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Modern Warfare All Optics Showcased, Infinity Ward Explains Why Ammo Boxes Need a Button Press to Use

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.

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Alex Co

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

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Battlefield 5 Upcoming Chapter 5 Rewards Leaked and There’s a Lot of Weapons

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.

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Alex Co

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

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Modern Warfare Multiplayer Review & In-Depth Impressions – MP1st Staff Offers Their Brutal Feedback

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.

modern warfare xbox one crashing

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.

modern warfare

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?

modern warfare recoil

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

modern warfare netcode

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.

modern warfare update 1.07

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.

modern warfare beta dates

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?

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Rainbow Six Siege New Operation “Shifting Tides” Announced, Operators and Gadgets First Look Here

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
  • Operators price decrease (Hibana, Echo, Dokkaebi, Vigil, Zofia, Nomad and Kaid)

And of course, a bunch of other gameplay tweaks. Once the patch is out, we’ll be sure to let our readers know ASAP.

 

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Alex Co

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

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Modern Warfare Upcoming Changes Include Spawns, Super Quiet Footsteps in Crouch & ADS, Piccadilly Changes Being Tested

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!

https://twitter.com/JoeCecot/status/1192855731201957888

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.

https://twitter.com/JoeCecot/status/1192867260399931392

Overhauls makes them very very very quiet in crouch and ads

As for spawns, Williams mentioned they are still monitoring it but assured players that it will get addressed.

https://twitter.com/ashtonisVULCAN/status/1192849694294102016?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1192849694294102016&ref_url=https%3A%2F%2Fmp1st.com%2Fwp-admin%2Fpost-new.php

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!

https://twitter.com/JoeCecot/status/1192858799989612544

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.

https://twitter.com/ashtonisVULCAN/status/1192852893797212160

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.
More Modern Warfare Reading:
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Alex Co

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

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Modern Warfare Character Animations Produce Weapon Sway, Affecting Lasers and Giving Away Player Position

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.

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James Lara

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

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Modern Warfare Broken Angles Lets Enemies See You First Proven, EOD Perk Gets Broken in Latest Patch

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!

E. O. D. is now completely broken post update (PS4) . Pressing square to hack does not work, the animation just resets. Also approaching claymores from behind sometimes does not even bring up the hack prompt
byu/Zombie_Cop inmodernwarfare

Same as the one with broken angles, let’s hope Infinity Ward fixes this ASAP.

Have you experienced being killed by “invisible players?” Do you think this is due to the broken angles? Let us know in the comments below.

More Modern Warfare Reading:

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Alex Co

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

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Battlefield 5 Pacific Playlist, Here’s What DICE Has Planned for Next Week

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.

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Alex Co

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

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Crash Team Racing Nitro Fueled Update 1.14 Now Live, Here’s What’s New

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.

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Alex Co

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

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Destiny 2 Xur Location Today and Inventory for November 10, 2019

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.

Location:

EDZ, Winding Cove

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Cerberus+1 Primary Auto Rifle 29 Legendary Shards
Transversive Steps Warlock Leg Armor 23 Legendary Shards
Fr0st-EE5 Hunter Leg Armor 23 Legendary Shards
Eternal Warrior Titan Helmet 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

Invitations:

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

In other Destiny 2 news, 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.

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Alex Co

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

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Call of Duty: Modern Warfare Update 1.07 Now Out, Brings New Maps, Weapon Tuning & More

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.

Source: Reddit

More Modern Warfare Reading:

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Alex Co

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

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Remnant From the Ashes Update 1.10 Rolled Out, Here Are the Fixes

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

Art: Fixed a few collision issues

For those unaware, the new Hardcore mode was added in the latest update before this last week along with other changes. Read on here for what got added and changed.

If yuou notice anything that got changed that’s not in the patch notes, let us know in the comments below.

Source: Reddit

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Alex Co

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

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Death Stranding Update Version 1.04 and Day One Updates – Here’s What’s in All of ‘Em

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.

Don’t forget to check out our Death Stranding review, as well as our comparison on the game’s final version and how it looked compared to when it was first revealed.

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Alex Co

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

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Activision Confident Call of Duty: Modern Warfare Will Be This Year’s Best Selling Game

During Activision’s quarterly earnings call, the publisher touched briefly on the  Call of Duty: Modern Warfare sales figures and target, stating that the title has sold exceptionally well, which is something we already know.

During their third-quarter earnings call, Activision discussed the early sales of the latest Call of Duty, Modern Warfare. Overall the early sale data are “exceptional” and that the company has many surprises in store for the franchise’s on-going post support. From the data they supplied, they confirmed that sales were up 50% on the PC from the previous year, and the percentage of the overall sale grew up to the high-teen percentage from Call of Duty: Black Ops 4. Consoles sales saw a strong increase in sell-through.

This brought much confidence as they stated that the game would be the number one seller on consoles for this year.

“We’re confident that Modern Warfare will be the number one console game of the year.”

They went on to discuss the free content that will be dropping (one is scheduled for tomorrow) along with lots of plans for in-game content. We ourselves had no doubts that Call of Duty: Modern Warfare sales were gonna be strong this year, seeing that many fans wanted a return to the classic boots-on-the-ground experience. It also helps that the game won’t be opting for a season pass, offering all the maps for free.

Call of Duty: Modern Warfare is now available for purchase on the PlayStation 4, Xbox One, and PC. You can read up on our review here, and stay tuned as we will be offering a second look at the game’s multiplayer mode.

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James Lara

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

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Modern Warfare New Maps Coming Tomorrow, Activision Says Community Happy With Content Plans

Tired of the Modern Warfare maps? Well, if you are, Infinity Ward will try to remedy that somewhat as the studio will launch a few Modern Warfare new maps tomorrow along with the Hardpoint game mode! This was announced over on Twitter today.

https://twitter.com/CallofDuty/status/1192501998144253952

A new multiplayer map called Shoot House is incoming, though we don’t know if this is for 6v6 or 10v10 modes (or both), and a new map for Ground War called “Krovnik Farmland.” Fan-favorite mode Hardpoint is also making a return too. While these maps are a welcome respite from what we’re playing now, this new content will undoubtedly come via a patch, which will include some much-needed gameplay tweaks that Infinity Ward has shared will be released before the week is over.

Continuing with Modern Warfare’s content plans, during today’s Activision earnings call, the publisher said that the community response to Modern Warfare’s in-game content plans were “positive.” Hopefully, this positivity will translate to a ton of post-launch content, which we’re expecting as there are over 30 maps found in the game files.

Once the new Modern Warfare patch drops tomorrow, we’ll be sure to let our readers know ASAP.

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Alex Co

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

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Report: Battlefield 5 New Game Mode “Invasion” Unearthed, Will Feature Base Building & Resources

Remember when EA hinted that there will be “new ways to play” Battlefield 5? Well, it seems they weren’t kidding. Unearthed via the game files is a Battlefield 5 new game mode, but it’s not just any mode, but one where players can build bases, and more.

Called “Invasion,” this new mode will be 32v32, and will feature a Tank Factory (which will let you build tanks), an Airfield (which will give you the abiliti to huild planes), a Radar Station (that lets players spot enemies), a Barracks (will let you spawn more troops), and a Navail Resources facility (that I assume will let you use sea vehicles).

Apparently, these bases can be destroyed, which will make for an intense back and forth between the two factions. Note that this is all from datamined info (via temporyal), and as such, this could be entirely different once launched, though I suspect it will be somewhat similar given how past datamines yielded accurate leaks.

This is definitely an interesting game mode given it seems to be a mix of first-person shooter elements, with real-time strategy (RTS) mechanics like Command & Conquer. Will the playerbase embrace it though? Given we’re at the end of 2019, I suspect this will be the first big content drop for 2020. Once we know more info about this, we’ll let our readers know.

Are you excited for Invasion? Or would you rather see Rush and other game modes just become permanent fixtures?

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Alex Co

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

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Death Stranding Comparison – Do the Visuals Live Up to the Trailers?

We take a look at the visual progression of Death Stranding throughout the years.

We opted not to go with a full-screen side by side comparison, because often the images would desync due to their difference in appearance and animations.

E3 2016 Reveal Trailer: What’s the Difference?

First up is the original 2016 reveal trailer. Now, before we get started with some image breakdowns, we should clear this up before the floodgates of comment stating that there has been a downgrade in visuals. That original 2016 trailer was nothing more than a concept trailer of things to come. At the time, Kojima Productions had only started their idea process and got this trailer out to show people that he was indeed working on a new game, though the selection of the engine had not been decided yet with rumors suggesting that that trailer was entirely CGI using an unknown engine from Sucker Punch. We may never learn the full truth behind 2016 reveal trailer, though if it makes people happy, the scene is in the very least still in the game, although this time is running in real-time on the DECIMA Engine provided by Guerrilla Games. You can watch the comparison video below, along with a handful of selected screenshots. Note that the original E3 2016 reveal has been edited down to match the length of the actual in-game scene.



There is a clear difference between the two, although again, one is real, the other was more of a concept. I will say that the original reveal has better coloring along with better facial expressions on Norman Reedus; however, it is a remarkable attempt to recreate the reveal and still produce an end product that is pretty dam eye-opening.

The Game Award Show 2016

The 2016 award show was our first true look at the game as a game engine had been decided on and Kojima Production had finally begun full work on Death Stranding. This will probably be the biggest leap in differences as the color tonnage has been completely changed along with tweaks to the character model and environment. While I prefer the character models in the old build, there has been a significant jump to the overall environment.


Taking a look at the screenshot above you can see a number of differences between the two, two being in lighting and tonnage used. You can see on in the final build that there are far more details, especially on the dead marine life. While the color tonnage is different, the lighting actually isn’t a whole lot when you look at the background to see that the same areas are lit up. The big difference again is on the marine life in the foreground as they now have lighting over them to show them better.

Reflections are improved, especially in the BB Pod as it now appears to bounce the environment back. You can see it’s character model has been altered to give is a more fragile look. One thing that may be hard to notice is when you look at the hands of BB you can see the flattening around the fingers happen as pressure is applied against the pod. 2016 reveal lacked this effect, and it’s a nice small touch that got added later. The soldier models have also changed a bit, but nothing drastic. The smoke coming out of the background is also thicker.


The character model changes is an interesting one. They seem to have made Del Toro character, Deadman,  bigger in that first screenshot and slightly in the rest. His glasses aren’t as reflective in the new build as they were before, though the texture on his clothing is much more noticeable and gives more of a natural look versus the shine in the 2016 reveal. Again, lighting is also different with more of it in the final build. Tough to say if it’s an improvement as the tone of the scene is completely different.

Same screen as the one above, just something we thought we should highlight. The smoke effect in the newer build we feel in better as it’s denser and has more effect on it. They have clearly made some changes throughout the year, and if you pay attention to the part we circled it looks like they shrunk the size of buildings to make them appear a little farther, however they forgot to adjust the starting point of the smoke effect and in the footage, you can actually see where it’s starting as it just pops up from thin air.


The way light scatters from the BB pod in the new build is nearly gone. We aren’t sure if it’s because they made the tar/oil/water appear thicker, but it is a change. The overall lighting is darker, which makes more sense as the only light source is near the entrance and the end.

Cliff’s character design has also seen some alterations. He is now slightly slimmer around the face. There is also more reflection from the light source that he is standing under, bringing out more details around the nose area. 

Overall the new build has more details added to their scenes and characters. While the lighting in some areas does look better in the 2016 build, we think the tone change plays a major role in that. We do prefer the newer look as there is more coloring. However, we can see some liking the older style more.

The Game Awards Show 2017

I didn’t think there would be much of a difference in the final retail and the 2018 trailer, despite there being almost a two-year gap between them. I was wrong, and in fact, it’s an improvement overall. Again, you can find a video along with a handful of screenshots we picked out that we thought showed the changes between the builds.

 

I’ll start with the first significant differences, and that’s with BB. There has been a change in the coloring and transparency of the BB Bod. Whereas in the 2017 trailer, it comes off as a clear liquid that you can almost see-through, it has now been altered to give off a more dense look with a yellow color to it. The final retail build makes it evident that it’s not just water. Looking at the pod in both screenshots above, you can see that there is now light bouncing off characters and the environment, something the 2017 build lacks. We can also view this on Sam’s protective gear, though it’s less noticeable. All the images (the 3rd mostly), you can see that the BB model also has changed, as BB now appears to be slimmer. Again more reflection and an increase in lighting in the final build.

Another thing to pay attention to during the video is that Sam’s suit also has more details, giving signs of wear and tear as it’s all scuffed up with dirt marks. That last shot with Sam laying on the ground, we can see that not only does BB pod has a reflection now, but it also has some texturized pattern on it, giving it a more grippy look.

The BB Pod on Higgs’s chest now glows in this scene. General lighting is brighter in the scene, and coloring is far more vibrant, as shown in the BB Pod and truck.

Muzzle flair is different (left retail, right 2017 trailer).

Besides Sam now being blue, the details remain. They have even added chest hair in the final release.

Different color tonnage used, but overall the same quality.

E3 2018

While the previous two listed comparisons above do show some minor improvements here and there, 2018 vs. final build is far more noticeable when it comes to these changes, from improved lighting, reflections, to even more detailed textures. As old as the other builds were, the improvements over the one from nearly a year ago is by far the most significant in the 2018 build.

One thing that I did notice near the start of the trailer is that the team changed the shown photo above. Whereas in the original (2018), the character models appear to be far more “realistic” in the sense that it looks more like a concept drawing, the newest one seems to be in the least using the actual in-game models. It’s an odd change, but perhaps it was done to maintain some visual consistency.

In this shot, we can see that reflections have been added to help better portray that Sam is in a cool, dark, wet cave as it bounces from the respective light source. Not only that, but it also helps by bringing out more details in Sam’s skin. You can now easily make out the pores and wrinkles.

Same as the last image, better lighting/reflections that bring out more details.

The images above really show the changes to textures, as the goosebumps are far more protruding than the 2018 build, where they appear to be flat. It’s disgusting (retail) if you ask me, but they come off more lifelike than the previous one. Looking at the last shot, you can see textures have been added to the glove giving them more of a grippier look.

Once again, better lighting and reflection bring out more details.

The lighting here is seen coming from an actual source; the early build lacks it entirely where the new one adds it is not only on Sam but also in the environment itself. Handprints formed by the BT now reflect light as the liquid that fills them wave around. The ground now produces a wet look that one would expect after a rainstorm.

A showcase of more improved lighting, details, and reflections are all enhanced. One thing to point out is in the last image above, the tear that is running down Fragile’s face now appears better, and the improved textures help make it shine rather then blend in with it now seems as if it’s running along with them. You can see more twinkles as the teardrop gets raised towards the light source.

The last shots showcase the environments. For the most, it remains the same graphically outside the general improvements we mentioned above. Foilage has been changed a bit here and there to add more color and variety. The final screenshot is from gameplay. It does lose some minor lighting effect due to now being a dynamic scene that the player has control over, though most details are retained.

Overall, the visuals have seen improvements since the TGA 2016 build reveal. The lighting and shadows have been changed to bring out more details along with a significant jump in textures. Some set pieces have also received more color, though whether that’s an improvement is entirely up to the reader. Fans should, however, be happy to see that the game hasn’t received any substantial downgrades, and if there was any it’s very minor. I do believe that Kojima Production was able to deliver on what they showed prior to release. Plenty of titles tend to show a significant downgrade, but PlayStation has been setting a gold standard when it comes to the end result. I will say that out of any PlayStation-designed games, this one is by far the best result when it comes to comparing the differences.

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James Lara

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

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Monster Hunter World Update 11.50 Patch Notes – Brings Resident Evil Content & More

Well, it’s here, Monster Hunter World players! The big Monster Hunter World update 11.50 patch is here, and it brings Resident Evil content to the game. Check out the contents of it, as well as the full Monster Hunter World update 11.50 patch notes below.

Monster Hunter World update 11.50 patch notes:

Raccoon City collaboration

As the headliner for this update, the Raccoon City collaboration features a new take on hunting a Vaal Hazak. Not only is it a Blackveil Vaal Hazak (already a bit different… more of a pain, if you ask me), but the effects of its spores are also out of the ordinary.

To counter the effects of whatever this not-Effluvia is, you’ll need to keep an eye out for Green Herbs (and even Red Herbs for a more powerful combo) on the field. And when you do conquer this peculiar fiend, you’ll get materials to craft Full Armor Sets based on famous Raccoon City survivors Leon S. Kennedy and Claire Redfield. Other rewards include some fanciful Raccoon City themed pendants for your weapons.

Version 11.50 / 11.5.0.0 Patch Notes

Rex Roar Helm β+

  • Point allocation for the Free Meal skill on the Rex Roar Helm β+ has been changed from 2 to 1.

Decoration list

  • Decoration list order has been updated in accordance with their skills. This change affects the following locations:
    • Item Box > Sell Items > Decorations tab
    • Item Box > Set Decorations > Current Equipment/Equipment Box

Quest Supplies

  • Fixed an issue where supply items would not be returned when calling a loadout that contained empty spaces.
    (Supply items that exceed the space limit will be discarded.)

Monster Field Guide

  • For some pages in the monster field guide, rare carved materials are now listed according to priority.
    (The materials and chances of obtaining them have not changed.)

Base/Facility

  • Fixed an issue where info for the volcanic region of the Guiding Lands would not display when the world map was opened inside the base.
  • Fixed an issue where the Affinity Sliding skill would activate while inside the hot spring found in Seliana’s Gathering Hub.
  • Fixed an issue where the Felynes helping in the Steamworks would jump with improper timing.
  • Fixed an issue where you couldn’t enter your room in Seliana.

Monsters

  • Fixed an issue where special tracks would not drop from Scarred Yian Garuga in the Guiding Lands.
  • Fixed an issue where if the quest poster paralyzes or stuns a monster, and then abandons the quest, and other hunters built up mount attack damage, if the quest info screen is opened the moment the monster exits its binded status, the monster would enter a mounted status and would be incapacitated.
  • Fixed an issue with Barioth’s landing point when the monster would jump off from a wall.
  • Fixed an issue where the quest would not be complete if the Dragonrazer hits Velkhana while it’s in the air.
  • Fixed an issue where Velkhana would not move its gaze/body to the player’s direction.
  • Fixed an issue where Fulgurbugs could be obtained from Zinogre in Arena quests.
  • Adjusted invasion rates for Savage Deviljho in quests that it has a chance of appearing in.
  • Fixed an issue where players in base camps would be hit by Lunastra’s hellflare attack.
  • Fixed an issue where Azure Rathalos would get stuck on the outer edges of pathways when in the Ancient Forest.
  • Fixed an issue where, under specific conditions, Kushala Daora’s head could not be broken.

Player

  • Fixed an issue where, when the Gunlance doesn’t have Wyrmstake Shot loaded, a Jumping Reload Smash wouldn’t be performed when using a Lunging Upthrust to scale a wall.
  • Fixed an issue where weapons would display unnaturally when attempting to attack after a Temporal Mantle evade, after performing the Charge Blade’s Amped Element Discharge.
  • The clutch claw can now perform claw attacks after grappling onto a monster while mounted.
  • Fixed an issue where the hitbox for the clutch claw’s Wyvernheart would disappear if the player sank into the ground while grappled onto a monster. It has been fixed so now it has an attack hitbox.
  • Grapple point priority have been adjusted, so it’s easier to grapple onto the locations that the clutch claw hits.
  • Fixed an issue where players sliding due to Velkhana’s frost would only happen on the host’s side. It will now occur on the guest side as well.
  • Fixed an issue where the hunting horn couldn’t perform melodies directly stocked from echo attacks.
  • Fixed an issue where while using the hammer, a hunter would perform a flinch shot immediately after grappling onto a monster, regardless if the player could control the hunter.
  • Fixed an issue that caused irregular behavior when the heavy bowgun’s special scope was used while the Mind’s Eye/Ballistics skill was equipped.
  • Fixed an issue where decoration info would remain when overwriting an equipment loadout with a decoration-equipped mantle with a loadout with no mantle.
  • Fixed an issue where decorations would be removed from a mantle when calling up a registered loadout, even though the mantle has decorations equipped.
  • Fixed an issue where the hunter would perform an animation inappropriate to the item obtained when mining from mining outcroppings.
  • Fixed an issue where the Tailraider Signal’s position wouldn’t be saved when calling up an item loadout.

Miscellaneous

  • Fixed an issue where a Palico’s weapon would activate with positive affinity, despite the weapon itself having negative affinity.
  • Fixed an issue where “Returning to Base” would be displayed when traveling to the Hoarfrost Reach via the World Map, while on an expedition.
  • Fixed an issue where players could not talk to the Lynian Researcher under specific conditions, thus not being able to obtain the Surveyor Set.
  • Fixed an issue where only the regular size of certain fish could be caught.
  • Fixed an issue where certain endemic life would not have their size fluctuation behave properly.
  • Fixed an issue where the appearance rate of Molys would greatly increase when the Felyne Zoomaster skill was activated.
  • Fixed an issue where switching active squads to a squad with a player who deleted their account would fail.
  • Adjusted the quest complete time limits for the event quest “Farewell to the Frozen”.
  • Fixed an issue where quest members would disconnect from quests located in the Elder’s Recess.
  • Fixed an issue that occurred in the Guiding Lands where, while fighting a monster that has been lured out, if another monster that was originally in the locale appears, the focus camera or target camera would suddenly change targets.
  • Other minute game balance tweaks and minor bug fixes have been made.

Corrections

  • For the following event quests, adjustments were made but no notice was given to players.
    • A New Troublemaker in Town
      • Rewards were adjusted downwards as of Ver. 11.01. (PS4) / Ver. 11.0.0.1 (Xbox One)
  • Challenge Quest 2: MR Intermediate
    • Monster difficulty was decreased, and completion times were adjusted. Loadout 5 (Heavy Bowgun) contained two Destroyer Jewel 2, and had to be updated.

Source: Capcom

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Alex Co

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

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Fortnite Update 2.44 Now Out, Here’s What’s in v11.10.2

While we didn’t get our usual Fortnite patch this week, Epic Games has released a new Fortnite update on PS4, and it’s live now! Fortnite update 2.44 (which Epic Games has marked as v11.10.2) is out, and clocks in at just 349MB. As far as we’re aware, this update is just for the PS4 and not the other platforms. Read on below for what it does.

Fortnite update 2.44 changes:

Patch v11.10.2 on PlayStation 4 to Address Hitching Reports
byu/M_House_Epic inFortNiteBR

Hey, everyone!

We have released a new patch (v11.10.2) on PlayStation 4 today to resolve reported issues of hitching. A download is required.

Thanks to everyone for submitting feedback!

Yep, that’s basically it. Mind, it’s still a big fix since hitching is definitely annoying. For the latest, more significant patch with changes, head on over here to see what got changed. Also of note, if you’re wondering why the Motorboats aren’t available in Competitive, it’s because Epic took them out.

Due to an issue, we’ve temporarily disabled Motorboats in Competitive playlists and Tournaments. We’ll provide an update when this is resolved.

Once the fix for this is out, we’ll let our readers know.

We’ll keep an eye out for future Fortnite patches, and datamined info. If you spot anything that got changed due to this patch, let us know down in the comments.

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Alex Co

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

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Monster Hunter World X Resident Evil, and Horizon Zero Dawn Crossover Release Dates Announced

In case you didn’t know, Capcom is crossing over two video game titles with the super successful Monster Hunter World, and these are Resident Evil, and Horizon Zero Dawn. In a press release, Capcom has announced the Monster Hunter World Resident Evil crossover release date, as well as the one for Horizon called The Frozen Wilds.

The Monster Hunter World Resident Evil release date is set for November 7 (yes, tomorrow), while the one for The Frozen Wilds, is set for November 21.

Raccoon City collaboration
Popular survival horror icons Leon, Claire and Tyrant pay a visit to Iceborne for the Raccoon City collaboration, which will be available from 4pm PT on November 7 in Monster Hunter World: Iceborne. As part of this special collaboration, hunters can acquire materials upon completing the event quest (MR20 or above) to craft Leon α+ and Claire α+ layered armor sets plus three Raccoon City themed pendants to spruce up their favorite weapons. Additional rewards for completing the event quest include two new gestures, allowing hunters to shuffle like zombies or even zombie bite a nearby monster to deal damage. Raccoon City also takes over Your Room, with a variety of themed decorations available for hunters to deck out their pads in survival horror style, including the iconic typewriter and item box (which of course includes the ability to save game progress and store your items respectively). Thanks to last month’s title update, players can also show off their macabre abodes as friends can visit each other’s rooms.       

The Raccoon City collaboration would not be complete without the iconic Tyrant. “The Handler’s Terrifying Tyrant” paid DLC costume transforms the normally spunky young woman into a trenchcoat-wearing, quest journal-wielding brute to join hunters on quests, prepare meals at camp, and even appear in cut-scenes.

Horizon Zero Dawn™: The Frozen Wilds Collaboration on PS4™
Aloy journeys to the frozen wilds of Hoarfrost Reach in an exclusive upcoming collaboration for PlayStation®4 players. The first round of an exclusive Horizon Zero Dawn™: The Frozen Wilds collaboration will become available starting November 21, giving players who are MR24 or above a chance to craft a Light Bowgun based on Aloy’s Stormslinger Prototype. The collaboration quest will reward players with special materials used to craft the Horizon Zero Dawn™: The Frozen Wilds equipment. Additionally, hunters will receive a Pendant designed as Aloy’s Focus that they can attach to their favorite weapon upon completing this special quest.

Lastly, Capcom has also announced that there will be December updates to Monster Hunter World as well, which includes a soon-to-be-revealed new monster! December will also mark the return of Monster Hunter’s seasonal fests that will offer themed takeovers of the hub area. For the first time, these fests will be held in the Astera and Seliana Gathering Hubs.

For those on PS4, The Frozen Wilds crossover event will be expanded upon in December with more free content featuring new event quests, themed gear, and more. Capcom has also shared that more updates are planned for the game in 2020 with more info to be shared at a later date.

Once the patch is out later for the Resident Evil crossover, we’ll let our readers know.

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Alex Co

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