The Battlefield 5 weekly challenges reset should be live by the time you read this! Called “Resolute,” this is the Chapter 5, Week 3 set of challenges, which, of course, includes a reward for completing.
Battlefield 5 weekly challenges reset:
When matchmaking through the tasks, you’ll be joining the Squad Conquest playlist:
Squad Conquest on Operation Underground
Squad Conquest on Iwo Jima
Squad Conquest on Pacific Storm
Let’s look at the tasks. Remember that the exact mission requirements can be found in game in the Tides of War menu.
THREE GOLD STARS – 4,000 CHAPTER XP
Kill 3 enemies.
DOING ONE’S BIT – 25,000 CHAPTER XP
Capture 10 objectives.
(OPTIONAL) DUCK SOUP – 12,000 CHAPTER XP
Build 15 fortifications in objective areas.
BIG TIME OPERATOR – 12,000 CHAPTER XP
Kill 10 enemies as a Recon.
CORPSMAN – 12,000 CHAPTER XP
Heal yourself or teammates for 500 health.
CRACK SHOT – 4,000 CHAPTER XP
Kill 1 enemy with a headshot.
(OPTIONAL) STRIPE HAPPY – 4,000 CHAPTER XP
Capture 2 objectives in one life.
PLAY THE DEVILS PIANO – 4,000 CHAPTER XP
Fully suppress or kill 5 enemies.
RAISING HELL – 25,000 CHAPTER XP
Kill or squad assist 30 enemies.
The rewards for completing the challenges are skins:
If you’re disappointed in that, don’t forget, leaked info suggests that weapons will be [art of the rewards very, very soon! Read up on that here.
Those still playing Call of Duty: Black Ops 4, which I gather, is still a pretty big bunch, a Black Ops 4 new update has been released by Treyarch that brings the Black Market revamp, introduces new rewards and more!
Black Ops 4 new update changes:
Black Market Revamp: Earn Weapons and Items in Blackjack’s Shop
Pick-a-Weapon Bribe: Trade in 50 Reserve Cases to unlock a weapon of your choice from a Crate that also includes 2 Reserve items, along with a bonus of 5 Duplicate-Protected Crates for 15 additional Reserve items. Choose from a selection of base weapons, Mastercrafts, MKII weapons, Signature Weapons, and even the new MicroMG 9mm SMG or Eye of Apophis melee weapon. Watch for this bundle to refresh on a regular basis in the future.
Reserves Stack: This new rotating offer displays a Reserve item that you don’t currently own, which can be unlocked by trading in 2 Reserve Cases. With the Reserves Stack, you’ll be able to see Reserve items before acquiring them. This offer will refresh to reveal a new item on a regular basis and refreshes instantly after acquiring the current item on display.
My Deals: Two new rotating offers can now be unlocked with Reserve Cases and will always showcase items that you don’t currently own. Like the Reserves Stack, these will refresh on a regular basis, or instantly after the current item on display has been acquired.
New Rewards and New Zombies Gauntlet on Xbox One + PC
Today’s update introduces a new collection of Black Market rewards to earn on Xbox One and PC, including the new “MicroMG 9mm” SMG, “Eye of Apophis” amulet weapon, “Pentagon Thief” Blackout character, as well as new Reactive Camos, weapon camos, outfits, Death Effects, Weapon Charms, and more. If you haven’t seen the Eye of Apophis in action yet (or been on the receiving end of one)… it’s pretty wild.
2XP Stockpile in Multiplayer
Our second 2XP Featured Playlist joins the MP rotation this week with the return of Stockpile! We’ve had plenty of requests for this one to come back since its debut, so get in there and rank up all week long while it’s in the spotlight. Party game fans should keep an eye out for 2XP Prop Hunt coming to all platforms next Tuesday.
Weapon Charm/Death Effect Bug Fix
This update also fixes the pesky bug that prevented certain Weapon Charms and Death Effects from staying equipped after a match. This one has proven especially tough to nail down, so please let us know if you’re still experiencing this issue after today’s game update.
GLOBAL
Black Market
System Revamp
Reserve Cases can now be traded in for items in Blackjack’s Shop through the new Pick-a-Weapon Bribe, Reserves Stack, and My Deals offers.
Pick-a-Weapon Bribe
Regularly-scheduled bundle available in Blackjack’s Shop and Reserves screens in the Black Market.
Allows players to trade in 50 Reserve Cases to unlock a weapon of their choice from a Crate that also includes 2 Reserve items, along with a bonus of 5 Duplicate-Protected Crates.
Reserves Stack
Rotating offer that always displays an item from Reserves that the player does not currently own, which can be unlocked by trading in 2 Reserve Cases.
Allows players to see Reserve items before acquiring them.
Refreshes on a regular basis to reveal a new item, and will refresh instantly after the current item on display has been acquired.
My Deals
Two new rotating offers that can be unlocked with Reserve Cases and will always showcase items that the player does not currently own.
Refreshes on a regular basis to reveal a new item, and will refresh instantly after the current item on display has been acquired.
Duplicate-Protected Crates
Reserve Crate purchases are now always Duplicate-Protected.
Create-a-Class
Addressed an issue that could prevent certain Weapon Charms and Death Effects from stay equipped after a match.
MULTIPLAYER
Featured Playlists
PS4/Xbox One
Stockpile (2XP)
Nuketown
Barebones Moshpit
Bolt-Action Barebones Moshpit
Mercenary Deathmatch Moshpit
PC
Stockpile (2XP)
Nuketown
Bolt-Action Barebones Moshpit
BLACKOUT
Duos Moshpit
New Moshpit of Duos-only Blackout modes with a maximum of 80 players on consoles:
Contracts will now properly line up with available playlists on consoles.
Featured Playlists
PS4/Xbox One
Duos Moshpit (Ambush, Hardcore, Down But Not Out, Close Quarters Frenzy)
Alcatraz Portal Quads
Quads
Solo
PC
Alcatraz Portal Quads
Duos Moshpit
Quads
Xbox One annd PC:
GLOBAL
Black Market
New collection of rewards now available to earn in Reserves.
Rewards include the MicroMG 9mm SMG, Eye of Apophis melee weapon, Pentagon Thief Blackout character, and new Reactive Camos, weapon camos, outfits, Death Effects, Weapon Charms, Jump Packs, Gestures, and more.
ZOMBIES
Gauntlets
“An Ice Day in Hell” Gauntlet now available in “Tag der Toten”.
Complete 30 rounds of new challenges for rewards at Tiers 10, 20, and 30.
Complete all 30 rounds without a single strike for an exclusive cosmetic reward.
PC:
BLACKOUT
Optimization
Maximum player count set to 60 with auto-start set to 50 players on all core and limited-time mode playlists for faster match start times.
Maximum player count remains at 40 for Alcatraz playlist.
Playlists
Schedule now reflects three available playlists each week for improved matchmaking.
Once we get a new playlist update or news regarding weapon balancing and such, we’ll let our readers know.
Gunfire Games has released an unannounced Remnant From the Ashes update today, and it’s a small one, and is just for game fixes. Called a “small hotfix” and doesn’t have an actual patch number from the devs, PS4 gamers will see this as Remnant From the Ashes update 1.11! Clocking in at just 507MB, read on for the patch notes.
Remnant From the Ashes update 1.11 patch notes:
• Fixed reticle offset issue on PS4
• Blocked the control tutorials if tutorial prompts are disabled
• Fixed kill action sometimes being applied to wrong character in failed QTE
As you can see, the Remnant From the Ashes patch is just for fixes and nothing more. Players should restart the game in order for the fixes to take effect.
After taking a break for a year, EA and Ghost Games are back at it once more with a new Need for Speed game titled “Need for Speed Heat.” The big question here now is: Does Need for Speed Heat provide the horsepower to cross the victory line with the other great Need for Speed titles, or does it trail behind, being left in the dust with the forgotten ones?
Read on for our full Need for Speed Heat review.
The Wrong Story
Need for Speed: Heat does feature a narrative-driven story, though I’m not sure it’s a suitable one for the game. You take the role of an unnamed character of your choice, which begins their journey of becoming a reputable racer in Palm City. At least, that’s where it should have gone. Instead right off the gate, the game paints a dark picture that all police officers are complete assholes, and will do anything to abuse their power. It’s a clear take on today’s view of police officers, although instead of dealing with race (because that would be too obvious), they instead decide to make racers the victims of police abuse. Heck, in the opening scene one of the racers whose car crashed into the sea and is lying defensively on the ground nearly gets gunned down by one of these cops, just to send a message. The only thing that saved him was the fact that there were cameras. Honestly, I couldn’t help but roll my eyes, as while I do understand that there are police officers that do act out of line, this clearly isn’t the game to address this in. And being a Need for Speed fan, I think a majority of us can agree that story, in general, is never why we play Need for Speed games in the first place. Although putting their clear intent aside, the game just doesn’t work with the narrative.
Heat really puts a heavy focus on police officers and their dislike for racers. Multiple news broadcasts will highlight the hundreds of thousands of dollars in property damage caused by illegal racing, yet the game throws this view out the door when it comes to day time racing. You see there are two faces to this game, one day and the other night, and they are vastly different from one another.
During the night, police officers are brutal and always on the search for you, however in the day they seemingly ignore you. Palm City will sanction off areas in the city for racing purposes. Think about that for a second. A city that has a major problem with illegal racing that they had to build a dedicated task force to stop them, only to allow these same racers to roam freely without any consequences? That’s not how you fix a problem, that’s how you worsen it. I remember driving 100 mph plus down a street, and a police officer wouldn’t even bother chasing me down. I also rammed into one at low speeds to see how well they would react and still nothing. I’m not sure how this was even overlooked, or if the developers even cared much for it, but that narrative doesn’t get driven to well when the gameplay works against it.
Driving Fast by Night, Earning Doe By Day
Need for Speed: Heat, in a sense, is two games packaged in one. What I mean by this is that being given the choice to race during the day or night, the gameplay changes drastically. By day, you’ll be racing on closed circuits that are generally smaller courses filled with tight bends. It feels more of a professional take, rather than raw street racing. Because of this style of racing that is offered, players are able to compete for cash to purchase upgrades that they have unlocked. However, certain dealers won’t sell you vehicles or upgrades until you’ve reached a certain street reputation, which is where the night time racing comes in.
Nighttime racing is a whole other beast and my preferred choice. The nightlife offers a more neon-filled, chaotic look at the city as racers are running wild throughout it. Race courses are far bigger and extend throughout the city. There is a track, but it isn’t barricaded off giving you a bit more freedom. Even the cops are more active as they go from being completely dumb, to relentlessly hunting you down. They’re absolutely brutal and unforgiving, though for me, I found this to be a good thing as the last entries severely lacked aggressive police chases. I’ll be honest, it may be annoying for new players or those who prefer the easy difficulty, and maybe Ghost Games will address that later in a balancing patch, but for a long time NFS fans you’ll be delighted by the challenge they offer. And it’s rewarding as the higher the heat you have, the better the multiplayer is for reputation gained, though that is lost if you do happen to get caught.
My only complaint, as mentioned before, is they are dumb as heck during the daytime and basically requires you to hit them in order to initiate a chase. It’s such a significant oversight in my opinion, and while I understand what they were trying to do with this design, it just doesn’t work.
Outside of the main racing courses, there are a number of side activities. You can drive around the city hitting speed points, destroying billboards, time events, and much more. I couldn’t help but feel reminded of Burnout Paradise with these side activities as often they would put us in a situation you would never see in real life, such as driving at top speeds on an elevated train track. They were pretty fun, despite some of them being poorly designed.
Drive and Customize
In terms of gameplay, fans shouldn’t expect it to be as robust as some of the better entries as controls can feel floating along with the physics, and drifting doesn’t take as much skills as I would have liked for it to be. The gameplay is definitely better than what’s been offered prior, so at the very least, it’s a good step in the right direction for the franchise. I’m sure many will enjoy the gameplay that is offered, but it leaves much to crave that other racer today can offer. The physics and collision system can be distracting as objects break at the slightest touch, and vehicle handling can at times feel too floaty. It’s not perfect, but I’ll still take it over some of the other entries we’ve gotten recently.
My favorite games in the Need for Speed franchise have to be the two Underground titles. Since their release, we have never really gotten a Need for Speed title that offered the amount of customization it had. While Heat still lags behind Underground when it comes to the amount of vehicle editing, it does in the least offer more than what the recent entries have. There are several upgrades players can purchase throughout the campaign, along with some fun paint jobs and other cool tweaks. Of course, new vehicles can be bought from dealers and these can also be modified with better engines, tires, almost anything really. The customization is easily my favorite part of the game and I have little complaint around it, if at all any. Fans wanting something deep will be delighted by it, although as mentioned, don’t go in expecting a crazy amount that the Underground series had set.
I think Need for Speed: Heat is a step in the right direction for the franchise to recapture it’s glory days. While it certainly is a fun, enjoyable NFS, you shouldn’t go in expecting it to rank amongst the top. The series has a long road ahead before it can boast itself as something amazing again, though Heat in the least is a good sign of things to come.
SCORE: 7/10
PROS
Nighttime Police AI offer the difficulty that fans have been craving for.
Plenty of replay value with both day and night events
Lots of customizations that’ll satisfy many
Great selections of vehicles
Graphically it looks alright, nothing to be blown away by, but nothing to be disappointed about.
CONS
Vehicle handling and other physics leave much to be desired
Police AI’s were dumb during daytime gameplay, to the point that they shouldn’t even exist
Didn’t mention in the review, but the soundtrack is horrible. Luckily it can be turned off in the sound options.
Story: While I didn’t care much for it, the day time racing didn’t make sense from a narrative standpoint.
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.
DayZ players, a new Experimental DayZ update is out now on PC! DayZ update 1.06, or more accurately called the DayZ Experimental Update 1.06 patch is now live! Check out the current changelog below.
DayZ Experimental Update 1.06 patch notes:
NOTES
It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues after downloading this update.
Consider de-fragmenting your HDD after downloading large updates.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME Update 1.06.152767 (13.11.2019)
ADDED
Added: Vaiga Shotgun with attachments
Added: Blaze rifle
Added: BK-43 with sawed-off version
Added: Kolt 1911 with magazine
Added: Magazine variants for existing weapons (drum mags, high capacity mags, etc.)
Added: Bear
Added: Fishing
Added: Item attachments can now be damaged
Added: Ability to harvest sticks from bushes with bare hands
Added: Ability to break long-sticks into small sticks with bare hands
Added: Cars have now a chance to spawn with a certain amount of fuel
Added: Distinguished colour when swapping in the inventory where the target item will have a different location than the source item
Added: Throwing in crouched and prone stance
Added: Items are spawning in greenhouses
Added: Ejecting rounds from firearms
Added: GUI visualization of reserved attachments
MODDING
Added: isDigable and isFertile parameters for config class CfgSurfaces (See the documentation for more information)
Added: ScriptAPI: array.resize, array.sort
Added: Ability to control the base height for the height-based fog using volFogOffset parameter into CfgWorlds (value is in meters)
Added: Ability to utilize the OnBeforeChange functionality for the weather events, on custom terrains (see the constructor of the MissionBase class for more info)
Added: swayModifier to weapon
Added: Support for cURL headers
Added: Sending ChatMessageEvent when a chat message is received on server – https://feedback.bistudio.com/T143957
Fixed: Round models linked in config for weapons (spawn rounds when ejected from weapon, used for proxy bullets)
Fixed: Default buttons looked incorrect in specific resolutions – https://feedback.bistudio.com/T144856
Changed: Refactoring of unused singleton
Changed: m_WeaponSwayModifier in DayZPlayerCameraIronsights.c to make sway difference between cameras less significant (easier to fine-tune)
Changed: The environment temperature definition has been moved from configs (cfgworlds weather class) into the appropriate script worlddata classes (see 4_World\Classes\Worlds)
KNOWN ISSUES
The Sarka 120, Gunther 2, and Bear are currently not spawning.
Bohemia mentions that this is only a “provisional changelog,” and that the ful patch notes will be released once the DayZ update 1.06 stable update is rolled out.
Enjoying Hideo Kojima’s latest narrative-driven game, Death Stranding? A new Death Stranding update has been released by Kojima Productions just now. Death Stranding update 1.05 is at 1GB, and here’s what we know about it so far.
Death Stranding update 1.05:
Various performance improvements
Unfortunately, that’s all we know so far. If you’re curious, here are the patch notes for the other title updates released so far.
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
That one above is for update 1.04, and as you can see, there are nothing specific mentioned.
We’ll dig around and if we see anything big not mentioned in the notes, we’ll update the post.
Can’t increase the Rarity of the Nightfall Schematic.
Description
The increase Rarity option is missing from the upgrade menu when viewing the Nightfall Epic Schematic.
Discussion Thread
Internal
Platform
All
Workaround
N/A
Locked Missions appearing for some players in Hexsylvania.
Description
Players might be shown multiple locked hexes in the Hexsylvania zone. These should be hidden by the storm.
Discussion Thread
Internal
Platforms
All
Work Around
–
Original Story:
Epic Games has released Fortnite update 2.45, and it’s live now! Called the Fortnite v11.11 patch by Epic, it will show up as Fortnite update 2.45 on consoles. Clocking in at 1.3GB on PS4, we’ve listed down some of the changes we know that are in Fortnite update 2.45, given Epic Games has refrained from posting patch notes, and even the official Fortnite Trello board has not been updated.
Fortnite update 2.45 adds new content to Save the World mode, and address “some known issues in all game modes” according to Epic. In addition to that, there’s reportedly no new skins (per dataminers), though there’s now a search menu for skins!
Again, based on datamined info, the ET emote is getting a music pack, there’s one new loading screen, and the center island is back to normal.
Sadly, that’s all we have so far, but once we get more news about this patch, we’ll update the post. If you know of any changes not mentioned here, send us an email and we’ll add it in (crediting you, of course).
Check out our Fortnite hub page to see all the latest Fortnite news we post.
Footie fans, EA Sports has released a FIFA 2020 update, and it includes some much-needed bug fixes, and FUT changes. Released last week on PC, this patch is now out on PS4 and Xbox One. Check out the full FIFA update 1.07 patch notes below.
FIFA 20 update 1.07 patch notes:
Gameplay (General):
Made the following changes:
Shortened the time between the camera cutting away during Penalty Kick Shootouts.
Updated CPU AI decision making on free kicks for all difficulties in order to enable a wider variety of free kicks taken.
This change does not impact free kick conversion rates, those continue to be impacted by the Difficulty setting.
Addressed the following issues:
Improved offside detection in situations where the player given offside was not involved in the play.
Addressed instances of sideline characters getting stuck in place with their arms outstretched.
FUT:
Addressed the following issues:
Desyncs when watching a FUT Champions Channel replay in some situations.
A non-functional button callout was present on the Squad Builder screen when making a Concept Squad.
Turquoise blue bar was still displaying on the Season Objectives tile when a different tile was being highlighted.
The My Friends text was displaying as ‘Undefined’ in some situations on the Team Select screen in FUT Friendlies Couch Play.
In some rare instances, players were incorrectly unable to find opponents in FUT Rivals.
Corrected the lighting of the Opponent’s Squad screen to match the lighting normally used in the Squad screen.
PC Only: In some situations, the various tabs at the top of the Squad screen were not displaying after toggling back and forth between screens repeatedly.
PC Only: Sometimes, on the Squad screen, the arrows and numbers from the Formation option would display for the other options.
Career Mode:
Addressed the following issues:
Created players having their Skill Moves and Weak Foot reset in situations where an increase to the stat was earned when the values were already at the max of 5.
Being terminated from your manager position in some situations due to delegating contract negotiations even in situations where the manager was having significant team success that season.
Text alignment issues on the Tables screen impacting Goal Difference and Points.
VOLTA FOOTBALL:
Addressed the following issues:
Some of the Attribute boost arrows for Chemistry were displaying on the wrong Attributes for your current Chemistry Style.
The Harvester Jacket was not correctly displaying on all Avatars.
Players were showing their age as -852 on the Penalty Kick Selection screen.
An overlay was incorrectly displaying in the top left corner when playing the first Training Drill of a session.
Pro Clubs:
Addressed the following issues:
The Overall Rating for some players was displaying incorrectly in the Pro Clubs screens.
This was a visual issue only, the Virtual Pro was performing with the proper Attributes in gameplay.
General:
Made the following changes:
The Saudi Pro League is now known as the MBS Pro League.
Visuals:
Made the following changes:
Added 39 new Star Heads.
These will only be available following a server update. Please follow @EASPORTSFIFA on Twitter for updates on when this will be live in-game.
Updates to multiple players, Star Heads, kits, crests, teams, banners, balls, trophies, and boots.
Addressed the following issues:
In some displays, there was a black line down the middle of the screen while on the Side Select screen.
Do you want to see more sports coverage here on MP1st? If so, let us know below.
Earlier today (like, super early), Infinity Ward released a new game update to Call of Duty: Modern Warfare that lists weapon tuning, map reworks, and gameplay changes. Unfortunately though, it seems the most important parts of the patch — namely, the 725 shotgun nerf, and the footsteps audio weren’t quite resolved as proven by this Modern Warfare patch 1.08 review!
Call of Duty YouTuber Xclusive Ace posted a Modern Warfare patch 1.08 review where he tests the items listed in the patch notes, and how accurate they are. While some are cut and dry (like how the FAL was buffed), some haven’t been touched at all, or worse, given a slight “buff” though unintended it might be.
First off, the 725 shotgun was supposed to get a one-hit kill range decrease, but Ace’s testing proves that this hasn’t happened, and on the contrary, the range has actually increased! According to Ace, the 725’s pellets are actually in a tighter cone when fired if the player is aiming down sights (ADS) compared to pre-patch, which makes its one-hit kill range a wee bit longer.
Next up are the foosteps. According to Infinity Ward, patch 1.08 changes footsteps, and here’s how as explained by Co-Design Director of Multiplayer, Joe Cecot:
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.
Sounds good on paper, right? Unfortunately, Ace’s testing proves othewise. There’s no discernible difference between pre-patch and post-1.08 patch! Don’t believe me? Check it out for yourself in the video below. Footsteps testing starts around the 2:38 mark.
Yep. It seems you still can’t sneak up on people based on the changes made so far, something I’m hope Infinity Ward has changed already. Currently, it’s unknown whether we’ll be getting another round of footsteps audio tuning, but I hope we do.
Have you noticed other changes that were mentioned in the patch notes that didn’t seem like it in the actual game? Let us know in the comments below.
While we might not have a new Fallout 76 patch out today, that hasn’t stopped Bethesda from releasing a fix for the online action-RPG, as a new Fallout 76 update today has rolled out via a hotfix (no download required).
Fallout 76 update today hotfix notes – November 12, 2019:
ITEMS
Exploit: Removed a number of items that were not intended to be available in-game that could only be obtained by abusing an exploit.
Headwear: Addressed an issue that prevented several unrepairable masks and helmets from being equipped.
We are working to bring the game back online shortly. Thank you for your patience during today’s extended maintenance.
BUG FIXES
C.A.M.P., CRAFTING, AND WORKSHOPS
Crafting: Components assigned for sale in the Vending Machine are no longer prioritized over the Scrapbox when crafting or repairing items.
Exploit: Fixed a pair of exploits that could allow players to duplicate items.
Exploit: Addressed an exploit affecting Workbenches.
COMBAT
Armor: Fixed an issue that prevented Armor from taking condition damage during combat.
Exploit: Addressed a weapon damage exploit.
ITEMS
Exploit: Removed a number of items that were not intended to be available in-game that could only be obtained by abusing an exploit.
Headwear: Addressed an issue that prevented several unrepairable masks and helmets from being equipped.
PERFORMANCE AND STABILITY
Stability: Addressed an issue that could result in a server crash while on a team.
Stability: Implemented a fix for an issue that could cause a server crash when being shot by enemies under specific circumstances.
Note that the changes mentioned above should already be live as you read this as it was rolled out by the studio during the game’s maintenance period.
By now, it’s no secret that Infinity Ward is planning to release new weapons as DLC in Call of Duty: Modern Warfare While we already know of the existence of the crossbow, a Modern Warfare Vector SMG (submachine gun) sighting has also been spotted!
Reddit user asvpxgio has posted actual Modern Warfare Vector gameplay, which you can watch below.
Aside from weapons, players shouldn’t be surprised that we’ll get new Operator skins as DLC, too! Thanks to datamined info, we now know the names of 13 upcoming Operators in Modern Warfare (via Reddit user Senescallo)!
In order of appearance…
Iskra (Allegiance / Chimera)
Kilgore (Allegiance / Spetsnaz)
Nebo (Allegiance / Jackals)
Stohli (Allegiance / Spetsnaz)
Trigg (Allegiance / Spetsnaz)
Yandi(Allegiance / Jackals)
Farah (Coalition / Warcom)
Ghost (Coalition / Warcom)
Hooper (Coalition / Demon Dogs)
Kato (Coalition / SAS)
Lynch (Coalition / Demon Dogs)
Quin (Coalition / SAS)
Zedra (Coalition / Warcom)
Ghost:
Zedra:
Given how we’ve just gotten a new patch earlier today, expect more datamined info to surface soon. Of course, given these are datamined info, there’s no guarantee that they’ll show up in the game in the future or at all.
Did you use the Vector before in Modern Warfare 2? Do you think it’ll make a difference in the M4 and 725 weapons meta?
As part of today’s Destiny 2 server maintenance, Bungie rolled out a Destiny 2 hotfix today (no download required), that fixes a few things. Called the Destiny 2 hotfix 2.6.1.1 by Bungie, check out the list of changes below.
Destiny 2 hotfix today patch notes (2.6.1.1):
INVESTMENT
Izanagi’s Burden
Fixed an issue causing Forge Keys to not count towards Mysterious Box (Izanagi’s Burden) Quest Progression
Players affected by this should find the corresponding objective marked correctly after logging in.
Fixed an issue where the Obsidian Crystal would not give Quest Progression
Players affected by this will need to reacquire a Black Armory Rare bounty, and then complete and claim it to get another Obsidian Crystal.
Power Progression
Adjusted the Power granted by pinnacle rewards to +2 instead of +1
Rewards
The Season Pass weapons Pluperfect and Temporal Clause now have a chance to drop from Vex Offensive after you have obtained them.
Fixed an issue that occasionally caused the Weekly Eris Challenge to not drop a Powerful reward
SANDBOX
Perks
Fixed an issue causing the “Ashes to Assets” perk to provide Super energy at an unintended level
Given this is a hotfix and not an actual patch, it’s not surprising that there’s not a lot of changes in it.
Don’t forget to check the Destiny 2 Weekly Reset to see what challenges await you this week!
Guardians, it’s once again time for another Destiny 2 Weekly Reset post here on MP1st Same as always, the Nightfall, modifiers, rewards and more are listed below in an easy to digest format.
Those gaming on Xbox platforms and looking for new stuff to play, the Xbox store sale this week is now live! Here are the Deals With Gold November 12 list, whcih includes games for Xbox One, and Xbox 360.
Xbox store sale this week – Xbox Deals With Gold November 12:
Xbox One:
Here are this week’s games and add-on deals on the Xbox Games Store. Discounts are valid now through 18 November 2019. These deals will expire at 7:00 PM CST on Tuesday November 19 2019
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: