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Fortnite Infinity War Crossover Event Brings Thanos to Battle Royale

Have you watched Avengers: Infinity War? Are you a fan of Epic Games’ Fortnite? If the answer to both are a resounding yes (which is almost a certainty given the two properties’ success), then you’re in for titanic treat starting tomorrow!

Starting tomorrow, May 8, Fortnite players can expect a Fortnite Infnity War crossover event that will have not only the Infinity Gauntlet obtainable in a match (called the Infinity Gauntlet Limited Time Mashup), but whoever gets it will transform to to Thanos! And nope, it’s not just a skin, according to Entertainment Weekly, which has the scoop o this crazy crossover, those who transform into the Mad Titan will be able to wield “all the power that comes with him.”  Check out the crossover’s official intro cover below.

So how did this crazy crossover even take off? Well, it seems Infinity War co-directors Anthony and Joe Russo are massive Fortnite fans! So big in fact that during the editing process of Infinity War, the duo would take breaks to hop on and play a few matches!

“Over the past few months, while we were editing Infinity War, we’d take breaks to hop on and get in a few games. And then we started thinking, how cool would it be to have some kind of Avengers–Fortnite mashup? So we stalked Donald.” – Joe Russo

Who’s Donald? It’s none other than Donald Mustard, Worldwide Creative Director at Epic Games. And of course, the studio director was hyped to collaborate with Marvel and one of history’s biggest movies.

“Out of the blue, I get this call from Joe. And after a bit of geeking out over each other’s work, we start brainstorming these crazy ideas. “It was really important that whatever we did, it had to be super authentic to both Fortnite and the Avengers: Infinity War, and something that fans of both would be excited about. About an hour later, we had the bones of this awesome idea for a limited time gameplay mode, and almost immediately our team got started” – Donald Mustard

Same as the game, the Infinity Gauntlet Limited Time Mashup mode will be free for all platforms — PS4, Xbox One, PC, Mac and iOS.

Source: Entertainment Weekly

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Alex Co

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

Home > News

Squad V11 Update Is Huge, Here Are the Patch Notes

The Squad V11 update brings a huge number of improvements, as well as a host of new content, to the game. The main focus for this update is “increasing the depth of vehicle gameplay, as well as expanding content for infantry.”

The full list of Squad V11 update patch notes can be found below:

Squad V11 Update Patch Notes

Gameplay

  • British Armed Forces have been added. They are a high-tech Blue Force faction with a unique bullpup-style primary weapon, and heavily reliant on armored transport to move around the battlefield. Expect to see them make an appearance on a few of the classic maps and also the newly released Kamdesh.
  • Dramatically reduced the ticket bleed on the middle flags and increased the ticket win/loss when an actual flag area is captured or lost. Neutral flag include a ticket gain for your team. There will still continue to be a “mercy” ticket bleed on the end flags.
  • Tweaked stamina costs for jumping, vaulting, and climbing.
  • Settle sway time has been reduced by half on all weapons.
  • Recoil animation for semi-auto fire has been slightly reduced for greater target tracking.
  • LMG and MMG camera shake has been slightly reduced.
  • Horizontal recoil patterns on several weapons have been reduced (tightened).
  • Additional weapon recoil and sway values have been tweaked.
  • Time to ADS on all weapons have been adjusted. Generally, iron sights are faster than all other forms of sighting systems.
  • Non-ADS fire animation timing while the weapon is lowered or in a low ready position (such as MGs) has been increased in 3p to provide better visual feedback.
  • Prone to crouch and standing animation speed has been increased by approximately 30%.
  • Freelook recentering speed has been increased to be more fluid.

Systems

  • Unregistered soldier and weapon based components when unused reducing the physics and rendering costs for these components.
  • Reduced the amount of network ticking needed on weapons, soldiers, and vehicles.
  • Reduced a number of unneeded processes when updating animation on the soldiers.
  • Improved accuracy on detecting when to update the soldier movement component.
  • Soldier bodies now despawn from the game world when the owning player respawns, greatly cleaning up the number of expensive dead bodies on the field. (Main bases now require a 30 second spawn time to ensure that the killer has a chance to verify the kill)
  • Rewrote the burning system for performance and simplicity. Vehicle burning now starts burning at a preset threshold instead of relying on temperature calculations. This means that a vehicle will catch fire if the vehicle is really close to destruction; and will shortly burn out and explode.
  • Rewrote how vehicle flipping is calculated.
  • Ragdoll overlap calculations are now cheaper.
  • Updated the map widget for cheaper visibility calculations.
  • Optimized spiky and expensive UI widgets, and reduced the amount of processing needed for a number of UI widgets.
  • Distance Field Shadows – Shadows and Lighting will look much much better now with distance field shadows enabled, as a graphics option in the settings menu.
  • Added Filtered Sharpening to the post-processing graphics pass. This should help with the issues relating to blurry visuals at range.
  • Vehicle Armor Locational Damage
    • All vehicles now have more defined armor values IE: an APC will have more armor on its front, less on its sides, and very vulnerable in the back. This first take will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role.
  • All bullets will now have a chance to visually and audibly ricochet depending on angle fired, and weapons with tracer rounds will visibly show the ricochets trajectory path. Projectiles that do ricochet don’t actually deal damage but instead are a visual indicator that the projectile did not penetrate the surface or armor.
  • Vehicle ground effects (eg. dust being blown around as you drive) have been re-enabled and visually upgraded since its previous implementation.

Roles and Weapons

  • Insurgent Soldier models have been completely redone. A large variety of civilian and paramilitary styles have been added to make the faction look a little more versatile visually.
  • New Role: Crewman. This role is necessary for crewing APCs and IFVs in the driver and gunner seats. This role is equipped lightly for the express purpose of self-defense. A Squad Leader Crewman Kit has been added, also.
  • New Weapon: L85A2 Rifle. This is the mainstay British Army service rifle, a 5.56mm bullpup configuration rifle capable of semi and automatic fire. Depending on the role, the rifle is equipped with either iron sights, 4x SUSAT sight (zeroing out to 600m) or 4x ACOG (built in BDC reticle). Some roles also have a folding foregrip/bipod combination attached as well.
  • New Weapon: L86A2 LSW Rifle. This weapon is a unique cross between a designated marksman rifle and a light machine gun. While it doesn’t have the same level of stopping power as a 7.62mm DMR, its ability to put down accurate automatic fire makes up for its shortcomings. This is run on the squad-level Marksman role.
  • New Weapon: L129A1 Sharpshooter Rifle. A 7.62mm Designated Marksman Rifle, equipped with a 6x ACOG with an excellent field of view. This is available as the team-wide Marksman role for the British.
  • New Weapon: AG36 Grenade Launcher. A 40mm Grenade Launcher attached to the L85A2 rifle, available on the British Grenadier role. Its side-mounted ladder sight goes up to 350m, and its spring loaded barrel allows for faster loading.
  • New Weapon: L110A1 Minimi. The British adaptation of the FN Minimi platform, much like the M249 SAW. It comes with a collapsible skeleton stock and can be equipped with a 4x SUSAT optic.
  • New Weapon: L7A2 GPMG. The British adaptation of the FN MAG platform, very similar to the M240B weapon system used by the Americans.
  • New Weapon: L131a1 Glock Service Pistol. This recently adopted pistol is a high capacity 9mm handgun that is a reliable sidearm for British officers and support roles.
  • New Weapon: AT4. The AT4 is an 84-mm unguided, portable, single-shot recoilless smoothbore weapon. This weapon does a modest (33%) more damage than the M72A7 LAW, and is available on all US and British Heavy Anti-Tank roles, as an interim weapon while we work on much heavier anti-tank options.
  • New Weapon: PKP. The Russian Forces PKP is the modernized cousin of the PKM. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome. Russian Machine Gunners have their PKPs equipped with a 1p78 optic.
  • New Weapon Variant: AK74M 1p63 “Obzor” Collimator Sight. The Russian Forces have a collimator sight option now on their rifleman and supplementary combat roles, allowing for quicker target acquisition in CQB.
  • New Weapon Variant: AK74 1p29 Optic Sight. The Militia and Insurgent Forces have a slightly older sight option replacing the modern 1p78 sight. It is the older style trilux sight with an upside down obelisk reticle, zeroing capability out to 400m and also a built-in stadiametric rangefinder.
  • The US Army Machine Gunner’s M240B is now equipped with an M145 optic.
  • All factions have now been given knife training and knives, for those times when you may need a stealth kill option.
  • IED and AT Mine changes, Insurgents and Militia are now able to place up to 3 IEDs in the world at a time, and 6 AT mines in the world at a time. They can still only carry 1 of each of these items at a time, so they will need to rearm to place more.
  • Light AT roles now only have 1 shot available for their anti-tank weapons. A full 9-man squad will still have access to 2 of these roles.
  • Heavy AT roles have been added to the British, US Army and Russian factions to aid in destroying vehicles. 2 Kits available per team. 1 per squad. 4 squad members needed to access the kit. US and GB have the new AT4 weapon system as a placeholder for HAT for the time being. RU has a placeholder RPG-7 Tandem warhead.
  • Resupply costs have been updated to the following: 25 Ammo Points: Medic, Rifleman, Crewman, Medic, Officer; 50 Ammo Points: Grenadier, AR, MG, Marksman; 100 Ammo Points: LAT, Sapper, US/GB HAT; 150 Ammo Points: Rus/Mil/Ins HAT
  • Tweaked first person weapon origin positions for all weapons.
  • Tweaked weapon fire sounds for the AK74, AKM, M4, G3 series, and ZU-23 AA Gun
  • Improved the look of the M68 Aimpoint’s dot, raising its co-witness to 1/3rd. (Putting the dot above the front sight post.)
  • Widened rear sight apertures on the AK74, AKM and RPK series, making it easier to acquire a target when sighting with these weapons.
  • Tweaked the look of the lowered pose when crouched.
  • Tweaked reticle on the M145 ACOG sight, making the chevron much smaller, and adding a small red dot under the chevron to indicate where a shot would land at 200m

Vehicles

  • All APCs and IFVs now require you to procure a Crewman Role in order to operate the driver and gunner seats. These roles can be sourced from ammo crates, or are spawnable as such.
  • Most vehicles now have the capability to carry spare ammunition to which ground infantry can resupply their ammunition from. These ammunition points can be sourced from Main Base and FOBs, much like ammo points on Logistics vehicles. To that end, these vehicles can now be used to ferry ammunition to and from FOBs if need be.
  • Insurgents will now have access to some technicals with Improvised Armor. These vehicles generally sacrifice speed, driver visibility and handling for much greater resistance to shrapnel and small arms fire, up to 7.62mm NATO.
  • A new British logistics and transport truck. This modern left-hand drive vehicle is similar in carrying capacity to its Russian and American counterparts. It is on a 3-minute respawn timer, and is worth 6 tickets. The passenger transport variant holds 18 soldiers, while the logistics variant holds 4 passengers and 2000 combined supplies.
  • FV510, a new British Infantry Fighting Vehicle. The FV510 is a heavily armored IFV that can carry up to 9 passengers, as well as having a driver/gunner crew. It sports a 30mm autocannon, a slow firing clip-fed cannon that fires high-velocity 30mm rounds in armor-piercing sabot and high explosive. In addition, a 7.62mm coaxial machine gun and smoke launchers. It is on a 10-minute spawn timer and is worth 28 tickets.
  • M2A3 IFV, a new Infantry Fighting Vehicle for the US Army. Bridging the gap between Armored Personnel Carrier and Main Battle Tank, IFVs can transport a small group of infantry while also providing considerable fire support against both infantry and enemy armor. It holds 7 passengers, along with a driver and gunner. The M2A3 is the most heavily armed vehicle in the game, with a 25mm chaingun, firing armor-piercing sabot and high explosive rounds, as well as a turret-mounted TOW launcher with 2 TOW wire-guided missiles ready to fire. In addition, a 7.62mm coaxial machine gun and smoke launchers for creating smokescreens. It is on a 15-minute spawn timer and is worth 37 tickets.
  • Dramatically reduced the effectiveness of radial damage from rockets to medium to heavy armor vehicles.
  • Completely overhauled the look of the CROWS weapon system on the MATV and M1126. To this, we added an ammunition tracker, rangefinder, turret orientation indicator and 3 levels of zoom.

Deployables

  • The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target, and it is extremely effective against stationary or slow-moving targets.
  • Optics have been added onto the emplaced Russian NSV, British and American M2 Brownings and both emplaced and mobile versions of the SPG-9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. We recommend having some trigger time on the range with these to understand how the reticles are used.
  • Emplacements are now damageable by calibers greater than and including 12.7mm/.50cal. The intent is that they will cease to function after sustaining a light to moderate amount of damage, requiring repairs to it in order to bring it back to a working state.
  • Razor wire has been made more damaging by slowing down the player much more when caught in it, as well as making it completely impassable. Razor wire that is shorter and lower to the ground can still be jumped over though with a big enough run-up.

Mapping

  • New Map: Kamdesh Highlands: A new Afghan themed map has been added to the game. This map is set in the far east part of Afghanistan, sparsely populated and mountainous, the area has a number of roads crisscrossed, connecting small hamlets.
  • Kohat Toi Expansion: Kohat has been expanded to increase gameplay variability and increase Gameplay layer options. In addition to opening up the playable zones, a lot of surrounding dressing has been added to the map edges to make you really impart the sense of a large world around you. Finally, the lighting has been completely redone from scratch to give a greater sense of distance when looking off into the edges of the map.
  • Gorodok visual improvements: foliage should be thicker, draw farther and look better, all while being more optimized. Rock demons have been largely eliminated.
  • Fixed a number of terrain and static glitching bugs relating to the Train Depot area on Narva

We also have added a lot of new layers to existing maps with radically different flag layouts, the addition of the British and expanding the implementation of the Invasion-style game mode

  • Al Basrah Invasion_v1 (Overhauled)
  • Al Basrah Invasion_v2 S (New)
  • Belaya: Relevant layers with Train Tunnel flags are now able to be capped from outdoor areas.
  • Belaya AAS_v2 (New)
  • Belaya AAS_v3 (New)
  • Fools Road AAS_v1: Ammo Hill is a requirement in the lattice.
  • Fools Road AAS_v4 (Overhauled)
  • Gorodok AAS_v1 (Overhauled)
  • Gorodok AAS_v2 (Overhauled)
  • Gorodok AAS_v3 GB vs RU (New)
  • Gorodok AAS_v4 US vs RU (New)
  • Gorodok Invasion_v2 (New)
  • Kohat AAS_v1 (Overhauled)
  • Kohat AAS_v2 (Overhauled)
  • Kohat Invasion_v1 (Overhauled)
  • Yehorivka_AAS_v3 (New)

User Interface

  • Name Tag UI updated. Name Tags have been updated both on the 3D HUD and on the map, giving you more intel on friendly locations while also being more contextual. You can see what roles they have now via the name tags.
  • The Squad Leader’s position is always visible on the 3D HUD.
  • Players who are incapacitated now appear in grey on the 3D HUD.
  • When seeing a vehicle, only the driver is now shown, clearing a lot of the clutter.
  • Added squad numbers to the vehicle icons on the map, showing which squads currently have a claim on that vehicle.
  • Improved Speedometer. Added a new and improved Speedometer for all drivers. It now shows the amount of torque, what gear you are in, your land speed, your maximum possible top speed and also how much your vehicle is tilted in either direction.
  • Added a search bar to the server browser.
  • Added a ‘Screenshot Mode’ which hides the main in-game UI. This is accessible through the main menu in the bottom right.
  • Added a back-button to the main menu, which backs you out to the main screen.
  • Added separate mouse sensitivity sliders for soldiers and vehicles. (Further iteration will be done on this system.)
  • Fixed map icon clipping when the icon is close to the map border.

Audio

  • Added inside/outside sound mixes for vehicles. For example, being inside an armored vehicle, you will no longer hear outside ambient sounds and the loud sounds are being muffled. Also, impact sounds to vehicles sounds different when sitting inside with a much more pronounced type of sound.
  • Added new and adjusted volumes of weapon firing distant sounds.
  • Added bolt and trigger sounds for handheld and HMG weapons.
  • Added vehicle FX sounds for tyres and tank threads on various surfaces including rolling and sliding.
  • Beefed up attenuation for engine sounds on various vehicles. You will be able to hear the engines further away.
  • Added ADS sounds for handheld weapons.

Bug Fixes

  • Fixed a clipping bug on the spawn menu where it was cutting off the bottom of the role list.
  • Adjusted the PKM’s first-person view so the handle doesn’t block your view.
  • Optimised a large amount of bullet hit and vehicle-based effects.
  • Third person jogging animations have been cleaned up and tweaked.
  • Fixed sound cutting out on the M4 when firing in Three Round Burst.
  • Fixed being able to change stances while deployed in bipod.
  • Fixed sprinting while low stamina looking awkward in third-person.
  • Optimised the blur effect on ADS.
  • Fixed feet sliding while moving in crouch in third-person.
  • Remove menu when pressing Tilde ~ for console or when pressing Shift-P for admin camera. This will stop you getting stuck in the main menu and unintentionally being able to move.
  • Fixed third person sprinting animations for some weapons causing their left wrist to break.
  • Fixed an unintentional value for settle sway on the M4 platform.
  • Several bug fixes related gameplay layers

Miscellaneous

  • Localisation for the following languages has been updated and added: Arabic, Brazilian Portuguese, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Simplified & Traditional Chinese, Spanish, Swedish, Thai, Turkish and Ukrainian.
  • Added a server option for whether or not APCs and IFVs require a crewman.

What do you make of the Squad V11 update? Let us know in the comments.

Source: Squad

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James Fleming

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Destiny 2 New Mode Will Have a “New Style of Play”

An upcoming Destiny 2 new mode will boast a “new style of play,” according to Activision president Coddy Johnson. Speaking during a post-earnings conference call with investors, Johnson detailed a new mode that is planned to launch this fall.

Johnson said this about the upcoming mode:

[It’s] an incredibly engaging new mode–one that introduces a whole new style of play for first-person shooter gaming generally and certainly for the shared-world shooter space that Destiny created. It’s a really exciting development. It’s one of the things we think will really speak to the community when it comes out in the fall.

What do you think this new Destiny 2 mode could be? With heavy-hitting shooters launching this fall, Bungie will need to pull out all the stops to keep players engaged. Let us know in the comments below.

In other news, Bungie has provided a preview of the update 1.2.0 patch notes, ahead of the Warmind expansion’s May 8 release. Read them here.

Source: GameSpot

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Destiny 2 1.2.0 Update Patch Notes Preview: Increased Vault Space, Multi-Emote & More

The Destiny 2 Warmind expansion is set to launch on May 8, accompanied by the Destiny 2 1.2.0 update. In its “This Week at Bungie” blog post, the developer offered a preview of the 1.2.0 update patch notes.

Destiny 2 1.2.0 Update Patch Notes Preview

  • As a short-term solution, Vault space has been increased from 200 to 300 items.
  • Multi-emote is here! You now can configure all four emote options with player-selected emotes.
    • The entire emote collection is now always available to you for convenient swapping.
    • Items in the emote collection have been removed from the Vault, as it’s no longer needed.
  • Guided Games will now feature a Leviathan Guide emblem that tracks the number of raid encounters and raids a player has completed as a Guide.
    • This emblem rewards a unique aura for 14 days after a player completes a raid as a Guide.
    • Once a week while the aura is active, guiding a raid to completion grants one Bright Engram.
  • A new inventory category has been created that will contain pursuit tracking items, such as those for Exotic quests.
    • Items in the Pursuits category are specific to each character and not shared across the account.
  • In-game audio settings (sliders between 1 and 10) were added or revised:
    • SFX Volume
    • Dialogue/Cinematics Volume
    • Music Volume
    • Chat Volume
  • Weekly lockouts for raid and raid lair rewards are now class-based.
    • Players running multiple characters of the same class will receive rewards only the first time they run the raid or raid lair in a given week.
  • Fixed an issue with collections where event emblems would not show up unless players owned Curse of Osiris.
  • Fixed an issue where players would encounter a black screen upon loading into the Tower.
  • Fixed an issue where Cayde was offering only one treasure map for Mercury.

The complete set of patch notes will be published on May 8, just before the new Warmind expansion goes live.

Source: Bungie

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Home > Hardware

Nvidia GPP Canceled Due to “Rumors, Conjecture and Mistruths”

The Nvidia GPP (GeForce Partner Program) has been canceled. The program, which aimed to aid partners with support and exclusive features, came under fire due to some reported anti-consumer demands. Nvidia has labeled this as “rumors, conjecture and mistruths.”

Nvidia’s John Teeple announced the Nvidia GPP cancellation in a blog post:

A lot has been said recently about our GeForce Partner Program. The rumors, conjecture and mistruths go far beyond its intent. Rather than battling misinformation, we have decided to cancel the program.

GPP had a simple goal – ensuring that gamers know what they are buying and can make a clear choice.

NVIDIA creates cutting-edge technologies for gamers. We have dedicated our lives to it. We do our work at a crazy intense level – investing billions to invent the future and ensure that amazing NVIDIA tech keeps coming. We do this work because we know gamers love it and appreciate it. Gamers want the best GPU tech. GPP was about making sure gamers who want NVIDIA tech get NVIDIA tech.

With GPP, we asked our partners to brand their products in a way that would be crystal clear. The choice of GPU greatly defines a gaming platform. So, the GPU brand should be clearly transparent – no substitute GPUs hidden behind a pile of techno-jargon.

Most partners agreed. They own their brands and GPP didn’t change that. They decide how they want to convey their product promise to gamers. Still, today we are pulling the plug on GPP to avoid any distraction from the super exciting work we’re doing to bring amazing advances to PC gaming.

This is a great time to be a GeForce partner and be part of the fastest growing gaming platform in the world. The GeForce gaming platform is rich with the most advanced technology. And with GeForce Experience, it is “the way it’s meant to be played.”

Source: Nvidia

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Fortnite Week 2 Challenges Details Have Leaked Early

The Fortnite Week 2 challenges have been leaked early, giving players plenty of time to prepare. Like previous weeks, the challenges ask for familiar objectives to be completed. There is one exception, however, which asks players to “consume Hop Rocks.”

Here are the full list of leaked Fortnite Week 2 challenges:

Fortnite Season 4 Week 2 Challenges

  • Search Chests in Greasy Grove (7)
  • Consume Hop Rocks (7)
  • Deal damage with Suppressed Weapons to opponents (500)
  • Dance in front of different film cameras (7)
  • Search between a Scarecrow, Pink Hotrod, and a Big Screen (1) (HARD)
  • Explosive Weapon Eliminations (3) (HARD)
  • Eliminate opponents in Tomato Town (3) (HARD)

What do you make of the Fortnite Week 2 challenges? Easy enough? Let us know in the comments section down below.

In other Fortnite news, dataminers have found new Season 4 skins and emotes in the latest patch files, players can now get a refund for unwanted skins, and Epic Games is considering adding a Gun Game mode.

Source: Fortnite Tracker via FortniteINTEL

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Star Wars Battlefront 2 Han Solo Season Announced, Multiple Community Transmissions Planned Next Week

In what should surprise no one, EA has announced that Star Wars Battlefront 2 will get a Han Solo season to no mark the upcoming Solo: A Star Wars Story movie.

This was announced over on Twitter where an image was shared which confirms the Star Wars Battlefront 2 Season 2 will be called the Star Wars Battlefront 2 Han Solo Season.

Over on Reddit, DICE Global Manager for Community Engagement “F8RGE” shared that Star Wars Battlefront 2 Season 2 news will be coming next week, and DICE is already preparing multiple community transmissions (official blog post announcements on upcoming changes, events, etc.) for June! There’s one coming for EA’s E3 showing called EA Play, and one for “new content,” and there might even be a third one too.

Challenges, Double Exp and Ewok Hunt is May 4th. Season Two news comes next week, Season Two releases shortly after. Already preparing two community transmissions for June, one for EA Play and one for new content. I might do a third as well, all going well.

The first community transmission was where DICE announced the Night on Endor content, which you can read about here.

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Alex Co

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Call of Duty: WWII Double XP on HQ Now Live, Tier 3 Community Challenge Completed

In today’s Call of Duty: WWII Community Update post by Sledgehammer Games, the studio has announced a “triple double” HQ event for WWII! This means that triple double XP for the HQ 24/7 playlist is active! Prepare for COD WW2 double XP for general XP, weapon XP and Division XP, and this will apply to the playlist until the Blitzkrieg event ends on Tuesday, May 8, 10 a.m. PDT!

Speaking of the Blitzkrieg event, the community challenge’s tier 3 has been met, and the community is well on their way to finishing tier 4!

There’s also going to be a game update set for Tuesday, may 8, though don’t expect much as Sledgehammer has said that it’s ” only for image uploads on the UI front, upcoming Orders and Contracts, HQ map optimizations, Leaderboard filtering and Theater performance improvements, and promotional updates.”

There’s also a weapon tuning update that was released yesterday, with the changes listed below.

Hot Fix Update May 3 – Weapon Tuning and Level 1000 FPS Issue
byu/SHG_Hammer inWWII

Once the patch this Tuesday is live, we’ll be sure to let our readers know. But remember: don’t expect any big changes to the multiplayer experience.

Source: Sledgehammer Games

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Alex Co

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Activision Battle Royale Comments: The Company Has Been “Inspired”

During yesterday’s investor call, Activision made several comments on the battle royale phenomenon, saying that it was “inspiring.” Though the comments were intentionally vague, so as not to give anything away about upcoming projects like Black Ops 4, it was made very clear that Activision is definitely interested in battle royale.

“New battle royale modes that have recently entered the space have compelling survivor mechanics and large, in-game player pools. They have also brought tens of millions of completely new players into gaming both on traditional platforms like console and PC, but also on newer platforms for the genre like mobile. We are very, very encouraged by this,” Activision COO Coddy Johnson stated.

Activsion CEO Bobby Kotick chipped in with: “When we see people innovate in an interesting and impactful way, we are very quick to figure out how to capture inspiration from innovation. When we see things that appeal to our audiences, we are very good at being inspired by those.”

Clearly battle royale is on the minds of the folks over at Activision. It’s looking more and more likely that we’ll see battle royale adopted by the upcoming Call of Duty.

Source: GamesIndustry.biz

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PUBG Desert Knights Mode Cancelled Due to “Server Instability”

The PUBG Desert Knights event mode has been cancelled. Explaining the issue on Twitter, PUBG Corp. said that the new event mode was the “cause of recent server instability.” This is a shame because the Desert Knights mode was looking to be epic, equipping players with the rarest and most powerful loot in the game.

Here’s the official tweet confirmed the Desert Knight cancellation:

On the bright side, at least PUBG should be stable for the weekend…

In other PUBG news, the new Savage map was recently tested on the Closed Experimental Server, an argument as to whether PUBG is pay to win has been brought up again, and it’s been found that 30% of all PC gamers are playing battle royale titles.

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Paladins Release Date Announced, Hero Shooter Leaves Beta Next Week

Paladins release date has been announced. The free-to-play hero shooter will officially launch on May 8. Those who played in the beta will receive 200 Crystals as a reward. (You’ll need to log into the game from May 8-31 to claim this.)

Hi-Rez Studios posted the following about the state of the game and what players can expect in the future:

Even now, with Paladins a million times more polished than it was at the start of Early Access, we do not consider Paladins a truly “finished” product. We know there’s still work to be done. We are going to keep polishing, keep refining, keep fixing bugs, and keep putting out awesome new content on a regular patch cycle.

But what this does mean is that we are planning no more major system changes. We’ve found a formula that works for everyone: Free cards and sweet cosmetics. If you’ve been afraid to get reallyinvested into Paladins because we might change things again, don’t worry: This launch is our commitment to this vision for Paladins future.

If you enjoyed Siege of Ascension Peak, consider that the first small test of what’s to come. We’ve got a whole year of events planned out, even bigger and better than Siege of Ascension Peak. From awesome new Champions to fully custom in-game events, fun new game modes, lore cinematics, and incredible themed skins and cosmetics, we will be taking it to the next level in 2018.

Again, thank you all so much for being a part of our community. We’ll see you in the Realm and on our May 8 launch day!

Will you be playing Paladins when it launches next week? Let us know.

Source: Paladins

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Stardew Valley Multiplayer Gameplay Gets Showcased in 1-Hour Video

Get a look at some Stardew Valley multiplayer gameplay, courtesy of publisher Chucklefish. There’s over an hour of content to enjoy, which should get fans of the game excited to finally be able to play this masterpiece with other people!

Click “Play” below to start the stream:

Watch Chucklefish plays Stardew Valley Multiplayer! from ChucklefishLive on www.twitch.tv

To try the Stardew Valley multiplayer beta for yourself, simply follow these instructions: (Steam only, for now)

Stardew Valley version 1.3, which includes multiplayer, is now available for public beta!

How do I opt into the beta?

To enable the beta , right click the game in your library and select properties. On the window that pops up there will be a ‘betas’ tab. In the text box, type the password for the branch: jumpingjunimos. Then click the ‘Check Code’ button.

If you’ve done that correctly, you will now be able to select the ‘beta’ option from the drop down box.

Once you’ve done that, Steam will start downloading the update.

What precautions should I take?

The v1.3 update is still a beta at this point, which means there will be bugs! At the very least, it’s recommended that you:

Backup your save files before playing the update.

Your save files are located in
%APPDATA%\StardewValley\Saves on Windows,
or
~/.config/StardewValley/Saves on Mac and Linux.

Remove any mods you’ve installed that haven’t been updated for v1.3.

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New Fortnite Hotfix Is Live, Fixes Elimination XP Reward

Epic Games has confirmed that a new Fortnite hotfix is now live. This hotfix aims to fix the missing XP from kills, a problem that some players have been experiencing. The hotfix doesn’t require any downtime, though you may need to restart the game for the fix to take effect.

User MrPopoTFS (confirmed Epic Games developer) posted the following, explaining what the new Fortnite hotfix does:

We’ve seen reports of players not receiving full XP for eliminations. We’ve identified the issue and have just released a fix. This won’t require any downtime or downloads for players.

Thanks for all the reports to bring this to our attention!

Update 9:00pm ET – When this message was posted the fix was still on it’s way to Live clients. Eliminations should now be granting the proper experience.

In other Fortnite news, dataminers have found new Season 4 skins and emotes in the latest patch files, players can now get a refund for unwanted skins, and Epic Games is considering adding a Gun Game mode.

Source: Reddit

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Call of Duty: Black Ops 4 Perks Teased by Treyarch

While there’s a lot of rumors floating around when it comes to Call of Duty: Black Ops 4, the same can’t be said for the confirmed info released so far. With the game’s official reveal set to come in just a few weeks, it seems Treyarch is ready to start teasing!

Over on Twitter, the official Treyarch account tweeted our first look at the Call of Duty: Black Ops 4 perks!

Guessing what these perks are based on past Treyarch games, it looks like Dexterity, Sleight of Hand, Scavenger and Lightweight. Dexterity lets you move up ladders and obstacles faster, Sleight of Hand lets you reload faster, Scavengers lets you pick up ammo from dead foes, and Lightweight lets you run faster. Interestingly enough, we can also see the Wild Cards at the upper right, which suggests that the game mechanic from past Treyarch-developed Call of Duty games are coming back. If so, then the studio’s tease of the Pick 10 system making a return seems like a no-brainer.

Another thing to takeaway from this is it looks like the game will be boots on the ground based on the perk images. Climbing up a ladder (instead of jumping up), reloading the traditional way, and actual boots seem to be dead giveaways that we’re going back to boots on the grounds gameplay.

What’s odd here is how Treyarch has been teasing the multiplayer aspect of Call of Duty: Black Ops 4. In past franchise reveals, we traditionally got a reveal for the single-player first, with the multiplayer reveal reserved for a bigger showing at E3. Could the rumors of the game not having a traditional single-player campaign be legit, then? We’ll know the answer to that and more come May 17 when Treyarch officially reveals Black Ops 4.

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Alex Co

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Fortnite Datamine Reveals New Season 4 Skins and Emotes

Fortnite datamine of the recent 4.0 patch has revealed a number of new Season 4 skins and emotes. These will likely appear in the store as the selection refreshes, so be sure to keep an eye out with each new reset.

Scroll down to the see the new skins and then the emotes.

Liteshow (Uncommon) and Nitelite (Uncommon)

 

Chromium (Rare) and Diecast (Rare)

 

Abstrakt (Epic) and Trailblazer (Epic)

 

Royale Bomber (Epic) and Glow Stick (Rare)

Tenderizer (Rare) and Renegade Roller (Epic)

Persuader (Rare) and Glow Rider (Uncommon)

Steadfast (Uncommon) and Solid Strider (Uncommon)

 

Tag Bag (Epic) and True North (Epic)

 

Emotes (coloured rarities)

    

In other Fortnite news, the game’s April Fool’s Day event was subtle yet fun, players can now get a refund for unwanted skins, and Epic Games is considering adding a Gun Game mode.

Source: Storm Shield One via FortniteINTEL

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PUBG Update 12 PC Patch Notes and Downtime Schedule Confirmed

The huge PUBG Update 12 PC patch will soon be deployed, bringing a host of weapon balance changes to the game, as well as some new weapon attachments and other content for players to enjoy.

Here’s when the scheduled maintenance begins, which should last for four hours:

Live server maintenance begins:
May 2, 7pm PDT / May 3, 4am CEST / May 3, 11am KST

And here are the full list of changes and improvements being implemented by the PUBG Update 12 PC patch:

PUBG Update 12 PC Patch Notes

Weapon & Item Balance

  • ARs – rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
  • SMGs – adjusted them to be more effective in short range combat
  • Shotguns – increased overall damage and effective range
  • Pistols
  • Increased the damage of the P92, P1911, P18C, R1895, and R45
  • Shotguns
  • Increased limb shots modifier (shooting limbs now does more damage)
  • Slightly decreased the damage of the S686 and S1897
  • Reduced pellet spread by 25%
  • Shotgun chokes can now be attached to the sawed-off
  • SMGs
  • Increased limb shots modifier
  • Slightly increased the damage of the Micro UZI, UMP9, and Vector
  • Decreased vertical recoil on all SMGs
  • Decreased recoil and scope sway when moving in ADS (aiming down sights)
  • Increased ADS transition speed
  • ARs
  • Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416
  • Increased reload time by 30% for the SCAR-L, M16A4, and M416
  • Increased reload time by 10% for the AKM
  • Increased vertical and horizontal recoil for all ARs except the AKM
  • Decreased recoil recovery rate for all ARs
  • Restricted big scopes (8x and up) for use with all ARs
  • Added new recoil animations for all ARs
  • DMRs
  • Increased head, body, and limb shot modifier
  • Decreased the damage of the SKS
  • Slightly increased the damage of the VSS and Mini14
  • Increased vertical and horizontal recoil for all DMRs
  • Decreased the recoil recovery rate for all DMRs
  • Added new recoil animations for all DMRs
  • Other guns
  • Slightly increased the damage of the DP28 and M249
  • Restricted big scopes (8x and up) for use with LMGs (DP28, M249)
  • Reduced crossbow reloading time from 4 seconds to 3.5 seconds
    Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath.
  • Weapon sway when moving is now also reduced by the cheek pad attachment
  • Cheek pads now help you recover from weapon sway more quickly after moving

Throwables

  • Frag grenades
  • Increased explosion damage and added new hit effects and animations
  • Previously, grenade damage was greatly dependant on fall damage (from the grenade’s knockback effect) rather than explosion. We’ve removed the grenade’s knockback effect for player characters, and have adjusted it so that only explosion damage is applied when you’re struck by a grenade.
  • Weight changes (all throwables)
  • Frag grenade: Increased from 12 to 18
  • Molotov cocktail: Decreased from 18 to 16
  • Smoke grenade: Decreased from 16 to 14
  • Stun grenade: Decreased from 14 to 12

Character Movement

  • We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
  • We’ve removed the first shot delay when your character is not sprinting
  • Chambering a new round in certain weapons (M24, Kar98k, S1897, etc.) no longer limits you to walking speed while aiming down sights
  • The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received

Other Item Balance

  • Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
  • Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
  • We’ve reduced the spawn rate for AR extended quickdraw magazines
  • DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
  • Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
  • Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds

Gameplay

Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.

New Weapon

Added the SLR

  • The SLR will be spawned alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
  • The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.

New Vehicle

The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets.

Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.

New Attachments

  • Duckbill – A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread
  • Attachable to S1897, S12K
  • Light Grip – It reduces recoil recovery time but increases vertical and horizontal recoil
  • Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Thumb Grip – It reduces vertical recoil but increases horizontal recoil. It also increases the recoil recovery time
  • Attachable to – ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
  • Half Grip – It reduces vertical and horizontal recoil and also reduces recoil recovery time
  • Attachable to – ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
  • Scope 3x – This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
  • Scope 6x – This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.

You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (Page Up/Page Down by default).

Boat and Swimming Adjustments

  • Boats now sink when destroyed
  • We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
  • We’ve decreased the maximum submersible time from 35 to 15 seconds
  • Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
  • We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)

Map Selection and Main Menu UI

Map selection is now available. We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.
  • Pick just one map (Erangel or Miramar) on its own to guarantee you’ll play there
  • If you select multiple maps, the game will randomly drop you into one of the selected maps
  • As we discussed in the map selection announcement dev blog, we may revisit the design of this feature as additional maps are added. We’ll keep you updated if changes are made.

We’ve also renamed the “Rewards” menu item to “Store.” It contains the “CRATES,” “KEYS,” and “MY ITEMS” pages.

  • CRATES Page – Identical to the existing “Weekly Crates” page. Here, you can exchange BP for crates.
  • KEYS Page – Use this page to purchase keys (used to open locked crates)
  • MY ITEMS Page – See and use all crates and keys in your possession. Use the “PREVIEW” button to see all possible drops in each crate

Settings

  • We’ve added an option to adjust vertical mouse sensitivity
  • We’ve added an option to change the hotkey for reporting a player during killer spectating (R key)

World

We’ve made more improvements to Miramar:

  • We’ve increased the size of the oasis and added more buildings nearby
  • We’ve added extra farming points by placing small building sets near various cities and towns
  • We’ve reduced the number of buildings in some city areas to cut down on excessive building density
  • We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns
  • We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
  • The interiors of certain buildings have been simplified

Bug fixes

  • We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles
  • We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down
  • When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets
  • The timer for the final bluezone should now display correctly
  • We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game
  • We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel
  • Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed
  • We’ve fixed some abnormal orange lighting effects in buildings on Erangel
  • We’ve resolved some strange collision problems that were affecting character models and bullet cartridges
  • Walking on wooden structures will no longer create bizarre or out-of-place footstep noises
  • Prone characters should no longer improperly clip into the ground.
  • We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
  • Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
  • Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes

In other PUBG news, the new Savage map was recently tested on the Closed Experimental Server, an argument as to whether PUBG is pay to win has been brought up again, and it’s been found that 30% of all PC gamers are playing battle royale titles.

Source: Steam

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Red Dead Redemption 2 Trailer #3 Shoots Out, Brings the Drama and Action

Rockstar Games has just released a new Red Dead Redemption 2 trailer today! This one, aptly called Red Dead Redemption 2 trailer #3 (since it’s the third one), shows some parts of the story, some drama, and lots of action.

Give it a watch now and revel in how much fun you’ll have later this year. Read up on the description to know official details regarding the story and more!

America, 1899. The end of the wild west era has begun as lawmen hunt down the last remaining outlaw gangs. Those who will not surrender or succumb are killed. After a robbery goes badly wrong in the western town of Blackwater, Arthur Morgan and the Van der Linde gang are forced to flee. With federal agents and the best bounty hunters in the nation massing on their heels, the gang must rob, steal and fight their way across the rugged heartland of America in order to survive. As deepening internal divisions threaten to tear the gang apart, Arthur must make a choice between his own ideals and loyalty to the gang who raised him.

Set to ship this October 26, 2018 for the PS4, Xbox One, Red Dead Redemption 2 is also rumored to have a battle royale and first-person mode.

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Sea of Thieves 1.0.6 Update Adds First Wave of Cosmetics, Performance Improvements and More

The Sea of Thieves 1.0.6 update is now available for PC and Xbox One players to download, install, and experience. It’s a 2.4 GB for console and 2.06 GB for PC. A big focus of the Sea of Thieves 1.0.6 update is to add more customization options, so that players can stand out a little more.

Here’s the full list of Sea of Thieves 1.0.6 update patch notes:

Sea of Thieves 1.0.6 Update Patch Notes

Customisation Variety

  • Regional Stock – Shopkeepers in different regions now only stock certain item sets, due to some mistimed deliveries.
  • Strike a Pose – We’ve expanded our clothing range to include the Executive Admiral, Grand Admiral, Rotten Bilge Rat, Castaway Bilge Rat, Corsair Sea Dog, Ruffian Sea Dog and Imperial Sovereign sets.
  • Ship Shape – Multiple sets of ship cosmetics have been added to the shipwright stock. Now you can purchase and equip Grand Admiral, Castaway Bilge Rat, Ruffian Sea Dog and Imperial Sovereign ship customisation sets.
  • Ohh, Shiny! – Visit the weapon shops at the many outposts to find their stocks of Grand Admiral, Castaway Bilge Rat, Ruffian Sea Dog and Imperial Sovereign weapons. Fancy a new weapon style? We’re sure one of these will take your fancy!
  • “Launch Crew” Eye of Reach – In celebration of being at sea for a month, we’ve added a special weapon to the store. This limited edition item will only be available for two weeks, so grab yours while you still can at a very reasonable price of 1 Gold!

Updates

  • Tutorial Invulnerability – Players are no longer invulnerable during parts of the Tutorial when first launching the game.
    This should resolve confusion around players seemingly being invulnerable at outposts. We take all reports very seriously, so please log a Support Ticket and we will investigate further.
  • Skeletons Accuracy – When shooting cannons from islands at long distances, Skeleton accuracy has been reduced. We read your feedback that it was a little extreme… #SkellyOP!
  • Merchant Voyages – It is no longer possible to force Merchant voyages to request delivery to a specific outpost. Now you’ll have to earn your cheddar.
  • Sneaky Climbing – The bell on the small ship has been moved to the other side of the ladder, to avoid accidental ringing. We’re redecorating! With the Ammo Crate and Bell moved, what are we moving next?

Fixed Issues

  • [PC Only] Rebinding to the F key will no longer soft lock the radial.
    This has been a top reported issue to Support, and we believe this is now resolved. If you are still encountering issues with this rebind locking the screen, please log a Support Ticket and we will investigate further.
  • Stow and Disengage can now be rebound to the same button on a controller
  • Incorrect company icons will no longer be displayed for a split second if trying to get reputation from two different Trading Companies.
  • Joining a dead player whose ship is parked at an active Skeleton Fort will no longer prevent the joining player’s radials from being opened.
  • Recent Players list will no longer be delayed in updating players from other crews.
  • Hunter of Cursed Crews and Hunter of Fort Skulls Commendations now track.
  • Voyage inventory message is now translated when there are no voyages in the inventory.
  • Loot items can no longer be dropped behind the Captain’s table on the small ship when trying to place them on the table.
  • Ships’ ropes now cast shadows on the deck.
  • Musical instruments can now be used immediately after interacting with parts of the ship.
  • [PC Only] Half Vsync option was removed. The Frame Lock option should now be used instead.
  • Resolved an issue which could cause players to fail to migrate and remain on low population servers.

Performance Improvements

  • Repetitive actions from players will no longer impact the network stability for other players.
  • Frame rate lock option is no longer disabled when vsync is enabled.
  • Significant reductions in time taken to return from the Ferry of the Damned.
  • Images in all Chests now load gracefully when browsing.
  • Multiple server crash fixes.
    Further improvements and optimisations for all platforms are ongoing.

Known Issues

  • Some players cannot see their downloadable content in game.
    Once you redeem your code, here is a Support Article that shows you where to find your items in game. If you still cannot find your items in game, please raise a support ticket to log this issue.
  • Players may experience details of their pirate (such as hair colour / scars) looking different from their initial selection.
    We are working on a way for our Customer Support team to reset your pirate to your original selection. If you have experienced this bug, please ensure you have logged a Support Ticket for this issue.
  • Players are experiencing delayed achievements and commendations from in-game actions.
    We are working on a way for our Customer Support team to re-award these achievements and commendations back to players.

In other Sea of Thieves news, Rare has pulled back on its earlier plans of putting a death tax for players who die in-game. Check out why they pulled that back, and what’s coming soon for the pirate game here.

Source: Sea of Thieves

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Rainbow Six Siege Update 1.46 Now Out, Here’s What’s New

Ubisoft has rolled out Rainbow Six Siege update 1.46 (or otherwise known as 1.2), and it’s now out! The patch has already been deployed on PC since May 1, but the PlayStation 4 and Xbox One are just getting it now.

Below are the list of changes and balance tweaks from Rainbow Six Siege update 1.46.

BALANCING CHANGES

Below you will find the bulleted list of balancing changes in 1.2. For a detailed explanation of why we have made these changes, please reference the Designer’s Notes, found here.

LION

  • Outline will only appear for the duration of player movement.
  • Scan charges reduced from 3 to 2.
  • Cooldown between scans increased from 10 to 20 seconds.

JÄGER

  • Magpie no longer destroys Hibana’s X-KAIROS pellets.

BLITZ

  • Shield Flash range reduced from 8 meters to 5 meters.
  • Shield Flash charges reduced from 5 to 4.

VIGIL

  • Electronic Rendering Cloak will deplete its charge in 12 seconds, down from 30 seconds.
  • Electronic Rendering Cloak will now recharge in 6 seconds, down from 12 seconds.

HIBANA

  • Claymore replaced with Breaching Charge.

YING

  • Smoke Grenades replaced with Claymore.

BUG FIXES

GAMEPLAY

Fixed – Players are able to exploit hip fire accuracy by performing a series of actions.

Fixed – Weapon turns invisible if a player throws their drone and it is destroyed instantly.

Fixed – Defenders can remain stuck after deploying a gadget if using the Advanced Gadget Deployment setting.

Fixed – Sometimes Deployable Shield’s replication is not the same after doing specific actions.

LEVEL DESIGN

BORDER

Fixed – Attackers can plant the Defuser on top of a shelf in 2F Armory Lockers.

KAFE

Fixed – Character model will become 2D if prone close to the 1F VIP Section stairs.

COASTLINE

Fixed – The Defuser can be disabled by destroying the floor underneath it if is planted in 2F Billiard Room.

HOUSE

Fixed – Players becomes invisible under the stairs in 1F Lobby area.

OPERATORS

LION

Fixed – Lion’s scan sound effect persists into the next round.

FINKA

Fixed – If Finka’s boost ends while a player is in Smoke’s Gas, the damage multiplier is not removed.

Fixed – When the Spear .308 magazine is completely empty, aiming down sights while reloading will shorten the animation slightly.

KAPKAN

Fixed – The EDD will not give 40 damage if it is positioned on the lowest point possible on a door.

VALKYRIE

Fixed – Black Eyes are able to see through borders in 2F Stock Trading room on Bank.

DOC

Fixed – Activating the Stim Pistol while holding a deployable shield switches weapon instantly.

ELA

Fixed – Ela will lose functionality if her gadget will be destroyed while trying to pick it up.

BANDIT

Fixed – Shock wire remains active on a deployable shield after the shield was destroyed

JÄGER

Fixed – Operator is sometimes stuck when trying to pick up deployable gadgets.

USER EXPERIENCE

Fixed – Players with VS Notifications preference OFF still see the notification in-game

Fixed – Players are able to equip a standard and Elite BDU at the same time

Fixed – Slasher Headgear for Buck is missing the red eyes.

There’s also changes to how the LMG (light machinegun) does damage, which you can check out in full here.

In other Rainbow Six Siege news, Ubisoft has mentioned how the studio is working on making player toxicity much more bearable. Also, don’t expect a battle royale mode for the shooter anytime soon.

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Call of Duty: Black Ops 3 Operation Swarm Brings Prop Hunt, New Weapons & More

Your eyes aren’t playing tricks on you; there really is new content out for Call of Duty: Black Ops 3! Remember when we posted that the latest Black Ops 3 update brought in new weapons, and Prop Hunt? Well, it seems we don’t have to wait long for ’em, as the new content can now be had today!

Here’s the official roundup straight from Treyarch:

NEW MODE

The fan-favorite Prop Hunt mode is coming to Call of Duty: Black Ops 3! Props and Hunters can do battle in hide and seek combat throughout different Black Ops 3 locations. Starting today, ten maps will be available for Prop Hunt play in Black Ops 3, including:

  • Aquarium
  • Combine
  • Evac
  • Exodus
  • Fringe
  • Redwood
  • Hunted
  • Infection
  • Breach

As a bonus, Prop Hunt will also come to Nuk3town, but with a different set of rules: in Nuk3town, the Props are all mannequins, although the pose and model for each mannequin will be random. Props have nine Decoys when they spawn, instead of usual three. Additionally, whenever a Decoy is destroyed, the Prop that placed it is refunded a Decoy use.

NEW WEAPONS & WEAPON CAMO

Two tried-and-true weapons will be buzzing into Black Ops 3 with Operation Swarm for the first time:

RPK
The RPK makes the jump from the original Black Ops into Black Ops 3, providing players with a chance to add this lethal LMG to their loadouts. Slap on Extended Mag for an enormous ammo reserve, and stick with the RPK’s iron sights for optimal visibility.

Sten
The Sten submachine gun has been a staple in Call of Duty games set in the World War II era, and previously made it into the world of Black Opsvia the original Call of Duty: Black Ops. Now, that close-quarters efficiency comes to Black Ops 3 for players who like to get up close and personal. Toss in a Reflex sight and an Extended Mag, and you’re a force to be reckoned with.

Adorn the RPK, Sten, or any of your favorite weapons with the HIVE weapon camo. This limited time camo puts the sting in Spring. The new weapon camo is only available in the Black Market until May 9 at 10 AM PT. Deadly never looked so good.

There’s also new Specalist skins, double XP playlists set to be activated and more! This new Black Ops 3 event will lead up to Black Ops 4’s reveal this May 17.

Have you taken part in Operation Swarm? If you find any Easter eggs, let us know what they are below.

Source: Call of Duty

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Alex Co

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