in water.
Stamina
Increased the base stamina by 66%.
Increased stamina re-gen speed by 75%.
Reduced the stamina consumed when sliding by 50%.
UI
Fixed an issue where the mini-map would not update when players are detected by SAM launchers.
The mute icon is now more visible in the menus on player avatars.
Fixed an issue where sometimes the second perk slot would not unlock after being acquired in the skill tree.
Fixed an issue in co-op where one player in the team would get a permanent notification on screen to go back to Madera after being KIA during the One Last Thing mission.
Fixed an issue where Markers Size Alert values in the options menu did not trigger any change.
Fixed an issue where the Beacon and Ping shortcuts where not displayed in the Control Helpers for the Medic Drone.
Removed hardcoded text from several places in the menus.
Fixed an issue that could lead to unintended transactions if players move the cursor during the Hold Action Buy or Sell prompt in Maria’s shop.
Fixed the NK3 Ritual CQC weapon name in menus (formerly called NK3 K Black | Ancient).
Fixed an issue where sometimes there would be gaps between the tab icons after opening the loadout menu.
Fixed an issue where store notifications would sometimes have unknown characters after changing the game language to a language with a different alphabet.
Fixed several instances of incorrect unlock requirement or descriptions for items.
Fixed an issue where the Objective Board would sometimes remain locked if players left the game during the Onboarding mission.
Fixed an issue where the input to consult intel was displayed as “press” instead of “hold”.
Fixed missing text on most location discovery pop-ups.
The camos earned in Battle Crates now indicate whether they are for gear or weapons.
Fixed an issue where the Vision Mode ability on drone appeared as an option on the drone HUD before the ability was unlocked.
Fixed an issue that prevented players from using the tutorial shortcut while driving.
Fixed an issue that prevented the notification to let players know when the public matchmaking was canceled due to host migration.
Fixed several typos.
Fixed an issue where the Mission Completion tutorial pop-up would display after every loading screen.
Vehicles
Fixed an issue where some convoys would spawn vertically into the ground.
Fixed an issue where helicopters spawned from Erewhon would sometimes be damaged.
Visual
Fixed an issue where thermal vision in binoculars was not working properly at night.
Fixed an issue that prevented the replication of the rocket trail, missile, and explosion visual effects.
Fixed an issue where textures would sometimes not load properly in the Sentinel Corp Naval Base.
Fixed an issue where the chests would sometimes flicker in co-op if several players opened them at the same time.
Fixed an issue where helicopters sometimes would not disappear properly from the sight of players when moving away from them.
Weapons
Fixed an issue where the MAWL-DA rail was overlapping with the built-in ironsight of the A2 ASR.
Fixed an issue that allowed the P227 to penetrate heavy helmets and one-shot enemies.
Fixed an issue with shotguns that often caused only a one-shot pellet instead of several.
Fixed an issue that prevented the Zasatava’s unique ability to work properly. It can now pierce helmets as designed.
Fixed an issue where scopes would flicker when players ADS.
Flashbang can now blind through vegetation (such as low bush).
World
Fixed a bug where players could get stuck behind Maria’s shop in Erewhon.
Removed floating objects in Auroa Data Farm.
Fixed an issue that prevented players from accessing the Skell’s Last Log collectible.
Removed a hole in the map near White Ridge Bivouac in Mount Hodgson.
Removed a prop structure that was floating in the middle of the ocean.
Fixed an issue where the water animation did not trigger when a helicopter hovered over the water.
Given how Infinity Ward snuck in movie Easter eggs in the Call of Duty: Modern Warfare beta, it’s no surprise that a new one has been found, and it relates to the sci-fi warrior the Predator! This Modern Warfare Predator Easter egg doesn’t show the character per se, but it’s an obvious reference!
As you can see, the Predator’s familiar camouflage tech can be seen on one of the trees. Unfortunately, it’s just a visual one as nothing happens if you shoot it. Could this be a reference to an upcoming game mode? Operator skins? An event where players can take on the Predator? Or maybe Infinity Ward just likes messing with people’s heads? I don’t know at this point.
In other Modern Warfare news, remember how the 725 shotgun was nerfed in last week’s patch? It seems Infinity Ward isn’t done with taming that bad boy just yet. Co-Design Director of Multiplayer Joe Cecot mentioned that another round of 725 nerfs is coming with the next update, and it should “massage” out how good the shotgun is at range.
Hopefully, this means that we’ll see less of this shotgun once this patch drops.
Are you happy with where the 725 is now or should it get more nerfs? If that happens though, won’t that make the weapon too weak? I don’t envy Infinity Ward’s job on weapon balancing one bit.
Remember when we reported that Call of Duty: Modern Warfare will feature the crossbow as a DLC weapon according to the game’s files? It seems there is some truth to it as even Infinity Ward is now teasing the existence of the Modern Warfare crossbow in the game itself!
In the new Ground War map Krovnik Farmland, a poster for the crossbow can be seen in one of the walls.
While these two are not outright confirmation that a Modern Warfare crossbow will indeed become available as DLC, no one would be surprised to see it based on this.
In other Modern Warfare news, the fanbase of the game was ecstatic when Infinity Ward revealed that this year’s Call of Dutyw would bring the game to “boots on ground,” and take out the wall running popularized by Treyarch’s Call of Duty games. Well, it seems you can still wall run in Modern Warfare! Don’t believe us? Watch the short clip below.
In case you didn’t know, Rainbow Six Siege will be getting a new Operation soon called “Shifting Tides,” that will add two new Operators, a reworked map, and of course, gameplay changes. While you can check out the new content here, those curious about the gameplay changes, rejoice! Ubisoft has released the Rainbow Six Siege Operation Shifting Tides patch notes!
For those on PC, Shifting Tides is already available on the Test Server. Thankfully, these came with the Rainbow Six Siege Operation Shifting Tides patch notes!
Rainbow Six Siege Operation Shifting Tides Patch Notes:
Possibly one of the best new features in Call of Duty: Modern Warfare is the Gunsmith. This new gun customization tool allows players to customize their gun in terms of scopes, barrel, stock, and more. Not only that, but did you know that it can also produce Modern Warfare secret weapons?
(Update: added more weapons, we’ll constantly be adding new Modern Warfare secret weapons in this post as we find them).
Using the Gunsmith, players can mix and match attachments to produce weapons like the RPK LMG (lightmachine gun), AK-74u SMG (submachine gun) and lots more. If you’re curious what kinds of Modern Warfare secret weapons can be produced, we’re here to help! Thanks to Reddit user HeyYoItsMrMayo, check out how to construct each weapon below and yes, there are pics!
Colt 9mm SMG – To get the Colt 9mm SMG, start out with the M4A1. Equip the 11.5″ Commando barrel, Forge Tac CQS stock, and 9mm Para 32-Round magazine. That is the baseline for the Colt 9mm SMG. Use the other 2 attachments slots as you desire
Beowulf AR15.50 – To get the Beowulf AR15.50, start out with the M4A1. Equip the Corvus Custom barrel, the Singaurd Arms Invader stock, and .458 SOCOM 10-Round magazine. Use the other 2 attachment slots as you see fit.
MCX SBR – Start out with the M13. Equip the Tempus Cyclone barrel, .300 Blackout 30-Round magazine, and FFS Close Quarters stock. Use the other 2 attachment slots as you see fit.
RPK – Start out with the AK-47. Equip the 23″ RPK Barrel, Field LMG Stock, Bipod, and 75-Round Drum Magazine. Use the other attachment slot as you see fit.
AK-74u – Start out with the AK-47. Equip the 8.1″ Compact Barrel, Skeleton Stock, and 5.45×39mm 30-Round magazine. Use the other 2 attachment slots as you see fit.
AK-12 – Start out with the AK-47. Equip the Spetsnaz Elite barrel, FORGE TAC Ultralight stock, and 5.45×39mm 30-Round Magazine. Use the other 2 attachment slots as you see fit.
Steyr AUG – Start out with the AUG. Equip the 622mm Long Barrel, Integral 3.0x Optic, and 5.56 NATO 30-Round Magazine. Use the other 2 attachment slots as you see fit.
MP5/10 – Start out with the MP5. Equip the 10mm Auto 30-Round magazine. Use the other 4 attachments slots as you see fit.
MP5SD – Start out with the MP5. Equip the Subsonic Integral Suppressor. Use the other 4 attachment slots as you see fit.
MP5K – Start out with the MP5. Equip the Tactical Suppressor, FFS Mini barrel, FTAC Collapsible stock, and Ranger Foregrip. Use the remaining attachment slot as you see fit.
M16 – Start out with the M4A1. Equip the Stock M16 Grenadier barrel, M-16 Stock, and Burst Fire perk. Use the remaining 2 attachment slots as you see fit
RPD – Start out with the AK-47. Equip the 23.0″ Romanian barrel, Field LMG Stock, and 75-Round Drum Mag. Use the remaining 2 attachment slots as you see fit.
Mk14 EBR: (The EBR-14 is actually the EBR Mod 1, not the Mk14) Start out with the EBR-14. Equip the 22.0″ FORGE TAC Precision barrel, Sniper Scope, FFS Raider Chasis Elite stock, Bipod, and 20-Round Mag.
LSW – Start out with the SA80. Equip the SA87 25.4″ Factory barrel, FFS SA87 Heavy Stock Pro, Bipod, and 60-Round Mag. Use the remaining attachment slot as you see fit.
FN Scar PDW – Start out with the FN Scar 17. Equip the FORGE TAC CQC Pro barrel and FTAC Collapsible Stock. Use the remaining 3 attachment slots as you see fit.
It’s currently unknwon whethere there are more Modern Warfare secret weapons in the game, but if there are and you know of ’em, let us know via email and we’ll add in the post (crediting you, of course).
Possibly one of the best new features introduced by Infinity Ward in Call of Duty: Modern Warfare is how robust the gun customization is in the Gunsmith. There are hundreds of combinations from the different muzzles, ammo types, sights and more. Unfortunately, there’s no way to preview guns (especially the sights) on how they’ll look when ADS (aiming down sights). Well, we’re here to help. Check out the image below for the Modern Warfare all optics showcase image!
The image, courtesty of Reddit user cs_aaron lists the name of the optic (sight), its view when your character is idle, when you’re aiming down sights, and even its alternate sight (canted, dual zoom, etc.).
Now you don’t need to hop into an actual match to see if an optic is somnething you’d like to use or not.
In related Modern Warfare weapons news, for those who participated in the beta, you might have noticed that the ammo box Field Upgrade now needs to be “used” (ie: pressing a button to get bullets) now instead of in the beta wherein you just had to be near it in order to resupply your character. Well, Infinity Ward Co-Design Director of Multiplayer Joe Cecot explained his reasoning why this has been changed in response to a Reddit user’s question.
It’s because we added grenades to it post beta. Now you can deploy for your team or yourself and not waist the use on a few bullets missing from your stock.
Cecot’s reasoning does make sense. I have encountered instances where I accidentally picked a gun up instead of having my bullets resupplied. My bigger concern is why can’t we use it more than once (even if just for bullets) in one life?
Which sight/optic are you using in Modern Warfare and what’s the best one so far? Let us know in the comments.
If you’re a Battlefield 5 player, chances are high that you log in every week to complete the weekly challenges and earn that particular week’s rewards. Well, I’m glad to say that due to datamining, the Battlefield 5 upcoming Chapter 5 rewards have been leaked, and it’s purely weapons!
Once again unearthed by reliable dataminer temporyal, the Battlefield 5 upcoming Chapter 5 rewards won’t include any melee weapon variant, but rather, actual guns!
According to the image, here’s what we’ll be getting each week in Chapter 5:
Week 6: Lunge Mine
Week 7: BAR M1918A2
Week 10: Nambu Type 2A
Week 11: Type 97 LMG
Week 12: M3 SMG
Impressive, right? Temporyal notes that all these items need another patch to work. Also, same as before, not every datamined info comes true, so don’t be disappointed if some of these guns don’t make the cut. Speaking of datamined info, a new mode called “Invasion” has been datamined and it seems to be mixing RTS (real-time strategy) elements into Battlefield 5!
For those having fun in the War in the Pacific maps, don’t forget that DICE will be keeping a Pacific playlist active for next week! Check out the full schedule of it here.
While we already ran our full Call of Duty: Modern Warfare review, the actual multiplayer is, as most gamers know, the meat & potatoes of the game. While that review covers the overall game we decided to focus solely on the multiplayer for this one, as that is our focus here at MP1st, and is another take on how the multiplayer component might fare for other people. We here at MP1st pride ourselves in being honest, and actually, y’know, being knowledgeable about multiplayer stuff.
With that in mind, we’ve decided to do a Modern Warfare multiplayer review that’s focused on just that — the multiplayer and it alone. This is where Alex Co, and James Lara talk about the experience, and what we make of it so far. Note that the version we’re basing our Modern Warfare multiplayer review is after the 1.07 patch has dropped, — and on PS4 — which is the first big title update the game has gotten that touches on game balance, community-requested tweaks and more. We’ve been waiting for this before dropping this piece since that means a clear meta has surfaced.
Jimmy Lara on Modern Warfare multiplayer:
Call of Duty: Modern Warfare Multiplayer is finally out, giving players a fresh new look at the series as it attempts to recapture the classic boots on the ground experience. And while the gameplay feels great, along with several other changes, the result certainly isn’t what we had hoped for.
I’m torn on Modern Warfare because I really love the slower pace gunplay it has to offer. I’ve never been much of a fan of the floaty arcade-like physics that past Call of Duty games have opted for, which is probably the reason why I’ve always preferred Battlefield gunplay. For me, the slower pace adds a more significant impact on the actions I take. It teaches me to be more precise with my shots, and to be more careful out on the field. It dials down the twitch shooter element in favor of a more tactical playstyle, although in the case of Modern Warfare, it takes things a bit to far. I’m talking about the abundance of camping.
Now, being a slower paced shooter, that doesn’t necessarily mean that camping is going to accompany it, despite what many believe. I’ve played many slow (compared to Call of Duty) shooters, and while camping will always be a thing, I’ve never really had much of an issue with it in other games as I do with Modern Warfare. The game does its job to cater to that specific playstyle, regardless of the developers stating otherwise. Maps are cramped together, filled with dark corridors and other poorly lit locations that make it a campers haven.
The general map designs just don’t work as many of them have their share of untouched locations. Many high vantage points offer unbalanced positions of power over others that discourages alternative playstyles. One could say that the game is far more rewarding to those the take the sit and wait approach versus the run and gun. Not to say that you can’t rush in the game, as it is still my preferred method of play, it just means that you have a greater risk of dying before you see anyone.
And speaking of dying before you see them, there’s actually some explanation behind that. I’m sure many of you have been victims of killcams showcasing you in clear line of fire, despite never seeing the shooter. This is all because of how the camera is placed on the character model and how perspective works with corners. I don’t want to get to deep in explaining this, but there is this video made by Counterstrike Player TheWarOwl that you can watch below. Obviously different games, but the logic can be applied to Modern Warfare.
And this issue has always existed in past Call of Duty games, the big reason why you never really noticed is because of the difference in gameplay. In past CODs it was easy to hop around a corner at Mach speed, whereas now they account for ADS time that it would take to pull up your weapon if you are running or jumping. Players are now taking their time, instead of rushing. I do prefer the overall gameplay still and have come to accept the issue at hand, though perhaps Infinity Ward can come up with a clever solution.
The sound design, while is great in places like the gun sounds, also favors those who prefer the camping playstyle. Footsteps are loud, the kind of loud that people make when they aren’t picking up their feet when they walk. It’s crazy how well you can hear them in Modern Warfare, despite there being thick concrete walls in some places. It doesn’t help that enemies can hear your teammate’s character call outs, resulting in your position being given away. At least I have a bit of control over the footsteps sound, but automotive responses to certain actions? Well, I might as well just hand my gun over at that point.
I should point out that Infinity Ward has said that sound among other issues will be adjusted in the future, so fingers crossed they’re the adjustments the game drastically needs.
And the typical argument I’ll see is that the game is meant to be played as such, more “tactical” and “realistic,” yet this can’t be any further from the truth. If being realistic is the argument people want to use, then by default every mode should be one life only mode, but we know that wouldn’t sit well with many. If the game is meant to be played in this kind of style, then why is that nearly over half the matches we play end with the countdown expiring? We all understand that these matches were designed to be completed in a set time frame, with the timer acting as a safeguard against dragged out matches, right?
The timer isn’t meant to be there to try and survive the match for the duration, it’s there so they don’t go on forever. Yet the preferred playstyle easily turns every objective base mode into a game of team deathmatch, as players farm for killstreaks. It’s not a problem in TDM games as that is the core objective, but in modes like Domination, Search and Destroy, and the rest Scorestreaks would make more sense as they promote and reward players for playing the objectives. I know the game has scorestreaks as an option by using a perk, but how many people are actually using that method compared to the masses? Not many I’d wager.
Not everything about the multiplayer is bad though, as I’m fond of the whole Gunsmith system that they have incorporated, allowing players to customize weapons as they see fit. This opens the door to a whole lot of possibilities, but also to some questionable balancing. Although honestly, what game doesn’t have a balancing issue when it comes to weapons? At this point, for me, it’s such a hard thing to complain about as games will always have a set meta for what’s strong and what’s weak. I’m not denying that there isn’t any unbalancing among weapons, I’m just acknowledging that there will always be an issue with it unless they make every gun the same. I will acknowledge that this isn’t the most balanced Call of Duty game we have had, but what Call of Duty game didn’t struggle from balancing at the start? None.
Modern Warfare has great potential to be the best Call of Duty game to date. It’s definitely the shakeup that the series needed, but a lot of the positives get overlooked by some of the poor designs that have a big impact. I’m in the camp that prefers the slower pace gameplay, I find it fun and satisfying and have no issue with it whatsoever. Even the mini map’s original removal I preferred because it eliminated the bad habit of red dot chasing. I’m not sure how the developers over at Infinity Ward plan on addressing a lot of the community issues (some outlined above), but whatever they do we hope it’s not a drastic change to the core gunplay.
SCORE: 7/10
Alex Co on Modern Warfare multiplayer:
If you read Jimmy’s take on the multiplayer, we’re pretty much on the same boat in terms of criticisms, though mine might be more severe given how much I like Call of Duty’s run ‘n’ gun playstyle.
There’s no denying it: I’m the target demographic for Call of Duty, which makes what I’m going to say hurt more. Modern Warfare doesn’t feel like a Call of Duty game at all. It feels like a mish mash of Call of Duty, Battlefield, and Rainbow Six Siege, which produced a Frankenstein-like baby.
Don’t get me wrong, Modern Warfare has a few things going for ii such as the gunplay (which, one could argue is the most important thing in a shotoer). Infinity Ward nailed the gunplay, and time to kill (TTK) in Modern Warafre and it feels really, really good. The Gunsmith gun customization feature is also another welcome addition (though it can use some tweaks), since it gives an unprecedented level of weapon customization, and should be in every Call of Duty mode moving forward.
Even in game modes, Infinity Ward naied a new one too. Gunfigbht, the game’s 2v2 mode, is superb, and is good for tournaments, and is something I can see taking off and being part of future Call of Duty games.
However, for all the good things Modern Warfare brings to the table, there’s a LOT of other stuff that it messes up. Possibly the two biggest offenders are the maps and spawns. Regarding the maps, gone are the three-lane conventional design popularized by Treyarch. Now, we have maps that offer verticality, a more varied approach to each “lane,” and more. Unfortunately, Infinity Ward has put in a ton of windows, perches, and other “power positions” that make it very, very hard if you somehow end up on the “wrong” team. An example of this wrong team is spawning in the A flag area in Piccadilly. Simply put, it’s almost an automatic win unless you’re playing with bots if you spawn near the A flag. The opposing team is significantly nearer to the “power position” of the map which is the sneaker shop in front of the fountain. Getting there first, putting in your claymores (more on this later) is an almost guaranteed win. While Piccadilly might be the most annoying map in the list (or in Call of Duty history), the rest aren’t that great, either.
Aniyah Palace, which is available in the 10v10 mode, is too damn big, and whomever reaches the middle palace almost always wins. It’s the same with the other maps (Arklov Peak, etc.), as it offers power positions that once a team gets it, it’s game over. Usually, a map’s “good” spots are easier to reach to by one team, which translates to blowout games.
Compounding these maps are the spawns. In Modern Warfare, spawns DO NOT FLIP correctly. Stuck in Piccadilly’s A flag and getting spawn trapped? Nope, the game won’t spawn you near B or the opposite side, but in the same damn spot over and over. It’s gotten so bad that enemies can literally camp where you spawn and just pick each one off, with the losing team having no chance to escape.
These two (spawns and maps) issues are excacerbated by how much camping there is in the game! While there are always campers in every online multiplayer shooter (and yes, it is a valid tactic/strategy regardless if you like it or not), it’s taken to a whole new level in Modern Warfare. For some reason, Infinity Ward promotes camping in Modern Warfare. Like, almost everything in the game will help campers gain an edge, while those who prefer to run ‘n’ gun (which is what Call of Duty is known for), are heavily penalized. Sure, we already know this was made by design, but the question here is: why?? Running in Modern Warfare will get you killed since the footsteps in this game are super loud. You can be heard running a mile away, and I’m not kidding. Good luck trying to sneak up on someone since they will almost always be aware of where you are. Thankfully, this will supposedly be changed very soon.
Add in super powerful claymores, how the 725 shotgun is still overpowered to the mix, and yeah, most people will camp to net their kilstreaks. This, too, contributes to camping. Why run and cap a flag when you can get killed and not earn a killstreak reward? Everything in the game encourages camping, sadly. Footsteps, TTK, map design, and even gun attachments all give an ADS or movement penalty, which means you’ll be playing as slowly as possible.
For the first time ever, most TDM matches end on time limit and not by the score. Sadder still? I’ve been in matches where the final score was 55-59, meaning a team was almost 20 kills away from a match ending. Again, this is unheared of in COD, and sad to say, is the norm in Modern Warfare.
If there’s one thing old school Call of Duty fans can be thankful for, it’s the fact that these issues are things Infinity Ward can (relatively) easily patch out. We’re seeing it happen gradually, and I hope they do it fast before players move on to another game.
Score: 6/10
Do you agree with Alex and Jimmy’s multiplayer assessments? What do think of it so far, and what score would you put to the multiplayer alone?
Rainbow Six players, another Raibow Six Siege new Operation has been announced, and once again, it’ll be bringing two new Operators to freshen things up! Called “Operation Shifting Tides,” players will get to play as Kali and Wamai — an Attacker and Defender — who hails from India and Kenya respectively.
Same as before, this new Operation will include a reworked map, and this time, it’s the Theme Park’s turn! Check out our first look at hte new Operators and their gadgets below.
New Operators info:
Indian Attacker Kali and Kenyan Defender Wamai are the two new operators coming in Operation Shifting Tides. They met in the NIGHTHAVEN Special Intervention Company, a private military group owned and led by Kali. She is equipped with a CSRX 300 sniper rifle that can breach barricades and hatches in a single shot. Her gadget is its under-barrel, the LV Explosive Lance, that destroys all gadgets on both sides of breakable and reinforced surfaces. Wamai is Kali’s best operator at NIGHTHAVEN. His gadget, the Mag-NET System, can attract enemy projectiles and have them detonate at its location. Wamai can make Attackers’ grenades and projectile gadgets useless, or better, turn them against their users.
Theme Park rework info:
Players will be able to explore a reimagined Theme Park map, which is back and newly reworked. The Rail Platform has been removed and the East and West sections have been brought closer together. Inside the building, the East section has largely evolved, primarily the downstairs area. Gargoyle and Haunting Dining bomb sites are replaced with the Throne Room and Armory pair. The new Gong Room in this area also becomes the main entrance, while the Arcade Entrance is now blocked.
Shifting Tides will be available on the game’s Test Servers tomorrow on November 11 on PC. In addition to the new content, the next game update which includes Shifting Tides will also come with:
Limb penetration system has been implemented
Rappel exist will request a prompt from player to enter rappel
While Infinity Ward just rolled out a big Call of Duty: Modern Warfare patch a few days ago that implemented some much-needed gameplay tweaks, the studio is far from done. Thankfully, Co-Design Director of Multiplayer Joe Cecot and Sernior Communcations Manager Ashton Williams have shared some of the Modern Warfare upcopming changes, and they sound very, very promising!
According to Cecot. some of the Modern Warfare upcoming changes include spawn tweaks, tuning the FAL assault rifle, and an “overhaul” to footsteps when in ADS (aim down sights) or moving while crouched!
A lot of solid changes in here. Get in there and try it out, share your feedback! More things still to come: – spawn updates – more weapon updates (>_> FAL) – overhaul of footstep audio for ADS and crouch movement
Cecot added that the overhauls in footsteps audio makes them “very, very, very” quiet in crouch and in ADS, which is something run and gun players are looking forward to a lot.
Spawns are still getting some love. We’ll continue to monitor and update em.
Also of note, if you’re someone who plays multiplayer significantly, you’ve no doubt played on the Piccadilly map on Domination or TDM (team deathmatch). If you have, chances are you’ve noticed that the players who spawn on A are at a significant disadvantage due to “power positions” given to those who spawn on C. Thankfully, Infinity Ward is testing it and has confirmed that yes, changes to Piccadilly are coming!
Tweaks to Piccadilly aren’t live yet. Still testing
Finally, Williams confirmed that challenges, missins and other stuff regarding progression that are bugged, will be fixed, though the devs are still testing it.
As the patch notes mention, challenges, progression, and missions are getting a full sweep of testing and fixing. We’ll have more updates for these in future updates.
While players might have weapon balancing requests, and other stuff they want Infinity Ward to take a look at, it’s comforting to know that the studio is listening to the community and are making changes based on player feedback. Once we know more about some of theother changes, we’ll be sure to let our readers know.
If you’re rocking the laser attachments in Call of Duty: Modern Warfare, you might want to see this. It seems your character in-game has an involuntary animation where they fidget a bit, and if you’re using the laser, this could give away your position. Check out what we mean below.
As you can clearly see in the video there is actually an insane amount of character sway compared to what players see on their screen. While the one taking aim appeared to have had a steady shot, in reality from the view of other players, this “steady” aim is actually all over the place. By our testing, the sway leans more right rather than left. Knowing this we then tested from different angles and found that you are less likely to have your position given away when you have a building to the right of you since drift is blocked by surrounding structures.
So why is this occurring? The answer very simple, as with the new rework of character animations Infinity Ward wanted to offer something more realistic and natural. They spoke about this in a past blog post, detailing what they call “Active Idle.”
We developed a new level of model fidelity,” Grigsby tells us: “Back in the day, we saw a lot of idle [animations] that moved more like you were on the deck of a ship, swaying back and forth. You don’t usually stand still in Modern Warfare, but when you do, we wanted to make sure it looked natural; real quick movements using your muscles. We call this the ‘Active Idle’. When you go up the stairs, we added a bit of movement on the weapon to make it look like it’s not bolted to the camera. When you look around, we wanted to do a little bit of leading with the head, and then the gun travels behind. Our previous Call of Duty games had a bit of that, but we’ve actually deep-dived into it this time around.”
The problem is, whether it be intentional or not, as shown in the video above, this movement doesn’t translate to what the player sees. Typically there is a difference between what the client sees and how the severs interpret it for everyone else. It’s why when you shoot, bullet holes don’t always appear for other players or it is often that it looks like a player is shooting elsewhere. Make no mistake that that doesn’t affect player’s hitboxes (from our testing at least), though how net code is handled and depending on what packages get sent could potentially play a role in that. I only bring this up as an example because while aiming appears off for some, it shouldn’t affect the overall gameplay. However, this is a different story when players have a laser sight equipped. While I don’t recommend one in the standard day matches, the night variants of maps have it as a preset attachment. This proves to be problematic as you want to be as stealthily as possible during these matches, and the laser sight works against you in more ways than you think. Basically some of those moments where you asked how a player knew you were there can be explained by this. Not all of them, but some.
And we believe this may, in fact, be a bug, as with past Call of Duty title’s the would generally halt, or bring the characters animations to a minimum when a player would ADS. We ran some tests on some of the past iterations and actually found the only other (to our knowledge) exception to this is Call of Duty: WWII, which shares similar character animations to Modern Warfare. You can watch the video below, do note that since I didn’t own Black Ops 4 or Ghosts, they were omitted from this video and breakdown, along with anything before Advance Warfare.
Breakdown
Call of Duty: Advanced Warfare – Character animations are noticeable here. You can see movement being made from both the lower and upper body of the character. t’s not drastic, but it is there. However, once you ADS this animation halts and transitions into the weapon as there is slight up, down, left, and right sway. You as the player can see this, enemies cannot.
Call of Duty: Black Ops 3 – There is minor character movement from both the perspective of the player and others. It’s there during the standard animation and also there when ADS.
Call of Duty: Infinite Warfare – The idle animation here is kept at a very minimum level, mostly seen around the shoulders and arms. We believe there is some movement sway to the character while ADS, but it’s very minimal. From the player perspective, it’s visible, from others not so much to really notice.
Call of Duty 4: Modern Warfare Remaster – The characters in the remaster actually have the most idle animations out of any COD we tested, backing up the claim that it looked like you were on a deck of a ship. It’s excessive, however, it immediately goes away once the player takes aim. This reflects from all viewpoints, the player, and other players. It’s not the most realistic of the bunch as there should always be some movement, but it does at least reflect accurately across all players.
Call of Duty: WWII – Much like Modern Warfare 2019, WWII has plenty of character movement prior to and after ADS. It remains mostly the same throughout, except for head movement wherein no ADS stance the character’s head will sweep left and right, this changes as they now sweep up and down. From the player perspective this isn’t noticeable, and in ADS, like COD4: Remaster it’s not even there. Other players do notice it, but seeing that there are no laser sights it doesn’t have an impact on gameplay.
Call of Duty: Modern Warfare – We’ve already seen this in the above video, this is just comparing it next to the others so you can get a better idea of why it’s an issue.
While it does make sense that there would be this difference because of how the character animation work, it’s frustrating as it is something the player believes that they have control over.
We hope this does get resolved in later patches, next I will be looking at an article we published a bit ago concerning player visibility and how it works in Modern Warfare.
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.
Remember when we posted about invisible enemies in Call of Duty: Modern Warfare? Well, it seems this is a bigger issue than we thought. Apparently, there’s something in how the camera angles work in the game that lets enemies see you (a lot of you!) before you see them, and no, it’s not “peeker’s advantage” which is usually in other shooters. This Modern Warfare broken angles thing is explained in detail below
Here’s how severe it is:
While this angle thing is a normal thing to shooters (to some extent), it’s never this bad. Here’s Xclusive Ace’s explanation on how it’s working in Modern Warfare:
To be clear for many people that didn’t pay attention, the issue isn’t that this is happening at all since it is normal to some extent for an FPS. The issue is the extreme degree at which this is occurring that I’ve never seen in a previous CoD or other games like CSGO. You should not be completely invisible to a player if you can see more than half of their body and also more than half of their face.
Want to see it in action, check it out in Xclusive Ace’s video below:
There is a solution to this, however. Ace demos that all players need to do is NOT to hug the wall. If you do that, a big part of your character will be seen, and you won’t even see them at all. Hopefully, Infinity Ward fixes this soon as it seems to be a big problem in a shooting game.
Speaking of fixes that need to be implemented soon, it seems the latest patch released earlier today has broken the EOD perk (at least on the PS4). Reddit user Zombie_Cop posted evidence of this where players can’t hack claymores, and what’s more, the prompt to hack claymores sometimes doesn’t even show up!
Enjoying the Battlefield 5 War in the Pacific playlists? If you are, chances are you’re a bit saddened that these will be rotated out, which is the norm for most new maps introduced. Well, it seems that won’t be the case! In a new announcement today, DICE states that the Battlefield 5 Pacific playlist is here to stay until the next update (5.2) drops!
Next Thursday, we’ll be combining Heat of the Battle (Pacific Conquest), and Island Advance (Pacific Breakthrough) into a single playlist called The Pacific War. This playlist will run in parallel with the new Squad Conquest playlist (which will run only for that week to support the Tides of War Challenges). The Pacific War will stay with us until the start of Update 5.2, and we’ll continue to cycle in new Tides of War playlists alongside this.
When 5.2 launches, we’ll talk about how the playlists change, but to be absolutely clear, we can see how much you’re loving playing on the Pacific and we’ll do what we can to keep you where you want to be!
Here’s the planned rotation for The Pacific War:
Conquest – Iwo Jima
Conquest – Iwo Jima (Switched Teams)
Conquest – Pacific Storm
Conquest – Pacific Storm (Switched Teams)
Breakthrough – Iwo Jima
Breakthrough – Iwo Jima (Switched Teams)
Breakthrough – Pacific Storm
Breakthrough – Pacific Storm (Switched Teams)
This is good news for those who want to get as much playtime in Iwo Jima and Pacific Storm as possible. In other BF5 news, new datamined info states that an “Invasion” game mode is incoming, and it will allow bases to built by players! Read on here for more.
Crash Team Racing fans, a new Crash Team Racing Nitro Fueled patch has dropped, and it ushers in a load of new content! Crasth Team Racing Nitro Feueled update 1.14 is now live, and it brings the Neo Circus Grand Prix! Clocking in at 2.7GB on PS4, check out the full Crast Team Racing Nitro Feueled update 1.14 patch notes below.
Crash Team Racing Nitro Feueled update 1.14 patch notes:
NEW TRACK: Koala Kong is the master of ceremonies for this brand-new track, Koala Carnival! It’s a death-defying big top spectacle, done the way only Koala can.
NEW GAME MODE: Hit those curves, secure those straightaways, tighten your path with Ring Rally, a new game mode in Local Arcade! Master each track and complete Ring Rally challenges to earn Nitro.
NEW CHARACTERS: Crash Tag Team racers Pasadena O’Possum and Ebenezer Von Clutch bring the heat to the Pit Stop this season, and everyone’s favorite strongman, Koala Kong, headlines the Nitro Gauge reward set.
NEW KARTS: Go off the rails with the Nitro Bumper Kart, relive the Crash Tag Team Racing days with the Pressurizer and take some risks with the Daredevil!
PIT STOP: Put on a show with tons of new Pit Stop items, including Circus-themed Skins, Neon Wheels, and, for the first time, animated Paint Jobs!
ROYAL POULTRY: Head over to the Adventure Mode, explore each of the Hub Worlds, collect the hidden Golden Eggs and unlock King Chicken!
CHAMPION KART AND DECAL: Finish in the top 5 percent of the Grand Prix leaderboards and win the Champion Kart and Neon Circus signature decal!
Returning items from past Grand Prix
Select characters and items from the Back N. Time Grand Prix are returning to the Pit Stop. In addition to that, there will be new Last Chance bundles featuring items that you might have missed from the previous Grand Prix. It will be available for the first weekend of the new Grand Prix (7 AM PST Friday through 7 AM PST Monday). While future Grand Prix will only feature from the previous Grand Prix, the current Grand Prix will not only feature items from Spooky Grand Prix but also Spyro & Friends Grand Prix.
There you have it, racers! If we get any gameplay changes, we’ll update the post.
It’s Friday, and that means another Destiny 2 Xur location and items post here on MP1st! Check out the list of new items the hooded figure is selling below.
Destiny 2 Xur location today and items for November 10, 2019:
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.
In other Destiny 2 news, don’t forget to check out the Destiny 2 Weekly Reset for this week here. Bungie also left a coded message for the first player to ever reach power level 1000.
As promised by Infinity Ward, a new Call of Duty: Modern Warfare update is now live, and it adds maps, has some much-needed gameplay tweaks and more! Clocking in at a hefty 8.5GB, the Modern Warfare update 1.07 patch notes can be seen below, and players will be appreciated by players, I think.
Modern Warfare update 1.07 patch notes:
WHAT’S NEW
NEW FREE MAPS!
We’ve added Krovnik Farmland to Ground War and Shoot House to Multiplayer!
NEW PLAYLISTS AND A NEW MODE!
Going live on Friday…
Hardpoint is now in rotation!
Shoot House 24/7! This includes a mixture of Team Deathmatch, Domination, Kill Confirmed, and Headquarters
And yes, all of this new content is available for everyone, for free, across all platforms! We’re so excited to share this new content with all of you and this is just the beginning. Thank you all for playing and keep the feedback coming!
Backend fixes to prevent crashes and improve stability across all platforms, include dev errors, and various performance fixes.
Fix for a few bugs where some streaks and Field Upgrades were able to be flown out of bounds without penalty. General out of bound fixes were also added.
Fix for a bug where a player being killed by an enemy with a Variable Zoom Scope would not see the zoom function in the killcam
Fix for the Semtex warning audio being heard at the same volume whether in a building or outside
In Headquarters, players were able to place a Tac Insert and respawn when their team owned the point. This has been fixed.
Fix for various collision issues across maps
Added UI that shows when XP events are active in playlists menus
Sprint and Tactical Sprint speeds are now back to speeds in Beta
Fix for a bug where the progress of the bomb defusal can be seen by the team that planted the bomb
Fix for a bug that revealed players to UAVs when they fired their weapons, even if they had Ghost and a silencer equipped
Fixed an issue where if multiple Personal Radars were active on a team, and are both marking the same enemy, only one player would see the enemy on their minimap.
RIOT SHIELD:
Fixed an issue where the throwing knife and Thermite weren’t causing the shield to go on the player’s back when thrown. We’ve also fixed the issue where explosive splash damage wasn’t working consistently. We’ll continue to tune the Riot Shield in future updates.
CLAYMORES:
Detonating an enemy claymore with bullets is now non-lethal when at full health. We’ve also reduced the trigger and damage radius and also reduced the damage width to better match the trigger width.
BATTLE CHATTER:
Removed the ability for enemies to hear when they’ve been called out by the opposing team. We also adjusted the enemy callouts so they are never from your Operator. Enemy callouts now use a more restricted cone at the hip and even more restricted in ADS when calculating whether or not to trigger. We’ll continue to monitor this and make additional tweaks to Battle Chatter in future updates.
MOUNTING:
Slight increase to recoil while mounting.
PERKS:
E.O.D. now clamps damage to a non-lethal amount, assuming the player is at full health
LIGHTING:
Continued updates to player visibility in dark windows and dark areas.
FOOTSTEPS:
We’ve increased the occlusion percentage to filter footstep sounds behind geometry and adjusted the footstep volume at a distance. We have another large footstep change coming in the next update which will make crouch and ADS movement significantly quieter. Stay tuned!
CHALLENGES/PROGRESSION/RANK
Daily Challenges and Active Missions are getting a full sweep of testing and fixes. We’ll have more updates to these systems in future updates.
Fix for a bug where the Infiltrator challenge was not tracking properly
Fix for launchers not giving XP when shooting down killstreaks
Fix for a bug where planting or defusing 5 bombs in Cyber Attack or SnD was not tracking properly
Camo challenge for “Kills After a Reload” didn’t give the player enough time to acquire a kill, so time has been increased
Fix for a bug where your XP require to reach the next rank was higher than the value needed
Weapon Changes
725 Shotgun: Increase to ADS and Hip Spread, reduced damage range
M4A1 Assault Rifle: Reduced damage range, small recoil increase
Assault Rifles: Increased hip spread to reduce effectiveness up close, less damage at long range for full auto 5.56 rifles
SMGs: Increased move speed, increased ADS move speed, small reduction in sprint out time
UZI SMG: Increased damage range
MG34 LMG: Increased hip spread, damage range reduction, small ADS slow down
M91 LMG: Increased hip spread, small damage range reduction
PKM: Increased hip spread, medium damage range reduction
Pistols: Increased move speed, reduced sprint out time, increased damage range
Crouch and Prone no longer adjust recoil
CALL OF DUTY LEAGUE
Updated rulesets for CDL competitive modes in private match
CYBER ATTACK
Fix for a bug where a player could use lose their primary weapon and would be unable to see their viewmodel after being revived by a teammate
GROUND WAR
Fix for a bug where players would sometimes be unable to pick a spawn location
Fix for a bug where a Tac Insert could cause players to spawn on the enemy home base
Special Ops
Pick up Intel! – In the Operations, explore Verdansk to find additional backstory information of Verdansk and the Operators.
Fix for scoreboards displaying incorrect data
XP adjustments and general backend fixes
Various fixes for out of bounds and parachute exploits
Respawn timer no longer stays on screen after teammates are revived from bleedout
Fix for issue where the Munitions were not usable after respawning via Gunship
Fix for losing your weapons when picking up the core
Achievements can now be unlocked in CP
Fix for issue where players could spawn with their weapons in the downed state
Picked up Munitions no longer carry over from match to match. Only the Munitions you purchase with points will.
When respawning via the Gunship, you will no longer be given the Tank role
Selecting an Allegiance Operator or Allegiance as a favorite faction will now properly assign the voice of the correct operator
Operation Headhunter: Fix for a bug where players are not able to lock missiles onto the final boss helicopter
Operation Crosswind: Adjusted stealth for gameplay
Operation Paladin:
Fix for a bug where there was no UI or indicator of where to go or how to finish the objective after defending the 3rd arms crate
Fix for a bug where the default weapon was different than the weapon a player would hold if they were placed in Last Stand
In case you didn’t notice, a new round of footsteps tuning will be coming again soon-ish! This should be a welcome addition to rushers.
Gunfire Games has released a Remnant From the Ashes hotfix today, and this requires a small download. Called Hotfix 219976, this shows up as Remnant From the Ashes update 1.10, and it’s just for fixes with no new content added. Clocking in at just 563MB, the Remnant From the Ashes update 1.10 patch notes can be seen below.
Remnant From the Ashes update 1.10 patch notes:
QUALITY OF LIFE
Comms Wheel: Added a user setting to allow wheel to be a Toggle or a Hold
Fog of War: Shared among all players as they uncover a zone together
Matchmaking: General matchmaking improvements
Matchmaking: Added AFK check (after 30 minutes of inactivity, set session to Private)
BUGS
General: Fixed a few attach points that caused certain primitives and items to stick to characters
Emotes: Fixed an issue with Emotes persistence across multiplayer games
For those picking up Death Stranding, you’ll be greeeted with a Death Stranding day one patch when you boot the game up. Truth be told, this is the fourth patch the game has gotten, and it’s now at Death Stranding update version 1.04. Below, we’ve compiled the list of changes that comprise the Death Stranding day one update, though players will just see this as Death Stranding update 1.04.
Death Stranding update 1.04 (full Death Stranding day one update notes compiled):
Optimized network functionality
Various performance improvements
Multiple problems fixed
Game balance adjustments
Translation quality improvements
Updated save data version
Various performance improvements
Multiple problems fixed
Note that the “problems” aren’t specified exacty. Overall, players should download approximately around 1GB or a shade more in total.