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Anthem Store Update Weekly Reset for March 22, 2019

It’s another week, and that means the Anthem in-game store has refreshed its stock of cosmetic/vanity items. If you’re curious what you can spend your hard earned Coins/Shards on, read on.

anthem store update

Featured:

  • Crack Knuckles – 23,000 Coins/475 Shards
  • Don’t Talk to Me – 23,000 Coins/475 Shards
  • Look Back Casual – 16,000 Coins/375 Shards
  • Decal: Last Chance – 6,000 Coins/200 Shards
  • Graphic: Deadface – 36,000 Coins/600 Shards
  • Decal: Skyfire – 6,000 Coins/200 Shards

Are you getting anything from the Anthem store update this week? If so, let us know bekow.

In other Anthem news, go read up on what changes are coming in next week’s planned patch.

Source: Reddit

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The Division 2 Hunter Mask Location Guide

There’s no shortage of items to collect in The Division 2; be it weapons, armor, or just cosmetic items to make your character stand out from the pack. If you’re looking for something to collect, gain XP in the process, and have your character look good, we’re here to help!

Listed below are the Hunter masks you can obtain in The Division 2! Made by YouTuber Toilet Drake (and used with permission), there’s a video guide as well as a text guide to aid you in your mission! Without further ado, check out The Division 2 Hunter mask location guide below!

Note that all masks need to be done at night, except the Demo mask. Here’s how to know the time:

  • Night Time starts at 7 PM and ends at 5 AM.
  • To check the time, stand next to the Washing Monument and use it as a sundial.
  • If you’re not hipster enough to use a sundial, press ‘Esc’ (Menu) and hold down ‘F’ to go into photo mode. There is a click on the right side of the screen.
  • YES You can WEAR these! You can now be as cool as Jack Bauer and the two dudes from Army of Two.

The Division 2 Hunter Mask Location Guide:

Crimson Mask

Video Guide

  1. Go to the building south of District Union Arena stronghold.
  2. Go to the center of the complex and face south.
  3. Go inside the building and interact with a computer.
  4. Turn around and head back north, go across the clearing, and into the building.
  5. Interact with another computer.
  6. Hunter will spawn in the clearing. Kill it for Crimson Mask.

Demon Mask

Video Guide

  1. Head to demolition site control point.
  2. Go to the north east corner of the building directly east of the control point.
  3. Go down the escalators.
  4. Navigate your way through the mall and then go up the escalators.
  5. Keep going until you are in an open area (center of building now).
  6. Look for a yellow tarp to climb up to the garden.
  7. Face west (not east) and you’ll see 4 targets.
  8. Shoot them in any order.
  9. Kill the hunter that spawns for the Demon mask.

Wraith Mask

Video Guide

  1. Head to the south of Capitol Hill.
  2. Look for a small square pool.
  3. Shoot out the light.
  4. Step out of the pool.
  5. Look at the memorial wall and salute it.
  6. Kill the hunter that spawns for the Wraith mask.

Ghoul Mask

Video Guide

  1. Fast travel to Lincoln Memorial.
  2. Go north and into the first sewer entrance.
  3. Head north, up the stairs and interact with the laptop on your left.
  4. Travel back to Lincoln Memorial.
  5. Head east to the resource node.
  6. Shoot out the flickering yellow light bulb.
  7. Kill the hunter that spawns for the Ghoul mask.

Midas and Revenant Mask

Video Guide

  1. Fast travel to Potomac Event Center.
  2. Head west, along the event center.
  3. Go up the small green stairs and into the open area.
  4. Stand in the middle of the pool.
  5. Emote ‘Jumping Jack’.
  6. Kill the two hunters that spawn for the Midas and Revenant mask.

Cross, Death, Diamond and Phantom Mask

This is the hardest part. You will fight four hunters at once. You can pull them towards other mobs so they are kept busy in various engagements while you take them out 1 by 1.

Video Guide

  1. Travel to ViewPoint Museum.
  2. Head south west towards the park.
  3. You’ll see a Christmas tree.
  4. Head west of the tree, into the building and interact with a lever.
  5. Go back to the Christmas tree and run circles around it.
  6. Four hunters will spawn.
  7. Good luck.

Ghost and Specter Mask

This is the most frustrating and time consuming part. Each failure means you have to wait another in-game night time.

Video Guide

  1. Have control of Washington Monument. If not, take it over.
  2. Go down to the supply room.
  3. Hit the blue button that’s below the TV.
  4. Go to the 3 areas indicated by the TV and look for marked graves.
  5. At each grave, face the monument and emote ‘Salute’. You will see a slight UI distortion when successful.
  6. Go back to the supply room and hit the button again.
  7. You will see a Division Circle on the TV screen. This is a check point. Any time you fail to kill the hunter, you have to come back here the next night and hit the button again.
  8. Two hunters will spawn around the monument.
  9. They will not engage you in fights and will run away when they spot you or get hit.
  10. Ghost Hunter will disappears immediately so he needs to be killed in 1 hit.
  11. Specter Hunter will run and jump off the roof so you have a few seconds to kill him.
  12. Ghost Hunter can be consistently found on a shipping container located at the resource node north west of the monument.
  13. Specter Hunter can be found squatting on roof tops around the monument, mainly to the north and north east area. Use the UI distortion as a way to track them down. (Your UI becomes distorted when you are near a hunter).
  14. Kill them for the Ghost and Specter mask!

Once you’ve collected ’em, you can see them hanging on your Base of Operations basement, and it’ll look like this:

Not bad, right? Make sure to check out the links below for more The Division 2 guides, and bookmark our The Divsiion 2 game hub for the latest news.

More The Division 2 Guides:

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Star Wars Battlefront 2 New Game Mode Capital Supremacy Along With New Location & More Announced for March 26

Are you a Star Wars Battlefront 2 player? If so, you’re in for a massive treat! DICE is introducing a brand new game mode to Star Wars Battlefront 2 called “Capital Supremacy.”

Not only that, but there’s also a new location, new reinforcements and more! But first, check out details on the Star Wars Battlefront 2 new game mode, which will be available for free this March 26 via a new title update.

Starting March 26, the forces of the Galactic Republic and Separatists clash in Capital Supremacy* – an immersive, Clone Wars-era authentic experience in Star Wars™ Battlefront™ II – where non-linear ground battles fuse with the thrill of invading capital ships and taking them down.

Along with the update, we’re releasing our latest location, Pipeline Junction West on Geonosis, plus the Separatist Dreadnought and Republic Attack Cruiser capital ship interiors – all serving as settings to the dynamic and tactical warfare of Capital Supremacy.

Two additional reinforcement units join the battle as well – the Infiltrator class Republic ARC Trooper and Separatist BX Commando Droid. Make sure to read our deep-dive for full coverage on the elite operatives.

Capital Supremacy Game Mode Mechanics:

The Ground Phase

The looming capital ships overlook the scenery where players deploy into the thick of the Clone Wars. They enter an open-ended warzone accompanied by vicious blaster fire, calculating droids, and morale-boosting rallying cries.

Two teams of 20, aided by 12 additional non-human, AI controlled troopers on each side, fight to control a majority of five command posts on the ground. It’s an intense and open-ended conflict, where you can utilize a wide array of tactics, trooper classes, land vehicles, reinforcement units, and hero characters to attack and defend different areas across the surface.

Hold on, did we just announce the presence of AI controlled troopers in Capital Supremacy? That’s right, for the first time in any PVP mode in Star Wars Battlefront II, AI ground troops will battle alongside and against you, contest the command posts, and be additional targets for the players to rain fire upon – upping the intensity of the combat even more!
 
By capturing and controlling most of the command posts in the Ground Phase, your team gains reinforcements. The reinforcements are represented by tickets added to your team’s progress bar. Once a side has mustered enough reinforcements – thus winning the Ground Phase and becoming attackers – they’ll be given a shot at invading the enemy capital ship.

The struggle for area control now turns into a race towards two incoming transport shuttles. For each attacker managing to run the gauntlet and embark on any of the shuttles, additional tickets are given.

The total amount of tickets feeds into how many reinforcements the attackers have at their disposal in the upcoming Invasion Phase. Consequentially, the defenders must do everything they can to stop the other side from strengthening their invasion force.

Once the transport shuttle boarding timer runs out, a cinematic sequence will depict the transports ascending with the attackers to invade the Republic Attack Cruiser or the Separatist Dreadnought.

The Invasion Phase

The mission is now to destroy – or crush the invaders’ attempt at doing so – the capital ship from the inside. Attacking as the clones and the heroes of the Clone Wars, you’ll take on the Separatist Dreadnought, while on the side of the Separatists and villains, you’ll be looking to abolish the Republic Attack Cruiser.

The AI troops will stay grounded, leaving the close-quarters Invasion Phase to be fought between players exclusively.

The layout and look of the two ships are, as you would expect, meticulously modelled to represent the two Clone Wars-era factions. Inside the Separatist Dreadnought, you’ll see MTTs painted with the Separatist grey and blue color scheme, fight throughout the droid deployment bay, and attack or defend the ship’s weak points: the cooling vent chambers. The dagger-like Republic Attack Cruiser, on the other hand, features its own unique areas, such as the cargo bay and reactor core chambers.

Independent of the faction being invaded, the ways to go about the objectives are similar. As an attacker, you need to fight your way out of the hangar and breach the first line of defense by overriding one of two security consoles. This will grant access to the hallways leading to the two chambers hosting the ship’s weak points.

If the attackers manage to arm the charges on both – and hold the line until the timer expires – they can celebrate the victory as the enemy ship plunges towards the ground.

But here’s the twist: if the defenders manage to eliminate enough attackers to deplete their reinforcement tickets (this is why the extra tickets earned by boarding the transport shuttles can be so decisive), the battle goes back to the Ground Phase.

Capital Supremacy – A Tactical and Dynamic Clone Wars Experience

Back on the ground, the fight over command posts starts over, giving the team who just defended their capital ship a chance to make a glorious comeback. As a successful defense bonus, they’ll get a head-start by controlling a majority of the command posts upon returning to the surface, earning reinforcements immediately.

But any progress made by the team attacking the first time around will not be in vain! Should they manage to launch another invasion, any overridden console or destroyed weak point will still be, well, overridden or destroyed.

Capital Supremacy will be playable on Genosis’ Pipeline Junction West, and two capital ships. According to DICE, this new location will feature rolling sand dunes, areas contaminated with toxic waste and even a mysterious boneyard where remains of large creatures can be seen.

Once the update is live on March 26, we’ll be sure to let our readers know.

Source: EA

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Sony Announces “State of Play” Video Showcase for Monday, Promises New Game Announcements

With Sony confirming last year that they won’t be attending E3 2019, some fans might be wondering how the company will announce games, and hype up releases. Well, as it turns out, Sony is following the Nintendo Direct approach!

Announced today is the “State of Play,” Sony promises “new game announcements, new trailers, and new gameplay footage.”

The PlayStation State of Play will have its first episode this coming Monday, March 25 at 2 p.m. PDT. Naturally, it’ll be livestreamed over on TwitchYouTubeTwitter or Facebook, and will be available as a VOD (video on demand) edition once the episode is over.

According to Sony, this is just the beginning, and the State of Play will return throughout the year with more updates and announcements.

Well, it seems Sony will be announcing games bit by bit instead of one massive info drop. Who knows though? This could be better since we’ll be able to process the info after each episode.

What do you think? Do you prefer this or do you want an E3 press conference where all the announcements happen in one instance?

Source: PlayStation Blog

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Mortal Kombat 11 Noob Saibot and Shang Tsung Revealed in New Trailer, Shang Tsun Confirmed as First DLC Fighter

While we just got a trailer for Mortal Kombat 11 revealing Kotal Kahn the other day, NetherRealm Studios isn’t done with the character reveals for the week! Today, we get our first confirmation and look at Noob Saibot, and Shang Tsung! The characters were revealed as part of the Chicago Comic & Entertainment Expo (C2E2) panel.

Warner Bros. Interactive Entertainment and NetherRealm Studios today revealed a new Mortal Kombat 11 gameplay trailer featuring returning fan-favorite character, Noob Saibot, showcased during the official Mortal Kombat 11 Chicago Comic & Entertainment Expo (C2E2) panel. Also announced was Shang Tsung, the first downloadable content (DLC) character revealed for Mortal Kombat 11. Actor Cary-Hiroyuki Tagawa will lend his voice and likeness to the iconic character that he portrayed in the classic 1998 Mortal Kombat film.

  • Noob Saibot, once known by the name Bi-Han, and the original Sub-Zero, he was a cold-blooded assassin, corrupt from years of violence and evil. Murdered by his clan’s enemy, Scorpion, Bi-Han was resurrected as the black-clad wraith, Noob Saibot. Both shadowy and mysterious, his soul was stripped of compassion and remorse, and now he considers himself the perfect warrior using his ninja-like and phantom abilities to carry out his darkest impulses.

  • Shang Tsung was the host of the first Mortal Kombat tournament and faithful servant to Shao Khan. A powerful, shapeshifting sorcerer, he absorbs living souls to maintain his youthful appearance and command, while morphing into other characters to use his adversaries’ own moves against them in battle. Shang Tsung is one of six playable DLC fighters included in the Kombat Pack, which is part of the Mortal Kombat 11 Premium and Kollector’s Editions.

In case you didn’t read the video description, Shang Tsung has now been confirmed to be the first DLC character for Mortal Kombat 11!

Mortal Kombat 11 will be available this April 23 on the PS4, Xbox One, Nintendo Switch, and PC.

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Battlefield 5 2019 Roadmap Revealed, Here’s What’s Coming for the Remainder of the Year

With Battlefield 5 getting its battle royale mode Firestorm in just a few days’ time, DICE has now seen it fit to let the fanbase know what’s coming for the remainder of the year. Revealed today is the Battlefield 5 2019 roadmap!

For 2019, Battlefield 5 players will see two more chapters introduced (aside from Trial By Fire), and they are: Defying the Odds, and Awakening the Giant! Official chapter descriptions are below.

  • Chapter 3: Trial By Fire brings the highly anticipated Firestorm Battle Royale mode that officially goes live in the game on March 25, while April will bring added challenges to the Combined Arms mode. In June, players can secure and build objectives to endure the fight in a new multiplayer game mode called Outpost.
  • Chapter 4: Defying the Odds will introduce even more new ways to play Battlefield V starting in June with a new Marita multiplayer map taking place in Greece in late 1940 and a new 5-vs-5 mode set in tight arenas. Players will learn much more about Tides of War: Defying the Odds at EA PLAY this summer.
  • Chapter 5: Awakening the Giant hits in Fall 2019 as Battlefield V continues its evolution and expansion. More details on Tides of War: Awakening the Giant will be revealed at a later date.

Check out the Battlefield 5 2019 roadmap image below.

In other Battlefield 5 news, go check out the list of primary weapons available in Firestorm here. There’s also a big patch that went live yesterday with a ton of changes.

 

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The Division 2 Update Today Fixes Clan XP Issue and More

Earlier today, Ubisoft did a The Division 2 maintenance on the servers, and included a server-side hotfix once it went back up again, which addresses a few key issues.

The Division 2 update today has a few technical fixes, which you can read about below.

  • Fixed an issue where players were not being granted Clan XP
  • Fixed an issue where daily and weekly resets would not apply to players who were offline during the time of reset
  • Fixed an issue where players could lose guiding missions and access to guiding mission NPCs, making them unable to further progress
  • Improved survivability of low level players against enemy NPCs when playing co-op with a player of higher level

For the latest The Division 2 news, make sure to bookmark our game hub.

Source: Ubisoft forums

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Hitman 2 New Sniper Assassin Map Brings Players to Singapore, Watch It Now

Today, Warner Bros. Interactive Entertainment has released a new Hitman 2 trailer that features the upcoming Hantu Port Sniper Assassin Map, which is an all-new DLC arriving this March 26! The Hitman 2 new Sniper Assassin map, brings players to a container year set on the island of Singapore.

Watch it below.

According to WB, this new mission has Han Ldong and his wife getting kidnapped by a group of criminals known as the Heavenly Guard. Players can take on the solo role of Agent 47, or complete the contract via online co-op as one of two operatives, Stone and Knight!

The Hantu Port Sniper Assassin Map is part of the Hitman 2 Expansion Pass, which features two expansion packs that include new missions, locations, weapons and more!

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Quake Champions March Update Now Out, Includes Performance Fixes, Balance Changes & More

If you’re a Quake Champions player, you’re in for a treat today! id Software has just released the Quake Champions March update, and it has a TON of stuff crammed into it! There are performance updates, bug fixes, balance changes and a lot more.

Listed below are the summary of changes made.

A New Season of Rewards and Custom Games for All
It’s a whole new season, Quakers. Progress through the Season 2 Battle Pass to earn exclusive vanity rewards like the Flintlock Shotgun, Visor’s Plasma Emission System, and the coveted Tesla Lightning Gun. Plus, we’ve added a few new items in the store, like the community-created Chibi Icons Pack.

Rewards aren’t the only thing players can earn for free this season: we’re giving ALL players access to create their own Custom Games! Now everyone can play around with match rules, practice against bots, or just run around the maps.

Champions Pack Discontinued
As part of our shift towards the Battle Pass, we have discontinued selling the Champions Pack. Current Champions Pack and Scalebearer Edition owners will keep their Champions and vanity items unlocked through those packs. Players can still acquire Champions through Shards or with Platinum, but the Champions Pack is no longer available for purchase.

Esports Happenings
We’ve witnessed some of the most exhilarating moments in esports across our Quake Champions tournaments, and we’re just getting started. Our world-class competitors will once again get the chance to prove their skill in the new yearlong 2019-2020 season, which kicks off with a Duel tournament at QuakeCon 2019 and leads up to a World Championship at QuakeCon 2020—the 25th year of QuakeCon!

There’s much more news to come about how we’re restructuring our esports season this year, and we’re excited to share it with you soon.

Performance Optimizations and Quality of Life Updates

The March Update includes numerous server networking and client rendering improvements that should make performance feel more consistent overall. In this update we’ve also combed through each of the maps to fix several issues impacting performance, and we’ve squashed an exhaustive list of bugs.

From settings customization to soundtrack selection, we’ve added a bunch of new QoL features to Quake Champions. Highlights include a “Learn” tutorials section for new players; improved Bot AI and ability support; crosshair scaling; a skippable intro cinematic; and more!

For the full and gargantuan patch notes, click here.

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New Black Ops 4 Zombies Map “Ancient Evil” Launches Next Week for Black Ops Pass Owners, Trailer Crawls Out

Are you a Call of Duty zombies fan? If so, you’re no doubt looking forward to the new Black Ops 4 Zombies map! Called “Ancient Evil,” the map will be available to Black Ops Pass owners next week!

The next thrilling Zombies adventure in Call of Duty: Black Ops 4 is arriving next Tuesday for Black Ops Pass owners. “Ancient Evil” beckons the intrepid foursome from the Chaos Storyline – Bruno, Diego, Scarlett and Shaw – in a brand-new adventure into an underground Greek city to face off against new varieties of the undead. Featuring signature Call of Duty Zombies combat, Ancient Evil will test players’ skills as they fight new Zombies and enemies against the backdrop of a gargantuan cavern colossal enough to hold a sprawling city.
In addition to the trailer, there’s also a poster available as well.
In other Black Ops 4 news, go check out the changes made to the game in the most recent patch released.
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Battlefield 5 Firestorm Weapons and Upgrades List (Primary)

With DICE blowing the doors wide open for Battlefield 5’s battle royale mode called “Firestorm” in today’s gameplay reveal, we now have a good understanding on how the mode will play out. While the base multiplayer game has a multitude of weapons available, Firestorm players will be getting different variations of each based on the kind of loot they get.

Thanks to Reddit user LuchsG, we now have a comprehensive Battlefield 5 Firestorm weapons list! Not only that, but we even get to see how the Rare and Epic version of each weapon is upgraded! Note that these are just the primary wea

Primary Weapon Rare Epic
MP40 Quick ADS – Recoil – Reflex Quick ADS – Recoil – Improved ADS – Lens
Suomi KP/-31 Hipfire – Deploy – Reflex Hipfire – Deploy – ROF – Recoil – Reflex
STEN Hipfire – Reload – Reflex Hipfire – Reload – Recoil – Reflex
M1928A1 Recoil – Quick ADS – Reflex Recoil – Quick ADS – Mag – Lens
Gewehr 43 Quick ADS – Improved ADS – Aperture Quick ADS – Improved ADS – Faster Bullets – Recoil – Mid-Range
M1A1 Carbine Quick ADS – Deploy – Reflex Quick ADS – Deploy – Mag – Hipfire – Reflex
StG 44 Recoil – Quick ADS – Reflex Recoil – Quick ADS – Mid-Range
Gustloff Prototype Recoil – Reload – Reflex Recoil – Reload – Improved ADS – Reflex
ZH-29 Bipod – Quick ADS – Close-Range Bipod – Quick ADS – Faster Bullets – Improved ADS – Mid-Range
Kar98k Deploy – Improved ADS – Close-Range Deploy – Improved ADS – Bipod – ROF – Mid-Range
Lee-Enfield No. 4 Mk I Reload – Deploy Reload – Deploy – Bayonet – ROF
Bren Gun Recoil – Reload – AA Recoil – Reload – Faster Bullets – Improved Bipod – Mid-Range
FG-42 Quick ADS – Improved ADS – AA Quick ADS – Improved ADS – Recoil – Strafing – Mid-Range
MG 42 Flash Hider – Faster Bullets – AA Flash Hider – Faster Bullets – Cooling – ROF – AA
12g Automatic Mag – Reload Mag – Reload – Penetration – Damage
M97 Quick ADS – Slug Quick ADS – Slug – ROF – Headshot Damage – Lattey
  • Bold = Double Upgrade (Hipfire II, Recoil II, Quick ADS II)
  • ROF = Rate Of Fire buff
  • Mag = Extended Magazine
  • Strafing = Faster ADS when moving

In other Battlefield 5 news, go check out the patch notes for today’s big title update. Don’t forget, Firestorm will be available on March 25, and will be free for everyone who owns Battlefield 5.

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Mortal Kombat 11 Beta Info Breakdown Outlined in New Trailer

In just a few days, the Mortal Kombat 11 closed beta will kick off on March 27, and will bring with it, a host of characters, modes and more to give players a taste of the violence that awaits this April.

To better inform people what they’re getting, Warner Bros. Interactive Entertainment has released a new trailer just for the Mortal Kombat 11 beta, and it gives a breakdown on what we should expect from it. Check out the trailer and t he Mortal Kombat 11 beta info below.

Mortal Kombat 11 closed beta start date: Wednesday, March 27 at 8 a.m. PDT

Mortal Kombat 11 closed beta start date: Sunday, March 31 at 11:59 p.m. PDT

Players participating in the closed beta will experience a preview of the all-new Custom Character Variation System, which will offer nearly infinite customization options to personalize fighters with a variety Skins, Gear, Special Abilities, Intro and Victory Cinemas, Taunts and Brutalities. Gameplay modes offered in the close beta will include online multiplayer matches, along with Towers of Time, a single-player mode where players can test their skills through various challenges, providing more ways than ever to continue the Mortal Kombat 11 experience

Note that an active PlayStation Plus and Xbox Live Gold subscription are required in order to participate in the beta. However, non-active members can experience the Custom Character Variation Sysytem, and the Towers of Time content.

Don’t forget to check out the latest trailer for Mortal Kombat 11, which showcased Kotal Kahn and Jacqui Briggs.

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Watch the Battlefield 5 Battle Royale Gameplay Reveal, PC Competitive Specs Listed

Today, EA has finally given us our first official look at Battlefield 5 battle royale gameplay! Called “Firestorm,” Battlefield 5’s battle royale will include vehicles, destruction, and more! Enough chatter, watch the action-packed three-minute video below!

Firestorm is battle royale re-imagined for Battlefield in a 64-player fight for survival across air, land and sea. Launching on Monday, March 25, Firestorm carries Battlefield’s signature best-in-class gunplay, stunning visuals, devastating combat, vehicles and destructible environments.

In the same press release, EA has listed a recommended “competitive” specs for PC. According to EA, “These specs will provide competitive PC gamers an idea of what it will take to get the best performance levels from their rigs in Battlefield V’s Firestorm.”

BATTLEFIELD V COMPETITIVE SYSTEM REQUIREMENTS

  • OS: 64-bit Windows 10 or later

  • Processor (AMD): AMD Ryzen 7 2700 or equivalent

  • Processor (Intel): Intel Core i7 8700 or equivalent

  • Memory: 16GB RAM

  • Graphics card (NVIDIA): NVIDIA GeForce® RTX 2070

  • Online Connection Requirements: 512 KBPS or faster Internet connection

  • Available Disk Space: 50GB

In other Battlefield V news, don’t forget to pore over the patch that was released earlier today.

Battlefield V Firestorm will be available on March 25, and will be free to all who own Battlefield V.

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Battlefield 5 Update Today Brings It to Version 1.13, File Size and Patch Notes Listed

As expected, DICE has rolled out a Battlefield 5 update today, and it adds Firestorm content (though it’s not playable yet), and a lot of bug fixes and gameplay tweaks.

Clocking in at 6.8GB on PS4, the update is out now on all platforms! Check out the Battlefield 5 update 1.13 patch notes below.

Vehicles

With the series returning to World War 2 for Battlefield V, the prospect of recreating the iconic dogfights of that theater was an exciting prospect.

During development of Battlefield V, we had a vision for flying that would be easy to pick up, but provide enough of a skill ceiling for those really skilled to push the boundaries of what was possible in Battlefield.

We set out to accomplish this by reducing the amount of secondary forces being applied to our planes while maneuvering. We limited the effects of stalling and losing lift by accident and generally weighed the flight model more towards engine power and drag, rather than gravity.

The outcome was a flight model that made planes simpler to fly and we were finding more and more players were able to achieve success from within the cockpit. However, we were seeing some downsides.

We’re finding that dogfights between two equally skilled pilots have become fairly undynamic and to combat this, we’ve got some changes on the way to our flight model that should allow veteran pilots to push the envelope of flying within Battlefield V even further.

We will be increasing the parameters you will need to consider before and during a dogfight, allowing for a wider range of maneuvers so that pilots can use their skills to outsmart their opponents and come out on top.

Here’s a quick breakdown of some of the changes we’ll be including in the next update.

Wings and Ailerons

  • Flap Scaling has been tweaked to give less maneuverability at speeds under 200 kmh.
  • Drag Coefficient is now less extreme at 90-degree angles to remove “floatiness” at low speed.
  • Going slow will now more heavily impact your ability to maneuver your plane.

Elevator and Rudder

  • Drag Coefficients for elevators and rudders have been separated out and tweaked to get a more physical stalling behavior as in nose down faster when stalling.
  • Elevator lift curves are tweaked for giving optimal turns above 180 kmh. This gives you a more realistic stalling behavior and allow good pilots to use this behavior in making more advanced maneuvers.

Airplane Body and Gravity

  • Drag over velocity tweaked per plane to max out at cruising speeds. This means that planes will retain energy for longer and not slow down as fast.
  • Gravity will affect planes more when climbing. Combined with drag changes, this makes it more viable to trade altitude for speed.
  • You will find that decreasing only throttle will no longer affect your speed as quickly. If you really want to slow down, make sure to use gravity to your advantage. With reduced drag in general, you will also find that diving allows you to gain speed faster than before.

Combined, these changes should increase the number of factors you should consider as a pilot. Not only second-to-second, but also longer term. Are you going fast or slow? What speed is your opponent going? What is your relative height to the enemy? Can you outclimb that Mosquito on your tail?

We hope that these updates will make it more fun for you to fly planes in Battlefield V, and we are looking forward to hearing your feedback!

Jim Fagerlund and Jesper Hylling, on behalf of the Vehicle Team.

Vehicle Fixes

  • The player is no longer clipping with the machine gun on the M3 halftrack when viewed from a third person perspective.
  • The throwing grenade animation will now properly play when throwing grenades while in the passenger seat of vehicles that support it.
  • Players can now fire the rocket launchers while in the passenger seat of a vehicle that supports it.
  • Players should no longer get crushed when exiting the Universal Carrier at steep angles on hills / uneven terrain.
  • Fixed some visual issues that would occur when using the Field Drab paint job for the Valentine Archer tank.
  • The Valentine Archer tank now properly shows that it’s using APDS rounds instead of MG rounds in the user interface.
  • It is now possible to repair the Valentine Archer tank’s engine once it gets damaged.
  • Fixed a bug which could trigger the enter vehicle animation when a player pressed the exit vehicle interaction button too many times.
  • Player are now ejected out of towables should they end up in deep water.
  • Airplanes will no longer collide with medical pouches and crates, which could cause accidents.
  • Fixed a bug which would cause players to trigger tank sights while in a Universal Carrier.
  • Players can no longer damage the PAK-40 with small melee weapons such as knives.
  • Fixed an issue where players could be immune to damage during a small window of the animation when moving between in-vehicle and the top gunner seat.
  • Players will now die if they exit a plane at the moment it gets destroyed, previously in some cases you would survive exiting while the plane just had started to explode.
  • Fixed an exploit related to the resupply stations for vehicles.
  • The “Camera Roll” option now works with the Blenheim planes.
  • Fixed an exploit that enables players to use tanks during the “waiting for players” phase.
  • New damage curves have been implemented for all large and medium bombs. These curves now give more predictable damage levels depending on proximity to a target. This change affects both armor and infantry targets. Additionally, some direct hit damage present on some bombs has been moved to the explosion damage in order to achieve better damage consistency.
  • The 75mm and 6 pounder cannons on airplanes have had their explosive damage reduced to approximately equal the effectiveness of the BK37 Stuka cannons in damage per second. With a substantial number of additional bombs available to these planes the high damage output of the cannons was simply over-performing.
  • The trail effects for rockets have been substantially improved to help in tracking the rockets both for the shooter and for victims.
  • The maximum explosive radius of the GR21 rockets has been slightly reduced to better balance them against RP-3 Rockets. The GR21 only needs to fire two rockets to get maximum damage, and the lethal killing range of these weapons was more effective than balanced.
  • The small bombs equipped on the BF-109 G2 can now be dropped together to allow both bombs to land closer to their target. This should enhance their effectiveness against infantry and make them a good choice against the GR21 rockets for that tree.
  • The 4000 lb. Blockbuster bomb has had a significant reduction in blast damage, but retains in impressive blast range. Additionally, the large bomb has significant drag, making it slower to reach the ground when dropped. This bomb is an area weapon designed to devastate a large amount of structures, vehicles, and infantry. For balance

purposes it’s important it reliably damages a large number of targets over a large area without outright killing all of the targets.

  • The 250 lb. bombs dropped by the Spitfire VA can now also be dropped together for a similarly greater effect on target. These bombs have also received a slight boost to their blast damage against infantry, as previously, a single bomb was unable to kill a full health soldier in a reliable manner. This is a change for consistency, and should not greatly increase the potency of the weapons.
  • Reduced the splash damage of the Bordkannone 37.
  • Fixed vehicles so that they take the correct consistent damage to the top and bottom of the tank.
  • Reduced the damage of the Valentine AA’s Canister shot so it takes a few shots to kill. With 40 rounds and a good rate of fire it should not reliably one-hit kill infantry at mid- range.
  • Increased the armor of turrets on medium and heavy tanks. These are now harder to destroy.
  • Adjusted the STUG and Panzer default HE shell trajectory to be slower initially but retain speed over distance better. This returns the howitzer feeling of this shell without making ranged hits significantly more difficult than other tanks.

Weapons, Gadgets, and Specializations

  • Adjusted the PIAT for the new tank values. It now has the proper blast damage for infantry kills, but has over all a slightly reduced damage.
  • The AP Mine’s blast damage has been reduced below a one-hit kill again, with a new damage curve model giving a reliable flat damage amount out to the edge of the blast’s effective range.
  • Adjusted the damage done to parts by explosives like mines and dynamite so they do not instantly destroy parts upgraded via the spec tree.
  • Added a new AT Mine and dynamite damage curve. Mines and dynamite do very good damage if stuck to or triggered by a vehicle, but rapidly drop off if detonated only near

the vehicle. This also makes the lethality against infantry good only at very close ranges and then reduces to a large wounding radius.

  • Fixed an issue where weapons would not gain full accuracy quickly enough when zooming in and not using iron sights.
  • FG42: Reduced base horizontal recoil to 0.5 (was previously 0.525). The FG42 was a bit too uncontrollable for its small magazine.
  • Sturmgewehr 1-5: Reduced reload threshold to 0.78 (was previously 0.82) to better match the reload animation. This means you can switch to a different weapon a bit earlier without aborting the reload.
  • Semi-automatic rifles: Tweaked recoil decrease and recoil per shot. The weapon type now has more and longer felt recoil. Numbers are not directly comparable to older versions of the game.
  • Polished Action: This Specialization now provides a stronger effect on the first shots to make it a better choice.
  • Fixed a bug which would cause Sticky Grenades to self replenish sometime after using an ammo crate.
  • Fixed a visual bug that would appear when picking up the Bren gun with an allied Medic that has The Phantom equipped on their torso slot.
  • Throwing ammo and health pouches have been improved in those cases where they would sometimes be standing close to other objects.
  • Melee attacks now properly does damage when both players are in deep water.
  • Improved the V-1 Rocket explosion when directly hitting water and when hitting really close to players.
  • Fixed a bug where players sometimes would still see a certain gadget in their hand, while the functionality was for another gadget.
  • Fixed a visual issue with the ZK-383 where a bullet was visible through the body of the weapon when using ADS with the iron sights.
  • Made additional minor improvements to bipod placement on certain objects.
  • Fixed a bug which caused weapons to not reload properly, after players had climbed on top of a vehicle while reloading.
  • The Reinforcement binoculars will no longer float if the player has them equipped and does a slide.
  • The Kar98k will no longer show the wrong number of bullets inserted during a reload animation after the player has placed the spawn beacon and the last bullet has been fired.

Soldier • Fixed a bug where the walking animations would stop updating if players walked over

certain obstacles while crouch-walking.

  • Improved ground detection to prevent transitioning to falling state when crawling under a low object.
  • Fixed a bug where a movement animation would be played when standing still.

Maps and Modes

  • Improved vaulting through certain windows on Narvik.
  • In Combined Arms, the end-of-mission slow motion effect will now only trigger during the last three seconds of the mission timer.

UI/HUD/Options/Assignments

  • The Combined Arms mission details screen will now properly show which map it takes place on.
  • The Tides of War screen on the end-of-round screen will now always show the descriptions for each node.
  • The player can now choose whether to hold or press button for request/skip revive when down via a new control option.
  • Screenshot resolution is now affected by the resolution scale setting. For example, if you take a screenshot at 1920×1080 with resolution scale set to 200%, the resolution of the screenshot will be 3840×2160.

Stability • Multiple crash fixes and stability improvements.

PC-Specific Improvements

  • Made performance improvements in Combined Arms.
  • Improved NVIDIA DLSS image clarity at 4K and 1440p.

Xbox One-Specific Improvements

  • The specialization and customize buttons have been added to the Replace Weapon screen.
  • Made previously implemented vault activation improvements to work on 30hz servers.

PlayStation® 4-Specific Improvements

  • The specialization and customize buttons have been added to the “Replace Weapon” screen.
  • Made past vaulting activation improvements to also work on 30hz servers.

Get ready for Firestorm, soldiers! It’ll be available to all BFV owners come March 25!

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Alex Co

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

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Anthem Upcoming Patch Scheduled for Next Week, Here Are Some of the Changes

As part of BioWare’s weekly Anthem livestream, the studio talked a fair bit about what’s to come to the sci-fi loot shooter. BioWare revealed that an Anthem upcoming patch is set for next week, and it’ll bring 13 text pages of notes!

Thanks to Reddit user jwp12, we have a quick summary of what to expect in the next Anthem patch! Note that this isn’t everything, but just what was discussed during the livestream.

Elysian Caches

  • Elysian caches are available at the end of Strongholds when the boss has been killed
  • They can contain vanity items and crafting embers
  • You get a key for the cache by completing a select daily challenge
  • Everyone in the squad receives the rewards, so if all 4 players have keys, you will get 4 rewards
  • The number of keys is listed in Fort Tarsis next to how much coin you have

Forge improvements

  • There is now no loading screen to get into the Forge
  • It can be accessed anywhere from Fort Tarsis
  • All equipped components are now listed under the weapons and gear
  • These improvements are an incremental step to Forge improvements
  • A stat screen is still being investigated. No news to share yet.

Loot

  • Stronghold bosses still guarantee one Masterwork on GM difficulty, but now the remaining loot can be rolled for Masterworks/Legendaries
  • Strongholds and freeplay chests will see improved drop rates for rarer gear

Legendary missions

  • Legendary missions will be added to the game. These are more difficult, replayable critical path missions.
  • There will be 6 missions on release, with one playable each day.
  • There will be an apex creature at the end of each mission – these can be either an Ursix, Titan, Luminary or Fury
  • You do not need to start conversations with NPCs to initiate these missions – they will always be on the map

FOV Options

FOV sliders have been added to the PC version of the game. The options include:

  • Ground FOV
  • Zoomed FOV
  • Pilot FOV
  • Flight FOV
  • Swim FOV

Miscellaneous changes, improvements and fixes

  • NVIDIA DLSS support has been added. SLI support is still being looked into.
  • There is the usual performance optimisations included. This is described as being an ongoing project that is never finished.
  • Salvaging in the vault should be near instant now.
  • Lots of fog walls have been removed, especially in Strongholds.
  • More improvements have been made to bugged quickplay missions. If a missions has surpassed a 15 minute timer, you can no longer be matchmade into it.
  • You can also no longer be matchmade into a Stronghold after two minutes have elapsed (quickplay is not included in this).
  • The bug where you respawn timer would reset if your revive was cancelled has been fixed.
  • The bug where you could no longer interact with the environment or revive teammates has been fixed.
  • Javelin thrusters have been improved by 20% across the board. Overheat time has similarly been reduced by 20%.
  • You know hold the melee button to melee with Interceptor, instead of repeatedly mashing it. This change has not been made for the ultimate ability, however.
  • More universal components have been added. One example is Acid Slugs, which improves Shotgun damage and applies the acid effect if 7 pellets hit the enemy.
  • There have been various fixes and buffs to Masterwork components.
  • The inconsistent armour bug should have been addressed, but please feed back if you are still experiencing issues.
  • The bug where Strongholds/missions/contracts go missing from your map has been fixed.
  • Masterwork ember drop rates have been increased.
  • Improvements have been made to address the “Pilot data error” issue.
  • Consumables can now be sorted by name/rarity.
  • When diving into deep water, the transition is now smoother.

Still being looked into/investigated

  • Javelins receiving Legenday/Masterwork components that fit in the wrong Javelin
  • Power scaling issues
  • New enemies and new story additions
  • Better in-game communication systems
  • A stats screen
  • Achievements not popping
  • Support gear Masterworks
  • SLI support
  • Increased inventory space

Don’t forget to read up on BioWare’s message to Anthem fans, and what they have planned soon.

More Anthem Reading:

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Alex Co

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Mortal Kombat 11 Kotal Kahn Reveal Trailer Released, Includes In-Depth Look at Jacqui Briggs

Warner Bros. Interactive Entertainment has released a new Mortal Kombat 11 trailer today, and it’s none other than for Kotal Kahn! Fighting him in the trailer is none other than Jacqui Briggs, which is showcased as well in the three-minute gameplay clip.

Kotal Kahn is an Osh-Tekk warrior and Emperor of Outworld. Years ago, Kotal saved the Empire from chaos and claimed the throne of Kahn. Now his reign is plagued by rising tensions at home and abroad. Determined to keep order, Kotal wrestles with the temptation to exercise the same brutal tactics as his predecessors. Kotal summons the power of the sun to strengthen his abilities against his opponents. Additionally, a more in-depth look at the fighting style of Kotal Kahn’s opponent, Jacqui Briggs, is showcased in the trailer with her implementing experience as a competitive fighter trained in kickboxing and martial arts.

In other Mortal Kombat 11 news, go check out the game’s story trailer which features a time-bending narrative. Speaking of which, the Mortal Kombat 11 story mode is said to last eight hours long, which is not a bad length.

Mortal Kombat 11 will kick its way out this April 23 on the PS4, Xbox One, PC, and Nintendo Switch.

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Alex Co

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

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Battlefield V Patch Notes for Upcoming Update Released, Here’s the List of Changes

Just as we mentioned yesterday, DICE is scheduling to roll out a big Battlefield V update tomorrow, which will fix a lot of lingering issues, and of course, tweak the game balance.

Thankfully, DICE is letting us get a look at the Battlefield 5 March patch notes even before we get the actual patch! It’s a hefty read, so let’s get to it!

Vehicles

With the series returning to World War 2 for Battlefield V, the prospect of recreating the iconic dogfights of that theater was an exciting prospect.

During development of Battlefield V, we had a vision for flying that would be easy to pick up, but provide enough of a skill ceiling for those really skilled to push the boundaries of what was possible in Battlefield.

We set out to accomplish this by reducing the amount of secondary forces being applied to our planes while maneuvering. We limited the effects of stalling and losing lift by accident and generally weighed the flight model more towards engine power and drag, rather than gravity.

The outcome was a flight model that made planes simpler to fly and we were finding more and more players were able to achieve success from within the cockpit. However, we were seeing some downsides.

We’re finding that dogfights between two equally skilled pilots have become fairly undynamic and to combat this, we’ve got some changes on the way to our flight model that should allow veteran pilots to push the envelope of flying within Battlefield V even further.

We will be increasing the parameters you will need to consider before and during a dogfight, allowing for a wider range of maneuvers so that pilots can use their skills to outsmart their opponents and come out on top.

Here’s a quick breakdown of some of the changes we’ll be including in the next update.

Wings and Ailerons

  • Flap Scaling has been tweaked to give less maneuverability at speeds under 200 kmh.
  • Drag Coefficient is now less extreme at 90-degree angles to remove “floatiness” at low speed.
  • Going slow will now more heavily impact your ability to maneuver your plane.

Elevator and Rudder

  • Drag Coefficients for elevators and rudders have been separated out and tweaked to get a more physical stalling behavior as in nose down faster when stalling.
  • Elevator lift curves are tweaked for giving optimal turns above 180 kmh. This gives you a more realistic stalling behavior and allow good pilots to use this behavior in making more advanced maneuvers.

Airplane Body and Gravity

  • Drag over velocity tweaked per plane to max out at cruising speeds. This means that planes will retain energy for longer and not slow down as fast.
  • Gravity will affect planes more when climbing. Combined with drag changes, this makes it more viable to trade altitude for speed.
  • You will find that decreasing only throttle will no longer affect your speed as quickly. If you really want to slow down, make sure to use gravity to your advantage. With reduced drag in general, you will also find that diving allows you to gain speed faster than before.

Combined, these changes should increase the number of factors you should consider as a pilot. Not only second-to-second, but also longer term. Are you going fast or slow? What speed is your opponent going? What is your relative height to the enemy? Can you outclimb that Mosquito on your tail?

We hope that these updates will make it more fun for you to fly planes in Battlefield V, and we are looking forward to hearing your feedback!

Jim Fagerlund and Jesper Hylling, on behalf of the Vehicle Team.

Vehicle Fixes

  • The player is no longer clipping with the machine gun on the M3 halftrack when viewed from a third person perspective.
  • The throwing grenade animation will now properly play when throwing grenades while in the passenger seat of vehicles that support it.
  • Players can now fire the rocket launchers while in the passenger seat of a vehicle that supports it.
  • Players should no longer get crushed when exiting the Universal Carrier at steep angles on hills / uneven terrain.
  • Fixed some visual issues that would occur when using the Field Drab paint job for the Valentine Archer tank.
  • The Valentine Archer tank now properly shows that it’s using APDS rounds instead of MG rounds in the user interface.
  • It is now possible to repair the Valentine Archer tank’s engine once it gets damaged.
  • Fixed a bug which could trigger the enter vehicle animation when a player pressed the exit vehicle interaction button too many times.
  • Player are now ejected out of towables should they end up in deep water.
  • Airplanes will no longer collide with medical pouches and crates, which could cause accidents.
  • Fixed a bug which would cause players to trigger tank sights while in a Universal Carrier.
  • Players can no longer damage the PAK-40 with small melee weapons such as knives.
  • Fixed an issue where players could be immune to damage during a small window of the animation when moving between in-vehicle and the top gunner seat.
  • Players will now die if they exit a plane at the moment it gets destroyed, previously in some cases you would survive exiting while the plane just had started to explode.
  • Fixed an exploit related to the resupply stations for vehicles.
  • The “Camera Roll” option now works with the Blenheim planes.
  • Fixed an exploit that enables players to use tanks during the “waiting for players” phase.
  • New damage curves have been implemented for all large and medium bombs. These curves now give more predictable damage levels depending on proximity to a target. This change affects both armor and infantry targets. Additionally, some direct hit damage present on some bombs has been moved to the explosion damage in order to achieve better damage consistency.
  • The 75mm and 6 pounder cannons on airplanes have had their explosive damage reduced to approximately equal the effectiveness of the BK37 Stuka cannons in damage per second. With a substantial number of additional bombs available to these planes the high damage output of the cannons was simply over-performing.
  • The trail effects for rockets have been substantially improved to help in tracking the rockets both for the shooter and for victims.
  • The maximum explosive radius of the GR21 rockets has been slightly reduced to better balance them against RP-3 Rockets. The GR21 only needs to fire two rockets to get maximum damage, and the lethal killing range of these weapons was more effective than balanced.
  • The small bombs equipped on the BF-109 G2 can now be dropped together to allow both bombs to land closer to their target. This should enhance their effectiveness against infantry and make them a good choice against the GR21 rockets for that tree.
  • The 4000 lb. Blockbuster bomb has had a significant reduction in blast damage, but retains in impressive blast range. Additionally, the large bomb has significant drag, making it slower to reach the ground when dropped. This bomb is an area weapon designed to devastate a large amount of structures, vehicles, and infantry. For balance

purposes it’s important it reliably damages a large number of targets over a large area without outright killing all of the targets.

  • The 250 lb. bombs dropped by the Spitfire VA can now also be dropped together for a similarly greater effect on target. These bombs have also received a slight boost to their blast damage against infantry, as previously, a single bomb was unable to kill a full health soldier in a reliable manner. This is a change for consistency, and should not greatly increase the potency of the weapons.
  • Reduced the splash damage of the Bordkannone 37.
  • Fixed vehicles so that they take the correct consistent damage to the top and bottom of the tank.
  • Reduced the damage of the Valentine AA’s Canister shot so it takes a few shots to kill. With 40 rounds and a good rate of fire it should not reliably one-hit kill infantry at mid- range.
  • Increased the armor of turrets on medium and heavy tanks. These are now harder to destroy.
  • Adjusted the STUG and Panzer default HE shell trajectory to be slower initially but retain speed over distance better. This returns the howitzer feeling of this shell without making ranged hits significantly more difficult than other tanks.

Weapons, Gadgets, and Specializations

  • Adjusted the PIAT for the new tank values. It now has the proper blast damage for infantry kills, but has over all a slightly reduced damage.
  • The AP Mine’s blast damage has been reduced below a one-hit kill again, with a new damage curve model giving a reliable flat damage amount out to the edge of the blast’s effective range.
  • Adjusted the damage done to parts by explosives like mines and dynamite so they do not instantly destroy parts upgraded via the spec tree.
  • Added a new AT Mine and dynamite damage curve. Mines and dynamite do very good damage if stuck to or triggered by a vehicle, but rapidly drop off if detonated only near

the vehicle. This also makes the lethality against infantry good only at very close ranges and then reduces to a large wounding radius.

  • Fixed an issue where weapons would not gain full accuracy quickly enough when zooming in and not using iron sights.
  • FG42: Reduced base horizontal recoil to 0.5 (was previously 0.525). The FG42 was a bit too uncontrollable for its small magazine.
  • Sturmgewehr 1-5: Reduced reload threshold to 0.78 (was previously 0.82) to better match the reload animation. This means you can switch to a different weapon a bit earlier without aborting the reload.
  • Semi-automatic rifles: Tweaked recoil decrease and recoil per shot. The weapon type now has more and longer felt recoil. Numbers are not directly comparable to older versions of the game.
  • Polished Action: This Specialization now provides a stronger effect on the first shots to make it a better choice.
  • Fixed a bug which would cause Sticky Grenades to self replenish sometime after using an ammo crate.
  • Fixed a visual bug that would appear when picking up the Bren gun with an allied Medic that has The Phantom equipped on their torso slot.
  • Throwing ammo and health pouches have been improved in those cases where they would sometimes be standing close to other objects.
  • Melee attacks now properly does damage when both players are in deep water.
  • Improved the V-1 Rocket explosion when directly hitting water and when hitting really close to players.
  • Fixed a bug where players sometimes would still see a certain gadget in their hand, while the functionality was for another gadget.
  • Fixed a visual issue with the ZK-383 where a bullet was visible through the body of the weapon when using ADS with the iron sights.
  • Made additional minor improvements to bipod placement on certain objects.
  • Fixed a bug which caused weapons to not reload properly, after players had climbed on top of a vehicle while reloading.
  • The Reinforcement binoculars will no longer float if the player has them equipped and does a slide.
  • The Kar98k will no longer show the wrong number of bullets inserted during a reload animation after the player has placed the spawn beacon and the last bullet has been fired.

Soldier • Fixed a bug where the walking animations would stop updating if players walked over

certain obstacles while crouch-walking.

  • Improved ground detection to prevent transitioning to falling state when crawling under a low object.
  • Fixed a bug where a movement animation would be played when standing still.

Maps and Modes

  • Improved vaulting through certain windows on Narvik.
  • In Combined Arms, the end-of-mission slow motion effect will now only trigger during the last three seconds of the mission timer.

UI/HUD/Options/Assignments

  • The Combined Arms mission details screen will now properly show which map it takes place on.
  • The Tides of War screen on the end-of-round screen will now always show the descriptions for each node.
  • The player can now choose whether to hold or press button for request/skip revive when down via a new control option.
  • Screenshot resolution is now affected by the resolution scale setting. For example, if you take a screenshot at 1920×1080 with resolution scale set to 200%, the resolution of the screenshot will be 3840×2160.

Stability • Multiple crash fixes and stability improvements.

PC-Specific Improvements

  • Made performance improvements in Combined Arms.
  • Improved NVIDIA DLSS image clarity at 4K and 1440p.

Xbox One-Specific Improvements

  • The specialization and customize buttons have been added to the Replace Weapon screen.
  • Made previously implemented vault activation improvements to work on 30hz servers.

PlayStation® 4-Specific Improvements

  • The specialization and customize buttons have been added to the “Replace Weapon” screen.
  • Made past vaulting activation improvements to also work on 30hz servers.

Don’t forget to check out the Battlefield V battle royale map overview right here to see how massive it is.

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

Source: EA Assets (PDF file)

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The Division 2 Faction Key Locations Guide

If you’re knee-deep in The Division 2, chances are you’ve traversed the game’s sewers a few times. If you have, you might have noticed locked boxes/chests that require faction-specific keys. Each sewer tunnel holds a Faction key, but given how big the game’s levels are, it’s easy to get lost when looking for ’em.

With that said, we’re here to help! Thanks to Reddit user Kegger15 (Keagan Looze) who gave us permission to use his work, we now know how many keys are in each tunnel and where to get them! Check out this The Division 2 Faction key locations guide in images below.

Note that faction keys are in an orange glowing containers, so you shouldn’t miss it if you’re in the vicinity.

The Division 2 Faction key locations guide:

Tunnel System North West of Lincoln Memorial 5-6 Keys

Tunnel System North of Lincoln Memorial 3 Keys

Tunnels South of West Potomac Safehouse 7 Keys (Tunnel next to safehouse is safehouse entrance to avoid Confusion)

South West of Washington Monument 2 keys DON’T go in white Locked door in tunnel: You will transcend into another universe.

Tunnels South East of Washington Monument 2 Keys

Tunnels Left of American History 2 Keys

Tunnels North of Air and Space Mission 1 Key

Right of Southwest Safe house 1 Key (Located in large room)

Tunnels Left of Viewpoint Museum Main Mission 2 Keys

Tunnels Left of Downtown East Safehouse 3 Keys

Tunnels South of White House 3 Keys

Tunnels North of Campus Settlement 3 Keys This is not all the tunnel systems but its the only ones where i obtained keys from.

Ivory Tunnel – Across from supply room is a tunnel 5 Keys

For more The Division 2 guides, make sure to bookmark our The Division 2 game hub for the latest news and more!

Related The Division 2 Reading:

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Apex Legends Pathfinder Hitbox Update Comparison Video Shows Us What Changed

Possibly one of the biggest tweaks included in yesterday’s Apex Legends patch 1.05 is the adjustment made to the hitboxes of Gibraltar, Caustic, and Pathfinder. In case you didn’t know, these three are the Legends that are easiest to hit, which is a bit of a problem for those who want to last long in gunfights.

If you’re curious how Pathfinder’s hitbox has changed (given he had the biggest one out of the lot), you can check out the video to see! Check out the super short Apex Legends Pathfinder hitbox comparison video below (via MisterSleeyk):

Not a bad update, right? With the hitbox changes, it makes using these three Legends a lot more viable.

In other Apex Legends news, you might be interested to know that the origins of new Legend Octane is from a real person, and he’s the world record holder for the Gauntlet run in Titanfall 2!

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Battlefield 5 Upcoming Patch Scheduled for This Week Pending Certification, New Firestorm Trailer Out Thursday

Over the weekend, we mentioned that a Battlefield 5 upcoming patch is scheduled for this week, which will be called Trial By Fire Update #1. While it’s still scheduled for Thursday, it’s being reviewed for certification, which means that if it fails, it won’t be released at the scheduled date and time.

Also of note, we’re set to receive the patch notes for this upcoming update tomorrow if things go according to plan. Another big thing dropping this Thursday is a new Firestorm gameplay trailer, which should whet the appetites of those who want to experience battle royale the Battlefield way.

Please note: Items could shift or be moved out.

  • Monday, 3/18/2019
    • This Week in Battlefield V – What you’re reading right now! An overview of this week’s news, blogs, content, and more.
  • Tuesday, 3/19/2019
    • Weekly Community Highlight – Best Only in Battlefield Moment of the Week- Hot new OIB moment coming in with a new weekly winner! Think you’ve got a winner? Send it our way on any of the Battlefield channels. Each weekly featured clip will be awarded a Best Community in the World emblem!
    • Last Chance for Weekly Mission Reward – Give the ToW Mission a final push if you haven’t completed it yet.
  • Wednesday, 3/20/2019
    • (TBD PENDING CERT) Battlefield V Chapter 3: Trial By Fire Update #1 Notes
    • (TBD PENDING CERT) Battlefield V Chapter 3: Trial By Fire Update Deploy Timing
    • DISCUSSION: Classes in Battlefield V – While there may be some overlap with our Classes discussion and our previous Gadgets discussion, let’s focus specifically on Classes and Combat Roles.
  • Thursday, 3/21/2019
    • (TBD PENDING CERT) Battlefield V Chapter 3: Trial By Fire Update #1 Releases
    • Battlefield V: Firestorm Gameplay Trailer Releases  Our gameplay trailer for Battlefield V: Firestorm goes live.
    • DISCUSSION: Battlefield V: Firestorm Trailer  Let’s talk about that gameplay trailer.
    • (TBD PENDING CERT) DISCUSSION: Battlefield V Chapter 3: Trial By Fire Update #1
    • Battlefield V Quality of Life Tracker Update
    • FIRESTORM BLOG: Firestorm Overview
    • FIRESTORM BLOG: Objectives and Reinforcements
    • FIRESTORM BLOG: Weapons, Gadgets, and Armor
    • FIRESTORM BLOG Combat Vehicles, Transport Vehicles, and Towables
  • Friday, 3/22/2019
    • DEV TALK – Dev Talks have returned!
    • BLOG: Chapter 3 FAQ
    • Weekly Debrief – Your one-stop destination for all the blogs, videos, and major news that happened in the week.

New patch, new trailer, blog posts and more! It’s a big week for Battlefield V, and you can bet MP1st will be on hand to cover any relevant news.

Source: Reddit

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Alex Co

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