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Zombie Army 4 Review – The Dead Marches On

Senseless zombie-killing told in a B-movie format? Is this enough to sustain players fora  full game? Read on for our Zombie Army 4 review to find out. For those that have played any of the previous titles or the Sniper Elite series, you’ll know exactly what you’re getting yourself into with the latest in the series.

Slo-Mo Braaaaaains!

Zombie Army 4: Dead War stays true the gameplay of past iterations while expanding on it with a far deeper customization and weapon upgrade system. While the core gunplay remains the same, offering the series’ staple x-ray slo-mo kill shots, the ways to fend off hoards of zombies have evolved, giving players more ways of killing them. You can use special weapon mods that you unlock as you play such as electricity or explosives, and you can use environmental traps meant to lure zombies in. There are even zombie sharks that you can use to your advantage as they disembody the undead.

All this can be enjoyed in the four-player co-op the game has to offer. Whether you play with your friends or a group of random, one thing is certain with Zombie Army 4, that having more is fun. Yes, you can play this game by yourself, which does provide a bit of a challenge, but with the additional players, you can compete with one another for a higher score and find equipment far easier. The game is balanced for the added players if you so choose it to be, which is great because the difference in hoard sizes is very noticeable. As for replayability, the developers have set up a challenge system that rotates on a weekly basis, giving players a variety of modifiers. At the end of the day, the online aspect vastly improves the overall experience with how easy it is to join matches. This, however, does go without saying that there are some issues revolving around the gameplay itself.

The character movements I found to be extremely stiff and at times frustrating as they struggled to move around objects. This is especially noticeable when you begin to get surrounded by zombies, making it extremely annoying to navigate around them. We found that we were getting stuck on invisible objects that would get us killed by the onslaught of zombies. Depending on the objective, certain segments felt tedious and it didn’t help as we ran into constant bugs forcing us to restart entire checkpoints. The melee and ground stomps felt as if they didn’t work as enemies would simply not be fazed by them or damage modifiers to them just didn’t do much. A few of the perks and upgrade items felt counterintuitive in that they didn’t offer as much advantage as one hope. For example, a gun mod called “Vampire vision” restore health with critical hits when scoped. It would be a great mod, seeing that it’s one of the last tiers you unlock, but it makes the scope have a red filter over it, making it really hard to see things in the environment. Otherwise, in terms of performance, the game ran at a solid steady frame-rate even when there were massive hoards of zombies filling the screen.

B-Movie Campiness That Works

As for the story itself, it plays like a classic ’80s B-horror zombie flick. It’s corny and the jokes aren’t too funny, but it’s ridiculous enough where it keeps the entertainment going. The overall levels were nice as we found ourselves in rundown cities, clostrophic sewers, zoos and plenty of other interesting places. There was a sense of horror added on top of the zombie aspect as if the world had more hauntings in it. You could rush through this game without realizing all the small details and Easter eggs placed around the maps. Though it’s understandable why some would avoid them as levels are littered with creepy Annabelle-like dolls that most definitely  seem to be “alive.” I can tell a lot of love went into some of these Easter eggs, more so than most games and I strongly suggest you look around for some as they will surprise you.

Zombie Army 4: Dead War may not be pushing the series to new heights, and that’s okay as it offers exactly what players come to expect. Its story is engaging enough with its campiness, environmental settings will keep you hooked, and the online co-op makes more fun of the dumb fun nonsense that the solo play already supplies. I highly suggest Zombie Army 4: Dead War to anyone looking for a good co-op game. That and anyone wanting more zombie slayings in their life.

Score: 8/10

Pros

  • Easy drop-in multiplayer co-op
  • Variety of enemies and environments
  • Stable performance
  • A fun campy story filled with plenty of hidden secrets and Easter Eggs
  • Replayability and weekly challenges

Cons

  • Sluggish controls
  • Some upgrades not well planned out
  • Progression breaking glitches that require a level restart

Zombie Army 4: Dead War review code provided by the publisher. Reviewed on PS4.

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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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Doom Eternal System Requirements Revealed (Update)

The Doom Eternal system requirements for PC have finally been revealed!

The official Doom Eternal Steam Page updated today, bringing us both the minimum and recommended requirements for the PC version of Doom Eternal.  For PC players that didn’t meet the recommended specs for 2016 Doom, you may find yourself having some issues running the title smoothly as those have now become the minimum for Eternal. Take a look down below!

Specifications

PC Ultra-Nightmare Specs (2160p / 60 FPS / Ultra-Nightmare Settings) OR (1440p / 120 FPS / Ultra-Nightmare Settings)

  • 64-bit Windows 10
  • Intel Core i9-9900K or better, or AMD Ryzen 7 3700X or better
  • 16GB System RAM
  • NVIDIA GeForce RTX 2080 Ti (11GB)
  • 50 GB hard drive space

PC Recommended Specs (1440p / 60 FPS / High Quality Settings)

  • 64-bit Windows 10
  • Intel Core i7-6700K or better, or AMD Ryzen 7 1800X or better
  • 8GB System RAM
  • NVIDIA GeForce GTX 1080 (8GB), RTX 2060 (6GB) or AMD Radeon RX Vega56 (8GB)
  • OR (1080p/ 60 FPS / High Quality Settings) NVIDIA GeForce GTX 1060 (6GB), NVIDIA GeForce 970 (4GB), AMD RX 480 (8GB) Note : On GTX 970 only – set Texture Quality to Medium
  • 50 GB hard drive space

PC Minimum Specs (1080p / 60 FPS / Low Quality Settings)

  • 64-bit Windows 7/64-Bit Windows 10
  • Intel Core i5 @ 3.3 GHz or better, or AMD Ryzen 3 @ 3.1 GHz or better
  • 8GB System RAM
  • NVIDIA GeForce 1050Ti (4GB), GTX 1060 (3GB), GTX 1650 (4GB) or AMD Radeon R9 280 (3GB), AMD Radeon R9 290 (4GB) or RX 470 (4GB)
  • 50 GB hard drive space

Note: HDR is available on PC, hardware permitting

Updated Retail Specs

There have also been some adjustments made to the minimum and recommended specs that are listed on the packaging of DOOM Eternal physical PC copies. Those changes are listed below:

Updated Minimum Spec (from what is printed on the PC box)

  • Removed Windows 8.1 as a supported operating system because it is no longer supported by AMD as of their most recent driver release.
  • Win 8.1 users with AMD GPUs will need to use driver version 19.1.1 to run the game successfully.
  • We’ve increased the resolution from 720p/60 FPS at Low Quality settings to 1080p/60 FPS at Low quality settings and have added in support for some 3GB and additional 4GB GPUs.
  • Added current gen NVIDIA GPUs that also meet the min spec performance requirements.

Updated Recommended Spec (from what is printed on the PC box)

  • We’ve increased the resolution from 1080p/60 FPS at High Quality settings to 1440p at High quality settings and have added in support for some additional GPUs at 1080p/60 FPS.
  • We’ve also reduced the system RAM requirements from 16GB to 8GB.
  • In order to hit higher performance targets, we removed the Ryzen 5 CPU and added specific i7 and Ryzen 7 CPU model numbers.
  • Recommended Specs listed on the PC box will still work as advertised
  • Added current gen NVIDIA GPUs that also meet the recommended spec performance requirements.

Added Ultra-Nightmare Spec

  • We added a “maxed out” spec for PC users

Definitely a big jump from the last game. Of course, if you already have a PC that is far beyond those specs then you won’t have much to worry about, and in fact may benefit from the many options that the game will set to offer, including some extremely high frame-rates.

Related Doom Eternal Reading:

Doom Eternal is launching March 20 and will be available for The PlayStation 4, Xbox One, PC, and Google Stadia. A Nintendo Switch version is currently in the works and will release at a later date. No news has been revealed as to how the team will handle the next-gen version, though they aim for the current one to look it’s best on those consoles when they launch.

(Update 3/10/20): We’ve updated the DOOM Eternal PC specs via Bethesda’s listings.

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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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Battlefield 5 End of Round Report Bug Acknowledged by DICE

Following yesterday’s big Battlefield 5 6,2 patch, some players might have experienced or seen the Battlefield 5 end of round report bug happening regardless of game mode. Well, thankfully, DICE has acknowledged this issue.

First off, the big concern here is, are stats being tracked? Yes it is! A fix is being planned by DICE to be released by early next week. In the meantime, go check out this Battlefield 5 end of round report bug FAQ by DICE.

What’s Happening? You’re not receiving an end of round report at the end of all matches that you play. It’s not you, it’s us.
‏‏‎ ‎
How does this affect me? If you’re above level 50, have most the guns unlocked from Class Progression and Vehicle Progression, If have ranked them all up to rank 4, then the impact to your experience playing this weekend is pretty minor. If you’re new to Battlefield and on the grind, you’re going to run into instances where you’re not getting the correct access to unlocks despite the game saying you have unlocked them mid round.
‏‏‎ ‎
Is my progress being tracked? Yes. 100%. Right now you’re not seeing this take effect in the game, but you are absolutely still progressing. Until we can fix the issue, you won’t see it reflected in game, but once it’s fixed, we can give you all your progress back in one big chunk.
‏‏‎ ‎

When can you fix this? Presently we expect this gets fixed on Tuesday, early next week, and it will be a backend update. You won’t need to do anything, this is just a case of waiting for us to get things back in order. Once it’s fixed, the next rank up you do in game will trigger the restoration. If you’re max rank in something, a simple round completion will trigger the restoration

If you want to read up on the explanation and why this is happening, head on over here.

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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 Items – March 6, 2020

Heads up, Guardians! It’s Friday, and that means another Destiny 2 Xur location today and items post here on MP1st for March 6, 2020!

Destiny 2 Xur location today and items – March 6, 2020:

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:

Nessus

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Prometheus Lens Energy Trace Rifle 29 Legendary Shards
Lucky Pants Hunter Leg Armor 23 Legendary Shards
Helm of Saint-14 Titan Helmet 23 Legendary Shards
Apotheosis Veil Warlock Helmet 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector in each of the Worlds, depending on the current Flashpoint. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at reset. If you would like to see all the live conversions of Time Zones, please follow this link here.

In other Destiny 2 news, check out the Season of the Worthy roadmap as well as upcoming changes right here.

Source: Reddit

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Alex Co

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

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Ghost Recon Breakpoint Update 2.0 Release Date, Content Details Revealed

If you’re still waiting on Ghost Recon Breakpoint’s major patch to fix most of the game’s issues, your wait won’t be that long now. Ubisoft announced that the Ghost Recon Breakpoint update 2.0 release date is due this month on March 24!

In addition to the Ghost Recon Breakpoint update 2.0 release date, the publisher outlined the major content rolling out with the patch. Title update 2.0 introduces the Ghost Experience, which is a new mode that lets players experience Breakpoint in three different ways.

  • Regular Experience – the way Ghost Recon Breakpoint was released featuring gear level and tiered loot.
  • Immersive Experience – Removes gear level and introduces a more realistic loot system and a host of new tactical settings designed to heighten immersion such as stamina management, ammo loss on reload, health regen, risk of injury and more.
  • Custom Experience – Gives players an extensive array of options so they can find the balance between Regular and Immersive that works for them.

Also revealed is the Engineer class details.

The new Engineer Class is coming alongside the new update. Engineers can deal more damage to drones, carry extra offensive items, and are more effective with grenade launchers. Their special ability, the Defensive Drone, will attack nearby enemies, while their class tool, the Ammo Supply Drone, provides allies with an extra magazine. Year 1 Pass owners will have one-week early access to the Engineer Class starting March 24.

Title update 2.0 will also see a few community-requested features make the cut! Here’s a preview of what’s coming:

  • Camera Placement
  • BASE jumping
  • Weapon/Gear Sorting Options
  • Vehicles
  • Respawn System Improvements
  • Gunsmith Updates

Those looking for an offline mode, that sadly won’t be part of the patch, though the studio has come up with an alternative.

Our team identified that the service that was most difficult for players with inconsistent connections was the one that enabled matchmaking. With this new update, players who cannot maintain a sustained connection to matchmaking services will still be able to play solo PvE without being disconnected.

These players will still have all of the functionality of the game except access to multiplayer modes. While in this mode, your Friends List will appear empty.

The game will regularly re-test this connection in the background without impacting your play. You will be able to manually trigger a re-test of the connection by initiating matchmaking in multiplayer modes.

Episode 2 Deep State will arrive on March 24 for all Year 1 Pass owners as well.

Source: Ubisoft

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Alex Co

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

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Destiny 2 Season of the Worthy Roadmap & Upcoming Changes Revealed

Earlier this week, Bungie unveiled the new season the studio is introducing in Destiny 2 called “Season of the Worthy.” For those looking forward to it, Bungie has unveiled the Destiny 2 Season of the Worthy roadmap!

Destiny 2 Season of the Worthy roadmap:

If that’s not enough, Bungie has revealed what the studio calls is the last preview of the upcoming changes in Season of the Worthy! We’ve already posted the changes coming to subclasses, and this time we have more.

THE FINAL PREVIEW (OF PATCH NOTES)

Over the last few weeks, we’ve been giving some previews how your sandbox will be evolving in Season of the Worthy. Not just weapon tuning, but the ability to change the Elemental Affinity on your armor pieces. This week, we’ll be taking a wider look at Destiny 2 Update 2.8.0. Exotic armor tuning for PvE and PvP, UI updates, bug fixes, and more…
Exotic Armor
  • Hunter
      • Assassin’s Cowl
          • The invisibility and healing effect now triggers on powered melee (both against combatants and Guardians) and finishers.
          • The duration of the invisibility granted by this Exotic increases based on the tier of the enemy defeated.
          • Arc Staff kills no longer activate this perk.
      • FROST-EE5
          • Changed the ability regeneration so that it no longer stacks multiplicatively with other class ability energy-generating perks.
      • Khepri’s Sting
          • All smoke bombs deal 150% damage while wearing this Exotic.
      • Orpheus Rig
          • The maximum amount of Super you can regain from this Exotic with a single use of Shadowshot is 50%.
      • Young Ahamkara’s Spine
          • Increases the explosion radius for Tripmines by 14%.
  • Titan
      • Ashen Wake
          • Killing an enemy with a Fusion Grenade while wearing this Exotic now refunds grenade energy. The amount of grenade energy refunded scales based on the tier of enemy killed.
      • Anteus Wards
          • The shield created during a slide no longer allows chip damage through.
      • Doomfang Pauldrons
          • Fixed a bug where Doomfang Pauldrons would sometimes grant Super energy from melee kills while in your Super.
      • Dunemarchers
          • Increase the radius of the static charge to 20 meters, up from 12.
      • Mk. 44 Stand Asides
          • Reduced the delay from the start of sprinting until the overshield comes in to 0.5 seconds, down from 1.25.
      • One-Eyed Mask
          • The target marking from this Exotic has been replaced with target highlighting, eliminating the ability to detect targets through walls.
          • No longer provides a damage bonus when defeating your marked target.
          • Restored the previous overshield granted by defeating your marked target, which now has a duration of 6 seconds, down from 8.
      • Severance Enclosure
          • The explosion now triggers on powered melee (both against combatants and Guardians) and finishers.
          • The radius and damage of the explosion created by this Exotic increases based on the tier of the enemy defeated.
  • Warlock
      • Apotheosis Veil
          • This Exotic is now guaranteed to drop with a minimum +16 to Intellect.
      • Contraverse Hold
          • Reduced the damage reduction granted by this Exotic to 20%, down from 40%.
      • Sanguine Alchemy
          • Sanguine Alchemy has received a complete redesign. Its new perk, Blood Magic, allows the wearer to pause the countdown timer of any Rift they are standing in by getting weapon kills, extending the Rift’s duration.
      • Ophidian Aspects
          • Now increases the lunge range of all Warlock melee attacks, even if the ability is on cooldown.
      • Verity’s Brow
          • The buff provided by this Exotic now increases your grenade damage by 10% per stack.
          • The buff to allies’ grenade recharge rates now kicks in when you cast your grenade.
          • This Exotic now provides a buff text notification indicating how many allies are currently benefiting from your increased grenade recharge.

Investment

  • Legendary Engrams
      • Increased the number of armor sets available from world drops to 11 sets, up from 3.
      • This will include Faction Rally armor. Players who own previous Faction Rally Ornaments may apply them to these sets.
      • Several sets that were previously unavailable or extremely difficult to acquire are now available as world drops.
  • Armor Stats
      • Prime Engrams will now more reliably drop armor with higher overall stat rolls and spikier distributions.
      • Exotic armor will now more reliably drop with higher overall stat rolls.
      • Legendary armor now has an improved chance of receiving higher overall stat rolls, though low rolls will still be present.

User Interface

  • The Settings screen UI layout on consoles has changed to match the experience on PC, allowing for future updates.
  • Added the ability to change the color of the reticle on consoles.
      • Players can choose from seven different colors, matching PC.
  • Added hint text during loading screens.
  • Added comma separators to the Glimmer count in the loot stream.
      • No longer keeps me awake at night.
  • Added categories to the Quests screen.
      • Quest items will now be automatically filtered to any of the seven categories:
          • New Light
              • Note: This category will hide if there are no active New Light quests in the character’s inventory.
          • All Quests
          • Shadowkeep
          • Seasonal
          • Playlists
          • Exotics
          • The Past

Performance

    • Fixed UI stuttering and framerate drops when loading or applying mods.
    • Improved framerate in Gambit and Gambit Prime.
    • Fixed framerate issues during the Sanctified Mind encounter of the Garden of Salvation raid.
    • Fixed framerate issues in the Pit of Heresy dungeon, specifically in tunnel encounters.
    • Fixed stutter at high framerate on PC.
    • General improvements to performance on PC when a lot of debris is on the ground.

While this is pretty extensive, Bungie will share the full patch notes for this upcoming patch which players will see as Destiny 2 patch 2.8.0. Expect the full patch notes coming with Season of the Worthy this coming Tuesday at 9 a.m. PDT.

This is also the final release schedule of maintenance and patch roll out:

A NEW SEASON
Next week, Season of Dawn ends and Season of the Worthy kicks off with the release of Destiny 2 Update 2.8.0. Please see below for the rollout timeline.
      • 8 AM PDT (1500 UTC): Destiny service maintenance begins.
      • 8:45 AM PDT (1545 UTC): Destiny 2 is taken offline on all platforms.
      • 9 AM PDT (1600 UTC): Destiny 2 Update 2.8.0 begins rolling out across all platforms and regions. Players will be able to log back into Destiny 2 at 10:01 AM PDT.
      • 10:01 AM PDT (1701 UTC): Destiny 2 is back online on all platforms; Season of The Worthy begins.
      • 12 PM PDT (1900 UTC): Destiny service maintenance concludes.

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

Source: Bungie

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Alex Co

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

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4 Tips for Gambling Responsibly in GTA Online’s Casino

Last year Rockstar Games released the biggest update for GTA Online to date, The Diamond Casino and Resort. Not only did the update add loads of new missions and replayable content to the game, it opened the first in-game casino for players to explore and send all of their hard-earned cash in. While the casino can be used to gamble away all of your in-game dollars from the various crimes you’ve been committing in Los Santos, it also allows you to spend real money. Usually this is best left to casinos in the real world. Even though there’s a cap on the amount that can be spend per in-game day, it’s important to gamble responsibly before you slip into a dangerous habit. With that in mind, we’ve put together this list of four tips to help you make sure you’re gambling responsibly in GTA Online.

You’re Still Paying Out When You Win

gta-online-casino-gaming-tips

What a lot of people don’t realise, in both real casinos and the Diamond Casino in GTA Online, is that you pay out even if you win. When you bet $1 the house, the casino in the real world, and Rockstar Games in the case of GTA Online, expects to earn a few cents regardless of the outcome. If you lose, the house gets to keep all of the money you bet, obviously. This is a loss you accept when you put that money down as a bet. However, winning doesn’t entitle you to the full amount you’re awarded. The house takes a percentage of your winnings. Yes, it may be small, but it’s how these businesses operate. This is how casinos can afford such extravagant exteriors, how they pay for the 24/7 power bill generated by the lights, and how they stay afloat.

It’s important to realise this whenever you go into a casino, in-game or in real life. GTA Online’s casino may be a safer bet, because you can spend fake in-0game money, but the rule still applies.

Each Hit is Unique

gta-online-casino-each-hit-is-unique

Regardless of the game, whether it’s blackjack or a slot machine, every hit is individual from the one that came before. Some people see gambling as a grind, something that needs to be worked through before you get the payout. There’s a feeling that you’re progressing towards a big reward, but often that never comes. In GTA Online that’s because every game, every hit, is unique. The casino games use RNG (random number generators) to make every game as a fresh as the game that came before. You won’t have better odds in the next game if you lost the last one, you have exactly the same odds for both. If you’re on a losing streak, don’t lose heart, but also remember that you’re not improving your odds moving forward. Sometimes it’s better to stop and play a few missions to cool off before you return to the casino again.

You Can’t Game a Game

gta-online-casino-cant-game-a-game

This tip relates to the one above. Anyone trying to bring a gambling system into the casino in GTA Online is going to fail. The game has its own set of rules, and they’re way more complex that you can figure out. If you go into the GTA Online casino with a plan to outsmart the dealers and odds of the games, you’ll lose every time.

Set Your Limits

gta-online-casino-set-limits

It’s easy to overspend in casinos if you don’t set a limit. They’re designed to disorient you and make you think that you’ve only been there for half an hour, despite the fact that it’s 3am and you’ve missed your flight home. GTA Online’s casino is no different, though you can tell the difference between night and day thanks to your penthouse. All the in-game money you’ve earned can be burned through pretty quickly if you don’t set a limit, and then you may even be onto real world money if you’re buying currency. Set a limit, and just leave the casino when you’ve hit it. You can always come back when you’ve earned enough in-game money through missions again.

Those are our four tips for responsible gambling in GTA Online’s casino. Keep this page bookmarked if you’re heading to the casino anytime soon. There’s nothing worse than losing a lot of in-game currency through a system that’s designed to take a lot of your money. Of course there are guaranteed wins in the casino, and those are well worth taking part in, just be aware that the other games don’t have the same beneficial odds.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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Battlefield V Community Games Now Allows Tides of War Progression

Are you someone who plays in private servers (called “Community Games” by DICE) in Battlefield V? If so, chances are you’ve noticed how DICE doesn’t let players who play Battlefield V Community Games to earn Tides of War progression — at least until today.

In today’s big 6.2 patch, DICE not only rolled out a host of weapon and damage changes, but it now has allowed players to earn Tides of War progress in Community Games! This means that even if you’re playing in private servers, you can earn Chapter progress and in turn, rewards!

This is definitely good news for those who prefer to play specific game modes and maps, and not content with DICE’s official servers.

Let’s hope DICE continues listening to the community when it comes to Battlefield V changes and improvements.

Image source: Temporyal

More Battlefield V Reading:

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Alex Co

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

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New Nioh 2 Trailers Shows Character Customization and More

Two new Nioh 2 trailers have been released and it showcases new gameplay and lots more! In the newest Nioh 2 trailer, we get a look at the character customization menu, along with plenty of new gameplay revealing new bosses, areas, and characters. The trailer clocks in a little below 5 minutes, with the ending bit being the TV advert that also released.

And here’s the TV ad that is shown at the end of the video.

Talk about exciting! Nioh 2 will be releasing next week, March 13 exclusively for the PlayStation 4. We will have extensive coverage title once it releases, including a review and walkthroughs.

Credit Soure: Twinfinite

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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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The Last of Us Series Being Developed by HBO

Following the success of video game adaptations like The Witcher (Netflix), it seems HBO is following suit, and they’ve snagged possibly one of the biggest franchises of all, and that’s Sony’s The Last of Us! Yes, a The Last of Us series is in the works, people!

The news was broken by The Hollywood Reporter which mentions that it is being developed by Craig Mazin, who’s the creator of the hit show Chernobyl, and by Naughty Dog’s Neil Druckmann. Per the report, Druckmann, who is the writer and creative director of the franchise, will work with Manzin to write and co-produce the series.

Alongside the duo, Carolyn Strauss will also be an executive producer along with Evan Wells, who’s the head dog (president) of Naughty Dog. This is a joint production between HBO, Sony Pictures Television, and PlayStation Productions.

Here’s what Manzin had to say about Druckmann and The Last of Us franchise:

“Neil Druckmann is without question the finest storyteller working in the video game medium, and The Last of Us is his magnum opus. Getting a chance to adapt this breathtaking work of art has been a dream of mine for years, and I’m so honored to do it in partnership with Neil.”

Druckmann also had good things to say about Manzin (naturally):

From the first time I sat down to talk with Craig I was equally blown away by his approach to narrative and his love and deep understanding of The Last of Us. With Chernobyl, Craig and HBO created a tense, harrowing, emotional masterpiece. I couldn’t think of better partners to bring the story of The Last of Us to life as a television show.”

No timetable has been set for its release. but I’m hoping it’s soon. It won’t be that soon though as The Last of Us: Part II is still gestating at Naughty Dog for release later this year.

If there’s a video game franchise that fits well to be a series, it’s The Last of Us. Let’s just hope this doesn’t turn out like The Walking Dead in terms of pacing and whatnot. Are you excited for this The Last of Us series or do you see it failing like so many other video game adaptations before it?

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Alex Co

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

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Warframe Update 27.2.0 Now Live on PC

We reported on this already last week, but the big Warframe update 27.2.0 is now live on PC! This is the patch ahead of the Operation Scarlet Spear patch which we’re expecting to bring a host of new content.

This is one hefty update, and as such, it’s broken down into two parts. Check out the first part below (or here), and then the second part of changes here.

Warframe update 27.2.0 patch notes:

Prologue: The thread of Reasoning.
When presented with a 20 part workshop that touches everything from specific Warframes to damage systems, you may find yourself asking ‘Why’. Each section will receive a tailored explanation to the change (some deeper than others), but a thread of Reasoning can be found woven throughout this workshop: Warframe always aims to become a better version of itself. Year after year we completely change things – from Melee last year, to Movement years ago, and so on. Enough systems have accrued to make our choice over these past 3 months a simple one: Review, Refresh, and Revise. We aim to refresh aspects of the game that have gone untouched, while addressing fundamental inconsistencies in the mechanics of the game.

Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal. Warframes have never been more lethal or powerful than they are in the current version of Warframe – we do not aim to reduce that across the board, but we do aim to let that power stand on consistency in our designs. Keep our guiding reasoning in mind while reading – the three Rs! 

PC Players will get a 2x Affinity Weekend following launch. 
Consoles will get a 2x Affinity Weekend following launch. 

Railjack Onboarding changes: 
The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is – conclusively with months of stats – too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% – 75% for Railjack parts, and building time reduced to 6 hours each.
There are 3 situations players may find themselves in:
1) Haven’t started Rising Tide. Anyone just beginning will have fully new reduced BP costs.
2) Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded.
3) Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.

Why:
Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players.
However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component.

Railjack Bug fixes. 
We have over 45 bug fixes coming to Railjack in Scarlet Spear including some big ticket fixes:

  • Fixed the Intrinsic skill “Tactical Efficiency” (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission.
  • Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player’s targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon.
  • Fixed max Ranked Railjack ‘Tether’ Avionic not tethering up to 6 enemies as intended.
  • Fixed inability to use certain Intrinsics during a Railjack mission as the Operator.
  • Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core.
  • Fixed a loss of functionality for Clients upon loading into a Railjack mission.
  • Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship.

And a whole lot more!
Why: Well, this one is self explanatory! Bug-forum Reviews show the game has caused issues with players ability to enjoy the coordinated missions, and we are focused on fixing them. 

 

Armor Health Shield Changes
This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve

Damage Changes:

Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:

  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all! 

 

Infested Damage:
We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks – and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.

AI Aimbots
Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of – not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.

Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes  ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies. 

 

Shield Gating: Friend and Foe
Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies – Corpus in particular – also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots  completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health – this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies! 

Arcane Changes
After years of Arcanes as a system – with several additions to the offerings and replacement locations, we are doing several things:
– Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
– Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

 Reveal hidden contents

– Removing the ability to Equip two of the same Arcane simultaneously.
– Added the ability to Distill assembled Arcanes back into multiple unranked ones.
– Operator Magus Arcanes will be overviewed in the official Patch Notes, but will also receive 5 Ranks.
– Adding Arcanes as rewards for Operation: Scarlet Spear
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allow two of the exact same upgrade to be equipped – and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before. 

 

Self Damage Changes:
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself – or ‘Stagger’ – to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience.

In addition to this change, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part.

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
Why: Self Damage had a lot of drawbacks for weapons, resulting in flow-disrupting death.This Stagger replacement system favours agility with a less harsh consequence, while allowing some of the most powerful weapons in the game to remain that way due to their unique consequence. Weapons with self-damage will be converted to this new system and as a result, Self Damage is removed from Warframe. 

Excav Scaling Changes:
Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. As of our coming PC mainline update, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields. DevWorkshop_Excav.jpg

Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives. 
Titania Changes + Vauban Tweak:
This is a summary of the Titania changes announced in Devstream 137, plus confirmation that it is shipping with our coming PC mainline update:

  • Spellbind: Hold her 1 to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this!
  • Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara’s arrows, or Vauban’s Minelayer.
  • Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC.
  • Razorwing has a new FX upgrade!
  • Razorwing flight model to be brought more in line with Skywing controls.

Why: Titania is a powerhouse in capable hands. The above revisit may encourage more people to pick her up and master her for the upcoming War… 

Vauban Armor:

Facts: Vauban’s Base Armor is changing from 50 to 150, and Vauban Prime is changing from 100 to 200.

Why: A minor bump in survivability if your CC or strategies fail you! 

 

Reward Cleanup: Base Missions.
Base Missions are getting a small cleanup for this Mainline. For reference, all tables are currently available at www.warframe.com/droptables.

This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions – which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).

Consider the node Memphis, Phobos.

Base Missions like Memphis are receiving a bit of ‘fat trimming’ in terms of the lowest-point rewards available within them. For example,‘Memphis’ on ‘Phobos’ will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 80 Endo drop for each category, with a drop chance of the sum of all prior denominations.

Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date. 

UI QOL:
This is a summary of the UI changes announced in a recent Dev Workshop, plus confirmation that it is shipping with our coming PC mainline update: https://forums.warframe.com/topic/1166994-why-do-we-ui-like-we-ui-part-ii/#comments

 

  • ‘Item Labels’ are now set to ‘On’ by default, but can still be turned off in your settings.
  • Avionics Screen no longer uses ‘Hold to Confirm’.
  • Intrinsics Screen no longer uses ‘Hold to Confirm’.
  • Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
  • Death Screen (i.e you are dead but Squad goes on) now preserves the HUD so you can see mission and Squad status.
  • Added a ‘Forge All’ button on the Payload screen in Dojos.
  • More stats on DPD.
  • General scrollbar usability improvements with controllers.

Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback. 

 

100x Restore Blueprints (Scaling Costs).
We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly!
Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!

Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up! 

Sharing Sentinel Mods:
Sentinel Weapons and Warframe weapons cannot share Mods,which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.

We are removing this condition and now your Mods can be simultaneously equipped.

Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!

 

Greater than 100% Status having meaning. 
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status – which is good, just not an added incentive to go over 100%. We are changing that this update.

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

In addition to being able to achieve two Status Effects on a single shot, we are also adding new meaning if you get a duplicate Status Effect on an enemy. For example, AOE knockdown would occur on a second Impact Status on an enemy already inflicted with one! Stay tuned for the full breakdown of each Status’ enhanced effect in the Patch Notes!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain – why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!

Why: Critical has long been king – and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. 

 

Status Chance Mod Buffs 
The Status Chance Mods we released many years ago have not been considered worthwhile – there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

Rifle Aptitude increased from 15% Status Chance to 90% Status Chance

Melee Prowess increased from 15% Status Chance to 90% Status Chance

Sure Shot increased from 15% Status Chance to 90% Status Chance

Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. 

 

Grenade Markers.
Sometimes the devious enemies of Warframe decide they’d rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge!

Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.

 

Kuva Lich Murmurs / Fixes
Requiem Murmurs from failing a Kuva Lich Parazon stab will now again be shared with the entire squad!

Why: If we take a trip down memory lane, we’ll arrive at The Old Blood: Hotfix 26.0.5, where we fixed all players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad failed to kill their Kuva Lich. Our intentions to have the Kuva Lich tied exclusively to the respective player were genuine, but the feedback has shone light on what is a worthwhile feature for the Kuva Lich system given its pace towards success. We have bigger plans for connecting Liches to other Systems, but this change is the only one ready for Mainline! 

On that note, we do have a chunk of general Kuva Lich Changes & Fixes coming in this Mainline:

Kuva Lich Changes & Fixes:

  • Added fancy new FX when Valence Fusion has been successfully completed!
  • The Kuva Lich section of the Codex now has tabs for Active, Vanquished, Converted, and Traded Liches!
  • Decreased the chances of Kuva Lich controlled sectors forcing an Exterminate situation to allow for more gamemode chances.
  • Fixed only 1 Kuva weapon maintaining its innate bonus damage attribute and respective Kuva Lich name when claiming multiple Kuva weapons using the ‘Claim All’ button in the Foundry.
    • This retroactively fixes the Kuva weapons that lost out on their innate bonus damage by giving them back their random buff. Unfortunately, the Kuva Lich name can’t be easily associated with the Kuva weapon, so these fixed weapons will have the default Kuva weapon name (Kuva Tonkor, Kuva Bramma, etc).
  • Fixed an issue that would cause the Kuva Lich to slide when downed while doing a dodge.
  • Fixed downed Kuva Lich still proceeding to break backs (which was removed in 27.1.0) in an invisible state.
  • More fixes towards Kuva Liches with the “Ruse” ability not having the same Warframe Helmet on the clones if an alternate helmet is equipped upon Lich creation.
  • Fixed the Kuva Lich button not appearing in the UI in the rare case where a Nightwave season is not active.
  • Fixed small FX offset issues with the Kuva Bramma when reloading.
  • Fixed being able to bypass the cooldown between scoped shots with the Kuva Quartakk and Quatz by scoping and unscoping between shots.

 

HDR Preview
Players with a Graphics Card and Monitor that supports High Dynamic Range will be able to preview our new technology!

Why: Warframe is a vibrant game – and including HDR support will allow those with the hardware to experience a new richness! 

 

Deferred Rendering Preview:
For the past several months we’ve mentioned that our engine is getting graphical upgrades. The time has come in this Mainline update to give you the option to preview Deferred Rendering! This will make Warframe look the best it’s ever looked – with better shadows, reflections, lighting responsiveness, and more!

Why: Graphics Matter Too – we have team members who thrive on integrating the latest graphics improvements to our technology! 

 

BONUS ITEM 21: FOV
Fresh from the oven comes a hot bonus change: we’ve increased the max FOV value from 78 to 90!

Before at the max of 78:
f9c85ffc1072b3c01c606dcf0b5195da.jpg

After at the max of 90:
9bc51707a085609583e1da670b7ce304.jpg

Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now! 

Remember, there’s a second list of updates for this patch which is listed here.

Once it’s out on consoles, we’ll be sure to let our readers know.

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Alex Co

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

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Cancellation of Overwatch League Matches Due to Coronavirus

As COVID-19 continues to make its presence felt around the world, more Overwatch League games have been cancelled – this time in Korea. It’s the second such announcement within the space of a month after Blizzard recently cancelled all matches which were scheduled to take place within China during the months of February and March.

The move is a significant one, particularly given it comes just days before the cancelled events were due to take place. This has ramifications not just for fans and competitors themselves, but also for numerous betting agencies.Many of the best betting sites had set markets and taken bets on these events, something which takes a significant amount of data analysis. All of that work will be undone as a result of the event going forward, and those bets which have been placed will now be voided.

Did they need to postpone these events?

Of course, the decision to cancel South Korean matches in weeks 5, 6 and 7 isn’t one that league organisers would have taken lightly. That is particularly given the case given the importance of this year in the continual development of the Overwatch League. 2020 is its third season and is intended to be one of significant growth – there are 20 teams in the league, and this year was the first in which each was scheduled to host events in their home city. Those cities are spread across six different countries and three different continents, but Asia is a major market and the inability to host events when they were scheduled is not something the league would have foreseen. It’s safe to say the decision wouldn’t have been made unless it was believed there was no other alternative. 

While it’s not something which would have been anticipated when scheduling the events, however, it had become somewhat predictable in recent weeks given the rise in cases of the novel coronavirus in South Korea, and the presence of a large number of people in a small proximity that hosting these events would result in. In the official announcement, which was made on Twitter, the league said that the decision was made in order to ‘protect the health and safety of our players, fans and staff’, and they are not the only ones who have come to this conclusion.

Many other gaming leagues have made similar moves – the Chinese League of Legends postponed Week 2 of the LPL, while the PUBG corporation postponed its German PGS esport event, highlighting the impact of the novel coronavirus on various industries around the world. Indeed, sporting events outside of the gaming realm have also been affected, with the first two MotoGP events of 2020 postponed, two Rugby Sevens events rescheduled, and the Chinese Formula One Grand Prix falling victim to the same fate.

Will there be replacement events?

Of course, these postponements don’t need to be taken to mean that the events won’t run at all. Indeed, in the Twitter announcement, the Overwatch league organisers made mention of the fact that there would likely be alternate plans put in place to ensure that replacement events are organised, stating that they would ‘share more info about when and where matches will take place at a later (date)’. Once this information comes to hand, betting agencies will no doubt begin to set new markets for the rescheduled events.

The Seoul Dynasty, which was scheduled to host home games at the Dongdaemun Design Plaza on the 7th and 8th of March, has reiterated these sentiments, saying in an official statement – ‘We are working with the league on rescheduling these matches and will share more information through the league when it is available’. 

So for the time being at least, there is plenty of uncertainty surrounding the 2020 Overwatch League, and just what the league organisers will ultimately decide to do in order to ensure the safety of all involved while also preserving the integrity and fairness of the competitions is, at this point, unclear. There, has, however, been a commitment to the rescheduling of cancelled events by all relevant parties, so we can still expect that competitors will have a chance to show what they’re capable of at some point, and no doubt further information will come to hand as it is available. 

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Alex Co

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

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New in GTA Online This Week – New Motorcycle, Double Rewards & More

Gangsters, would-be crime bosses, Rockstar Games is back again with a new activity refresh for GTA Online! There’s a new motorcyle, double rewards for certain modes and more new in GTA Online this week!

What’s new in GTA Online this week summary:

  • A new three-wheel Motorcycle; the Nagasaki Stryder is now available at Legendary Motorsport
  • Double Rewards in: Gunrunning Sell Missions and the Bunker Series
  • The Överflöd & The White Nagasaki Tees are both free for any players that log in by March 11th
  • A customized Överflöd Imorgon is this week’s Lucky Wheel top prize
  • A 35% discount on: Select vehicles, Mobile Operations Centers and their upgrades
  • Twitch Prime Benefits now include 35% off the Rune Zhaba, an extra 10% off this week’s listed discounts, plus a rebate for a free Pixel Pete’s Arcade property

Availabe from Legendary Motorsport:

Two is some. Three is best. Three wheels. Three figures on the speedometer. Three pounds lost in sweat and tears of joy while blasting through the Senora sand towards freedom and rapture, thanking Nagasaki for showing you the way with the all new Stryder. 

2X GTA$ and RP on all Gunrunning Sell Missions between today until March 11. “Things are hectic above-ground, but there’s plenty of chaos under the surface, too. Enter the Bunker Series corona (or launch any Bunker Adversary Mode via the in-game menu) and venture into the subterranean recesses to earn Double Rewards all week long.”

Log in today until March 11 and you’ll snag this sweet white Nagasaki t-shirt for free:

DISCOUNTS & BENEFITS

35% OFF
MOCs, customization options and modifications.

35% OFF
The Imponte Ruiner 2000, Karin Sultan RS and the Declasse Scramjet.

FREE
Pixel Pete’s Arcade if you connect to Twitch Prime
Those who purchased it at retail price will receive a complete rebate.

ADDITIONAL 10% OFF above discounts and 35% OFF the Rune Zhaba for Twitch Prime members

Tune in next week as we bring you the game’s weekly refresh of discounts and activities.

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Alex Co

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

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Marvel’s Avengers Legacy Outfits Gets Showcased

Square Enix has given us a fresh look at the Marvel’s Avengers Legacy Outfits, which is available exclusively for those who pre-order the game.

For those who don’t know, the Legacy Outfits are costumes inspired by the defining moments that made each Avengers what they were today. Down below we get a look at the Hulk, Captain American, and Black Widow’s Legacy Outfits along with a short description of the moment that they were taken from. As for Thor, Iron-Man, and Ms. Marvel, those were shown off last week, which you can view here: Marvel’s Avengers Legacy Outfits

Attention! Celebrate Captain America’s Front Line Outfit, which is inspired by his time enlisted in the military during World War II!

When the Hulk first emerged after an experiment gone wrong, his gargantuan body tore through Bruce Banner’s clothing. We’ve included his tattered tee in our Breakthrough Outfit.

Along came the Classic Stealth Outfit! The first time Black Widow’s iconic black suit appeared in the comics, it looked similar to this sleek ensemble – complete with the Widow’s Bite.

And that’s it for all the Legacy Outfits, though we do expect to see some more costumes (Obsidian, Outback Hulk, and more)  to be showcased throughout the year leading to launch. With E3 still on course to happen this June, hopefully, we will get a new trailer along with details on the beta that is still planned to happen. We’ll be sure to keep you all posted.

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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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Fortnite Update 2.61 Rolled Out, Here’s What It Does

While we just got a hefty Fortnite update yesterday which brings the game to v12.10, the PS4 and Xbox One (arguably the two biggest platforms for Fortnite) got Fortnite update 2.61 today. As one might expect, there’s no visible new content but it’s more for fixes.

Fortnite update 2.61 changes:

According to Epic Games, this is more of a maintenance patch than anything else.

We’ve released a maintenance patch on PlayStation 4 and Xbox One that resolves this issue and addresses stability. We’ll keep you updated as this issue is resolved on other platforms.

However, there are a few specific fixes rolled out and here they are (via the Trello Board):

End of match: unable to return to Lobby, go to Item Shop, or report player.

Description

Update
With the release of the March 5, 2020, maintenance patch on PlayStation 4 and Xbox One, this issue has been resolved on those platforms.

We’ll keep you updated as the issue is resolved on the remaining platforms.


Description
At the end of a match, the “Return to Lobby,” “Item Shop,” and “Report Player” buttons may be unresponsive on controller.


Platforms
All


Workaround
To exit the match, open the Menu and select “Leave Match.”

If applicable, you can also select “Return to Lobby,” “Item Shop,” or “Report Player” via touch controls.

And that’s basically it. I gather, Fortnite players appreciate this nonetheless. If we find any stealth changes to the gameplay included in this, 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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Battlefield V Update 1.33 Released, Here’s the Full BFV 6.2 Patch Notes

Battlefield V players, the patch you’ve been waiting for since last year is finally here! The Battlefield V update 6.2 has been released, and as announced by DICE, it brings the weapons/damage models back to what it was before! Console gamers will see this as Battlefield V update 1.33, and it contains a ton of gameplay changes, and introduces tank customization (finally)!

PC players should expect an 8.5GB download, while console gamers will need 5GB of disk space. Check out the full Battlefield V update 1.32 patch notes below.

Battlefield V update 1.33 patch notes:

What’s New?
  • New Weapon Balancing ensuring a higher damage output, and improved damage dropoff

  • Tank Customisation

 ‏‏‎Weapons and Gadgets

Update 6.2 returns the base damage at range values on most weapons, back to their previous standards used in 5.0. We will be maintaining a drop in ranged damage, but one that is smaller than has been used in both 5.2 and 5.2.2.  Additionally, ranged damage is now based on a weapon’s class rather than it’s rate of fire. Overall you’ll find that Weapons do more damage up close, and that the experience engaging a player at range is more satisfying.

Assault Rifles and LMGs will hit harder at range than SMGs with the equivalent rate of fire.  Recoil and accuracy values have been adjusted to be consistent with the values used in 5.0. The only exception is the Type 2A, which has had a substantial increase in recoil to balance it within the the SMG class.

Bolt Action Rifles now have higher muzzle velocities across the board.  These weapons are Battlefield’s longest range weapons, and are out performed by other weapons due to the bullet velocity. This adjustment will return Bolt Action Rifles to be the kings of long, and very long range combat.

We have also increased Type 11 muzzle velocity slightly for both the default, and High Velocity bullets. This should help differentiate the Type 11 more from the Bren and help to make its ranged performance stand out.

We’re also restoring the additional muzzle velocity adjustments for Sniper Rifles that did not make it into Update 6.0 released last month.
‏‏‎ ‎
General Changes

  • Tweaked the damage values of the Bazooka and Panzerfaust. The Bazooka now does slightly less damage, especially for poor angle hits, reflecting its role as a long range sniper weapon. The Panzerfaust now does slightly more damage, especially at poor angles, returning it to the solid all around reliable antitank weapon.

  • The Bazooka now one hit kills enemy airplanes.

  • The Lunge mine now deals the correct amount of damage and is more consistent.

  • The Lunge mine no longer causes an unexpected second explosion after it has been selected if the player had previously used it.

  • The Lunge Mine now properly destroys stationary weapons.

  • Improved the Panzerfaust third person reload animation while in a Dinghy boat.

  • When equipped with some upgrades the 2x scope on the M2 Carbine did not zoom in properly. This has now been fixed.

  • Flamethrowers can no longer be fired when the reload animation plays, if the player also uses a pouch at the same time.

  • Emblems no longer clip when applied to the M2 Carbine.

  • Anti-Tank grenade throwback functionality has been fixed.

  • Ensured that the ammo belt disappears correctly when using the drum mag on the MG34.

  • Reduced wind impact on smoke emitted by smoke grenades and other smoke screens.

  • Gadgets no longer float in the air when switched in the game world.

  • Fixed an issue with the bolt action animation for the BOYS AT Rifle.

  • Fixed a LOD issue with M1918A2 on it’s bipod leg.

  • Fixed an issue where certain smoke effects would not be properly blocking enemy spotted icons (smoke barrage for instance).

  • Fixed an issue with the KI-147 and V1 rocket sometimes not having any engine sound.

  • Fixed a bug that would sometimes allow the spotting scope to spot enemies behind walls.

  • Fixed an issue that would cause an unintended soldier scream to play throughout the explosion when using the Lunge Mine.

  • Fixed an issue that would cause reloads not to count if the player healed during the reload animation.

  • Fixed the spotting scope’s glint not being aligned with the scope itself.

  • Corrected the ammo crate to have a pickup glint effect when being held in the player’s hands.

  • Corrected the Bazooka’s in world pickup model to be the bazooka, and not another rocket launcher.

 ‏‏‎ ‎Vehicles

  • The Universal carrier can no longer be disabled, as it has no self repair functionality which used to make it a frustrating transport vehicle.

  • The towable stationary 40MM AA no longer explodes when hitched to the Churchill tanks.

  • The Sherman tank no longer gets the decals of the other team, should it get stolen by the enemy team.

  • The Corsair F4U-1C back wheel no longer clips into the tail rudder when it retracts after take-off.

  • The Dinghy boat seat UI now matches the physical location of the players in the boat when seated.

  • Improved syncing of tank turrets aiming position between zoomed and none zoomed mode, which could previously be inconsistent if players late joined a server.

  • The Archer’s “rear” engine compartment has been upgraded with more armor. While still easy to critically hit like the rear, it will take less damage from a critical hit.

  • Increased drag on the HE shells for tanks to reduce long range tank sniping vs infantry. AT dedicated shells, which have less blast, are not affected by this change.

  • Increased the damage of AT mines slightly.

  • Increased the ammo count of shotgun type rounds for tanks, except for AA tanks.

  • Adjusted the Calliope Rockets to fire from a more central set of rocket tubes, in order to make more accurate shots. Decreased the time between the 4 round rocket barrage of the Calliope to make it more competitive with the Hachi’s 6 round burst.

  • Improved the Kettenkrad handling to be a more fun vehicle to drive.

  • Airplanes 3P bombsight gets less accurate at higher altitudes, pilots need to align the rings to bomb accurately from higher altitude.

  • Fixed a bug that could cause visual bugs when players switched between seats in the LCVP.

  • Fixed a bug that would cause the LCVP to sometimes rotate and spin out of control at a very high speed.

  • Fixed the incorrect icon for the Sturmtiger with the smoke launcher.

  • Fixed an issue that would cause spotted enemies to not appear from an airplane.

  • Fixed a bug that would cause Transport vehicles on The Pacific to not drive backwards if the terrain was not flat.

  • Fixed a bug with the transport vehicles on The Pacific which would sometimes cause visual issues.

  • Fixed a bug with certain airplane propellers spinning slower than intended.

  • Fixed an issue with airplanes not taking damage when hit by shell projectiles.

  • Fixed a bug that could cause the gunner seat position to look broken after entering it.

 ‏‏‎ ‎Soldier

  • The death flow has been refactored, making it more robust and easier for us to debug should there be other issues. This solves multiple issues related to players getting stuck in a bleeding out state after getting killed.

  • Improved Norman Kingleys downstate which could previously result in invisible torsos in first person view.

  • Japanese soldier audio no longer requests a V1 instead of the KI-147.

  • Fixed another bug that could cause ragdolls to “hang from their hips” With this fix, hopefully this bug should get even rarer than it already is.

  • Fixed an exploit that would increase the height of the players camera.

  • Fixed an issue affecting soldiers throwing a Kunai knife, which could result in the Katana sword floating in third person perspective.

  • Fixed a bug that could cause the soldier to continuously play the throw pouch animation.

 ‏‏‎ ‎Maps and Modes

  • Solomon Island – Removed the supply station that was inside the mountain.

  • Solomon Island – Removed the invisible collision near the beach on Breakthrough.

  • Solomon Island – Fixed an issue located inside the crashed plane, that could cause players to get stuck.

  • Solomon Island – Fixed an exploit that would allow players to hide inside a mountain wall.

  • Solomon Island – Removed a duplicate static track that was placed on top of another truck.

  • Solomon Island – Fixed multiple issues that would allow players to reach unintended areas of the map.

  • Solomon Island – Once the AT cannons have been destroyed, they have to be rebuilt. Previously they would incorrectly respawn.

  • Solomon Island – Some water no longer squirts dirt effects when being fired upon.

  • Solomon Island – Rain effects no longer go through the crashed airplane and military barracks.

  • Solomon Island – Fixed a bug that would cause invisible fires to be spawned by destroyed US transport vehicles.

  • Solomon Island – Various smaller clipping and other graphical issues.

  • Solomon Island – Many improved spawns.

  • Solomon Island – Improved water transparency from some angles.

  • Solomon Island – Added missing rain particle effects.

  • Solomon Island – Conquest – Improved the capture area on C flag.

  • Iwo Jima – Various minor graphical improvements.

  • Pacific Storm – Decreased the intensity of the sun, when looking out of certain bunkers.

  • Wake Island – Breakthrough – Improved the locations of the AT turrets in Sector 2 to make them more useful.

  • Wake Island – Breakthrough – Moved the AA turret in Sector 4.

  • Wake Island – Fixed the debris to look better when players destroy the planes parked inside the hangar.

  • Wake Island – Improved placement of vehicle resupply stations.

  • Wake Island – Added a limit to the amount of active planes on the map at the same time, each team can now only have two active planes at the same time.

  • Wake Island – We ask everyone to be careful around the large fuel tanks.

  • Wake Island – Planes now get destroyed if they crash into the hangar.

  • Wake Island – Fixed the floating sandbags.

  • Aerodrome – Improved the smoke grenade effect in the hangar area, making it more difficult to see through it.

  • Devastation – Fixed a few spots where players could get stuck.

  • Fjell 652 – Squad Conquest – Moved around a few objects that could cause players to get stuck in the geometry.

  • Hamada – Craters on the runway no longer hinders planes from taking off as they are now only visual and not physical alterations of the terrain.

  • Hamada – The sandstorm has a smoother transition loop when it’s running at maximum effect.

  • Marita – Fixed an exploit that could be used by players for an unfair advantage.

  • Narvik – Frontlines – Fixed a floating supply station and improved the combat area a bit.

  • Twisted Steel – Conquest – Removed the duplicate medical supply station and replaced it with an ammo station.

  • Breakthrough – Fixed breakthrough retreat icons in vehicles.

  • Outpost – Players that die near constructed towers could not be revived, this is now fixed.

  • Spectator mode – Fixed 3P director camera not automatically moving back to its original position after colliding with objects.

  • Spectator mode – Fixed a few cameras that were placed outside of the playable area by default.

  • War stories – Fix for the missing throwing knife animation.

  • War stories – Fix for the missing grenade throw animation.

  • Firestorm – Fixed the missing propellers on the drop planes.

  • Firestorm – Minimum player count for solo has been decreased from 8 to 2.

 ‏‏‎ ‎Other

  • Implemented a new audio prioritization system in order to reduce occurrences of important sounds being culled due to performance limitations. This results in more controlled and stable behavior for sounds such as vehicles, footsteps and weapons.

  • Players can now join their friends that are playing on Community Servers through the social menu.

  • Added slightly more weight to most close range weapon firing sounds, excluding smgs and pistols. The difference is most prominent in stereo.

  • Added a new option in the audio menu to change the hit indicator sounds between current (default), original BFV release and off.

  • Added a potential fix for players ending up in the wrong region when matchmaking. Please let us know if the situation has improved with this update.

  • Added back the “Claim all” button in the armory that has vanished.

  • The ammo and seat UI no longer overlap when players are in Pacific vehicles passenger seats, and when playing in 4K resolution.

  • Improved the M2 Carbine icon to better represent the weapon visually.

  • If in an airplane, Spotted enemies that are not in line of sight of the player (behind a wall etc…) will now show with a different icon in the world (an outline instead of a full diamond).

  • Getting multiple headshot kills in a quick succession now stacks the headshot kill icons, instead of showing them one by one.

  • The progression of the Selbstlader 1906 has been fixed.

  • The game now automatically moves the selector to the previous vehicle that the player had selected in the vehicle deploy menu.

  • Map icons for supply stations are now shown if players can build/repair them.

  • The zoom settings for the mini-map are now saved between lives.

  • Fixed a bug that would cause players to get stuck on the deploy screen that could trigger if they changed squads while still being alive.

  • Fixed typos in the Sai description.

  • Fixed the description of the MAB38 Mastery VI assignment.

 ‏‏‎ ‎Stability and Performance

  • Fixed a crash that could occur when using the Russian language.

  • Fixed a crash that could occur if the player played the game for more than 5 hours in one go.

 ‏‏‎ ‎PlayStation 4

  • Fixed a bug that was causing random black squares to show in the game world.

Hopefully, this patch will placate the very vocal Battlefield V player base. We’ll be on the lookout for datamined info, and if there’s new stuff that gets broken with this new patch.

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Alex Co

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

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More Balancing and Changes Revealed for Upcoming Warframe Update

Developers Digital Extremes have revealed some more details around the upcoming Warframe update that’ll be launching this week.

In addition to the previous list of changes, down below you’ll find a list of new armor buffs, fixes, and general improvements that will be included in the soon to be released Warframe update.

As listed on the official Warframe forums

Warframe Armor Buffs:

The following Armor Values are changing for Warframes:

Ash: 65 to 100

Ash Prime: 150 to 175

Banshee: 15 to 100

Banshee Prime: 65 to 125

Baruuk: 150 to 175

Ember: 100 to 125

Ember Prime: 125 to 150

Equinox: 100 to 125

Equinox Prime: 120 to 150

Gara: 125 to 150

Gauss: 150 to 175

Harrow: 150 to 175

Hydroid: 200 to 225

Hydroid Prime: 250 to 275

Inaros: 200 to 225

Ivara: 65 to 100

Ivara Prime: 65 to 125

Limbo: 65 to 100

Limbo Prime: 85 to 125

Loki: 65 to 100

Loki Prime: 65 to 125

Mag: 65 to 100

Mag Prime: 65 to 125

Mesa: 65 to 100

Mesa Prime: 85 to 125

Mirage: 65 to 100

Mirage Prime: 150 to 175

Nekros: 65 to 100

Nekros Prime: 65 to 125

Nezha: 175 to 190

Nova: 65 to 100

Nova Prime: 65 to 125

Nyx: 15 to 100

Nyx Prime: 50 to 125

Oberon: 150 to 175

Octavia: 125 to 150

Revenant: 105 to 125

Rhino: 190 to 225

Titania: 65 to 100

Trinity: 15 to 100

Trinity Prime: 15 to 125

Vauban: 50 to 150

Vauban Prime: 100 to 200

Volt: 15 to 100

Volt Prime: 100 to 125

Wisp: 150 to 175

Zephyr: 15 to 100

Zephyr Prime: 75 to 125

Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. 

Arcane Guardian Details + Reminders

Arcane Guardian

On Rank 5: On Damaged:

15% chance for +900 Armor for 20s

  • Arcane Energize will still give energy to toggled Warframe abilities – this has been asked a lot.
  • Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after the Mainline.

Magus Arcane Changes:

Magus Accelerant

On Rank 5: On Void Blast:

Reduce Enemy Resistance to Heat Damage by 65%

Magus Anomaly

On Rank 5: On Transference In:

Enemies within 30m are pulled towards Warframe

Magus Cadence

On Rank 5: On Void Dash:

100% chance for +90% Sprint Speed for 12s

Magus Cloud

On Rank 5: On Void Mode:

+300% Void Dash Radius for 6s

Magus Destruct

On Rank 5: On Void Blast:

Reduce Enemy Resistance to Puncture Damage by 65%

Magus Drive

On Rank 5: On Transference In:

Increase K-Drive Speed by 150% for 30s

Magus Elevate

On Rank 5: On Transference In:

95% chance to restore 300 Health to Warframe

Magus Firewall

On Rank 5: On Void Mode:

Generate Void Particles every 1s up to 6 particles, each granting 12,5% Damage Reduction for 60s. Taking damage consumes a particle.

Magus Glitch

On Rank 5: On Transference Static:

102% chance to negate Transference Static

Magus Husk

On Rank 5: On Transference Out:

+150 Armor

Magus Lockdown

On Rank 5: On Void Dash:

Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.

Magus Melt

On Rank 5: On Void Dash:

Increase Heat Damage in Operator Mode by 20% for 15s, stacking up to 7x.

Magus Nourish

On Rank 5: On Transference Out:

Restores 35 Health/s to Warframe

Magus Overload

On Rank 5: On Void Blast:

Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 80% of their Max Health to anyone within 25.

Magus Repair

On Rank 5: On Void Mode:

Heal Warframes within 30m by 25% Health/s.

Magus Replenish

On Rank 5: On Void Dash:

100% chance to heal 30% Health.

Magus Revert

On Rank 5: On Void Dash:

Use again within 3s, to return the Operator to their original position at no energy cost, Restores 60 Health. 3s cooldown.

Magus Vigor:

On Rank 5: On Transference Out:

+300 Health

Why: The Operator Magus changes were stated in a simple line in the first Workshop, but we wanted to go into greater detail on these. We have reworked Magus Cloud, since its original design was not popular. 

Depth of Status Changes

Our original Workshop said the following:
“In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!”|

This Part 2 serves to provide that information. In a way,the Status changes are much bigger than just ‘give >100% Status meaning’. While getting 2 Status Effects on a single shot is a novel change, the way Status’ will now Stack is likely going to be more noticeable:
We have made substantial changes to not only adding stackable Status Effects to those Status’ without it, but also changing some existing:

Type Stacking Behaviour when a duplicate Status Effect Occurs: 
Slash Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
Impact Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (from Stagger to full Ragdoll).
EDIT: We are reviewing how Ragdoll feels and may change pending feedback. EXPECT AN UPDATE TODAY ON THIS NOTE! EDIT 2: No more Ragdoll!
Puncture The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
Cold The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
Heat No Change.
Toxin See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
Electric AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
Blast AoE Impact that goes through enhanced stages of Crowd Control and Knockdown with repeat Status.
Grants the Blast Status Effect to all enemies in radius.
Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for  for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
Corrosive The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal.

Each Corrosive Status Effect lasts 8 seconds.
Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall. 

Radiation The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
Magnetic New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
Viral New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects. 
Gas The base duration of a Gas Status Effect now matches Slash for 6 seconds.

Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. Our long-term goal with this change is to build upon this series of changes to allow Status to impact bigger threats like Liches and Eidolons and not just have blanket Immunity. 

Status. Our long-term goal with this change is to build upon this series of changes to allow Status to impact bigger threats like Liches and Eidolons and not just have blanket Immunity. Faction Aura Changes

There are 3 Auras that target specific Factions:

Infested Impedance, Corrosive Projection, and Shield Disruption.

We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete Enemy defenses rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were. 

Why: We think being consistent is key. Passively removing 100% of an enemy’s defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions). Expect these Auras to reach somewhere in the 60-80% Range when 4x are equipped as we are still testing.

Self Damage + AoE Weapons

In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

Kuva Chakkurr

Opticor

Opticor Vandal

Battacor

Simulor

Synoid Simulor

Ferrox

Astilla

Shedu

Kuva Seer

Cyanex

Staticor

Pox

Tombfinger

Granmu Prism

Exard Scaffold

In the original Dev Workshop, we said:

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact. 

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly – aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices. 

Talk about a growing patch note. Many of these changes are certainly going to alter the way people play, and hopefully for the better. We’ll be sure to post the full official patch notes once the update goes live later this week. Stay tuned and be on the lookout later this month as Operation Scarlet Spear will also be launching on Warframe, giving us our first hands-on experience with Squad Link.

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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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Former Battlefield 5 Multiplayer Producer “Fought Hard” Against BF5 Time to Kill Changes

With the big Battlefield 5 6.2 patch releasing tomorrow, a lot of players are looking forward to the changes given they are reverting most weapon and damage models back to how it was (BF5 5.0 values according to DICE). For those not happy with the current BF5 time to kill (TTK), it seems the game’s former Multiplayer Producer was on your side when it comes to BF5 time to kill changes previously made by the studio in previous patches.

Announcing his departure from the studio back in January, (former) Battlefield 5 Multiplayer Producer David “tigger” Sirland announced on March 3 that it was his last day at DICE.

In announcing that, some Battlefield fans asked him about a few touchy subjects regarding Battlefield 5, and naturally, it dived into some BF5 time to kill changes discussion, Sirland commented matter-of-factly to a fan on Twitter that he “fought hard” against changing the BF5 TTK in the first place, but other people felt differently, hence here we are.

For those wondering, Sirland was in charge of Battlefield 5 multiplayer “until launch,” and a few months after that, though he had to take a parental leave soon after, wherein a lot of changes happened to the game both “good and bad.”

While Sirland’s tweets might be a good example on how DICE managed to alienate some of its player base (and even devs, it seems) when it comes to the changes the studio made regarding weapons, damage models and whatnot, players are getting the changes they want in tomorrow’s patch.

Speaking of which, you can read up on the full patch notes for tomorrow here.

Are you surprised at Sirland’s admission or not really? What’s your stance on BF5’s TTK currently? Is it really that bad or are players overreacting? Sound off in the comments below.

 

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Alex Co

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

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You Can Now Get the Modern Warfare Tamagotchi Watch That Feeds on Kills for $10, Watch the Trailer

Back last year, we reported that Call of Duty: Modern Warfare will feature a tamagotchi-like in-game watch for your Operator that you have to feed with in-game kills. Well, after months of the game being out, Infinity Ward has finally released the Modern Warfare tamagotchi watch for a price (as one might expect).

Called the “Tomogunchi,” players can buy the bundle that comes with Calling Cards and other cosmetic items for 1,000 COD Points or $10 in real-world currency. And before you ask, nope, you can’t buy the Modern Warfare tamagotchi watch by itself (as intended, I’m sure).

The full contents of the Tomogunchi bundle can be seen below:

Contents:

  • Tomogunchi (watch)
  • Combatourous Rex (calling card)
  • Cracked Colossus (emblem)
  • Key Rex (charm)
  • Engulfed (Sticker)
  • Death Dino (Spray)

I don’t know about you, but $10 just for an in-game watch is a bit steep. Of course, you are getting more than that, but if you just want the watch, you sadly can’t buy it standalone.

Will you be getting the Tomogunchi bundle or would you rather spend your money on the Battle Pass or other cosmetics?

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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Dreams March 4 Update Brings It to v2.06, Here’s What’s New

Media Molecule’s game creating, erm, game, Dreams has a new patch today! The Dreams March 4 update brings it to version 2.06 (Dreams update 2.06), and it includes new stuff!

Dreams March 4 update patch notes:

What’s new?

  • Our first new art pack! – The Welcome Garden Art Pack contains more than 40 sculptures which will sit nicely alongside any content from the Welcome Home theme. Use them to spruce up your homespace, stamp into your own creations, or remix into something completely new.
  • Community Jam Collections – We’ve added support for specifying a collection to use with a Community Jam. This means a better starting point for folks who want to enter but don’t quite know where to begin.
  • Online Indicator – A green dot next to a dreamer’s name indicates they are online.

Other improvements

  • New: Most Used Creation now in the Impy Awards playlists.
  • Updated: Various tweaks and improvements to the Community Jam UI.
  • Fixed: Issue where the notifications feed would return to the start of the list after viewing one.
  • Other minor tweaks and improvements.

For those looking for Dreams multiplayer news, last time Media Molecule talked about it, the studio said that there’s no time set for its release just yet.

Source: Dreams

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Alex Co

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

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