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Rainbow Six Siege Zombies Guide: All Infected Enemy Types & How to Kill Them

Rainbow Six Siege players are about to face an all-new type of enemy. Operation Chimera will introduce five different infected opponents, who each boast their own set of unique abilities.

To combat the Rainbow Six Siege zombies menace, players will need to work together. It will also help to know thy enemy, so read on for the full infected breakdown and how to kill them dead.

Rainbow Six Siege Zombies: All Infected Enemy Types

  • Grunts

Grunts are common hostiles that become highly resistant when the parasite detects an enemy presence. To protect its host, the parasite armors its body and becomes more resistant to bullet wounds. Caution and stealth is recommended.

  • Breachers

Breachers are proximity bombs that crater anything in their path. They make for a very agile opponent, but they launch themselves into the fray and blow holes in indestructible walls. Make sure you are nowhere close to them.

  • Rooters

Rooters are a rarer type of hostile. They send out coral spikes from the ground to injure and immobilize their targets. Rooters are always on the move and will keep you on edge. Beware when dealing them the final blow; they become extremely lethal when on the brink of death.

  • Smashers

Smashers are not discreet. The parasite reinforces its body under a massively thick hide, making it practically impervious to bullet wounds. They will also tear down walls without suffering any injuries.

  • Apex

Apex is at the top of the hostile food chain. It sends waves of hostiles your way rather than attack you head-on. They can hurl blinding projectiles, which can only be countered by Finka and Doc. This opponent is a real test on your team’s communication skills.

 

Rainbow Six Siege Zombies: How to Kill the Infected

In addition to the above tips on each infected type, players will want to be wary of enemies combining their abilities. As this is a 3-player co-op activity, the priority should be great communication, even under extreme pressure.

Catch Grunts by surprise with combined fire, Breachers drop bombs which players will need to watch out for, Rooters should be treated with caution when they’re close to death, Smashers should be given a wide berth, and Apex should never be underestimated.

In other Rainbow Six Siege news, Ubisoft has backtracked on its attempt to raise the base game price, loot boxes are making their way into the game, and Easter eggs gave the first tease of the upcoming zombie content.

Source: Ubisoft

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PUBG Grenade Guide: The Underhand Throw & Cooking Grenades

PUBG grenades are an incredibly useful tool for taking out enemies behind cover or inside buildings. They’re also fantastic for applying pressure on a camping enemy, forcing them to move. When you know how to use them, grenades are always worth picking up.

Unfortunately, PUBG grenades can be a little tricky to use, as there are multiple functions to master. There’s the normal overhand throw, the underhand throw, and then there’s ability to pull the pin and cook the grenade. This PUBG guide will teach you how to do it all, on both PC and Xbox One.

PUBG Grenade Guide: PUBG Underhand Grenade

How to Cook Grenade on Xbox One

When a target is nearby, consider the underhand throw, to quickly roll a grenade through a doorway or around a corner.

On PC, this is accomplished by equipping a grenade, and right-clicking. You’ll notice your character change their stance, ready for a shorter underhand throw.

On Xbox One, you’ll want to equip your grenade and push the LT button. This will switch between the overhand and underhand throws. Ensure you’re in the right position, and then toss the ‘nade.

PUBG Grenade Guide: How to Cook Grenade PUBG Xbox One

I’ll admit that I didn’t know you could cook PUBG grenades until about 100 hours into the game… Well, you can, and it often comes in extremely handy. Cooking grenades gives the enemy less time to react, increasing the likelihood of you getting a kill.

On Xbox, you pull the pin out by aiming your grenade and pressing LB. Five seconds later, the grenade will explode, so don’t cook it for too long!

PUBG Grenade Guide: How to Cook Grenade PUBG PC

Cooking grenades on PC can be equally effective, as they give the enemy less time to get away from the explosion, heightening the chance of you securing the kill. Cooking a grenade on PC is done with the “R” key. Aim your ‘nade, tap “R” and the pin will be pulled. Throw it before the 5-second timer runs out, unless you want to lose your arm (and the rest of your body)!

In other PUBG news, Reshade has been totally blocked despite the anti-cheat patch delay, over 1 million cheaters were banned in January 2018 alone, and a new PUBG Invitational has been announced.

James Fleming

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New Kingdom Hearts III Trailer From D23 Event Confirms Monsters Inc. World, New Gameplay Details

In case you didn’t know, there’s the Disney D23 event that took place in Tokyo, Japan, this weekend. One of the highlights (at least for gamers anyway) is the debut of a new Kingdom Hearts III trailer that reveals a few things.

Chief among the stuff confirmed by Square Enix in the new video is the inclusion of the Monsters Inc. world in KHIII! Check out the trailer below to see new footage of KHIII (it’s in Japanese).

We see Sully, Boo and Mike appear at around the 1:10 mark, and best of all, Sora, Goofy and Donald all transform into Monsters Inc. characters. After that, the trailer whisks us away to different parts of the game, which include a look at Rapunzel and the Tangled world, Ariel from The Little Mermaid makes an appearance too.

Further details regarding KHIII was shared, such as Gummi Ship segments coming back and being split into two phases (exploration and combat phase). According to Square Enix, everyone in the Osaka studio is working on KHIII, with 100 people from the company’s Tokyo studio also helping out.

There’s said to be three worlds per section, though this doesn’t mean that there’s nine worlds in total. Square Enix also confirmed Japanese singer Utada Hikaru will be returning to sing the game’s theme song titled “Don’t Think Twice.”

Will we finally see Kingdom Hearts III later this year? Square Enix hasn’t delayed it (yet), though there’s still no definite release date other than “2018.”

Source: GameSpot

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Alex Co

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Attack on Titan 2 Multiplayer Trailer Showcases the Various Online Modes

A new Attack on Titan 2 multiplayer trailer has been released. It breaks down all of the online multiplayer modes which players will soon be able to access.

Give the Attack on Titan 2 multiplayer trailer a watch below to prepare for the March 20, 2018 launch!

https://youtu.be/tIToja_RkmU

For more on the Attack on Titan 2 game, here’s the official feature list:

Team Battle of up to 4 vs 4 in Annihilation Mode!

The newly introduced Competitive game type, Annihilation Mode, sees two teams of four Scouts compete to earn the highest score within a set time limit. Defeating the devastating Titans is one of the most important ways to earn these points, and working together is key to annihilating these foes as quickly and efficiently as possible.

Chain Bonus

Tackling foes as a unit will earn the team a Chain Bonus, where higher scores will be offered through destroying each Titan body part before eliminating them. Team members can be identified by a blue line connecting them.

Earn 2x points!

As a match draws to a climactic close, the stakes rise as in the last minute any points earnt are doubled. Within this time, it is of upmost priority for players to work closely and earn as many points as possible to come out in the lead!

Communicate through gestures and messages

Interact with other players in the online lobby before battle. Familiar gestures, including the ‘dedicating your hearts’ gesture, and famous lines from the anime and manga are available.

Enjoy Co-op with players worldwide!

Online functionality isn’t only limited to competitive play. Players can take on missions co-operatively in Story Mode and Scout Missions with friends or other players around the world. Gathering a team of close allies during these modes allows players to experience the gripping events of A.O.T. 2’s narrative together, or players can offer help others that are struggling against the Titan threat.

Joint Development

You can develop equipment with friends with less material than when you do work on alone

Customizable Protagonist

Create your very own character and join the fearless Scout Regiment. Battle through the gripping stories of Season 1 and 2 of the anime from a new perspective!

Character Editor

The character creation studio offers a multitude of customization options, including the ability to tweak Body Shape, Hairstyle, Facial Features, Clothing, and Tone of Voice.

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Blizzard Confirms Overwatch Sombra Changes, Hacking to Receive a Buff

Over on the Battle.net forums, Blizzard’s Geoff Goodman detailed some upcoming Overwatch balance changes. These will first be tested on the PTR and then, if deemed suitable for live servers, will roll out in a future patch.

Here’s the full forum post, in which Goodman explains the Sombra changes:

A few changes that are being worked on accidentally found their way into the most recent patch. This is unintentional and we’re working on removing these.

We’re planning on putting up a new PTR soon that has these changes (and more), so consider this a sneak peak.

Here are the complete changes (so far) for Sombra that we are looking to test out soon:

* No longer gains ult from health pack healing

* Weapon Spread decreased by 10%

* Hacking speed increased from 0.8s to 0.65s

* Hacking will disable more abilities. Basically any ability that requires a button press will also be disabled. Here is a list:

Genji – Double Jump/Wall Climb

Pharah – Hover Jets

Hanzo – Wall Climb

Lucio – currently running Crossfade song will be disabled

Mercy – Angelic Descent

The idea here is to take some power out of her ult (and awkwardness of ult gain through health packs), and give her more power and usefulness in the rest of her kit.

Are you a Sombra main? Happy with the changes? Let us know!

In other Overwatch news, YouPorn is saying the game is hurting its traffic, new loot has been added to standard loot boxes, and the new hero is apparently going to be “meta changing.”

Source: Battle.net via PCGamesN

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Call of Duty: WWII Community Update Introduced, New Patch Set to Come Next Week

As another way to interact with the Call of Duty: WWII community, Sledgehammer Games has launched the “Community Update” weekly report. SHG will be talking about the upcoming changes, community highlights and more every week.

There’s a double XP weekend happening right now, which will last until February 12, 10 a.m. PT; this applies to both weapon 2XP and standard double XP on all game modes. Featured game mode Prop Hunt is also back, and will stay as a playable playlist until February 13, 10 a.m. PT.

Not a fan of Prop Hunt? Demolition is also back and will also end on February 13, 10 a.m. PT.

Regarding War mode XP, SHG has mentioned that they are working with studio Raven Software to investigate any inconsistencies in terms of XP awarding rates.

As for Ranked Play, four-person parties will be implemented “soon.”

SHG has also mentioned a Prestige token “last chance” prompt, so people won’t accidentally spend their Prestige token on something they didn’t really want to. This is being actively worked on, and more info will be shared at a later date.

Flak Gun Event. As many of you have already noticed, there’s a fun new thing for you to do in HQ. In case you were wondering about varying amounts of armory credits awarded, the amount varies based on participation and success of shooting down crates. Grab as many players as you can and check it out. The timing, however, is elusive.

Custom Community Playlist. Innovation and creation is what this is all about. Here’s the deal: We’ll come up with a good, long list of map-mode combinations based on existing offerings, and we’re going to let you chime in on your favorites. The narrowed down list of top picks will go into a customized Community Playlist created by you! Keep an eye out for our Reddit post kicking this off very soon.

Finally, Sledgehammer has announced that a new “big” game update is set to drop this coming week! Once it’s out in the wild, we’ll be sure to let people know.

You can read up on the player highlights, Zombie mode news and more right here.

Source: Sledgehammer Games

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Alex Co

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Gran Turismo Sport 1.12 Update Includes Car Tweaks and Bug Fixes

Gran Turismo Sport 1.12 update races out!

There’s a new game update to Polyphony Digital’s latest racing game, Gran Turismo Sport. While there’s not a lot of content in the 3.8GB update, the Gran Turismo Sport 1.12 patch does have a lot of car balancing tweaks.

Here’s the full patch notes:

Main Features Implemented

1. Physics Simulation Model
– Traction control has been adjusted to improve handling.

2. The following cars’ stability has been changed to improve their handling while cornering:

GR.1
・Alpine Vision Gran Turismo 2017
・Audi R18 (Audi Sport Team Joest) ’16
・Audi R18 TDI (Audi Sport Team Joest) ’11
・Audi R18 TDI (Le Mans 2011)
・Mazda LM55 Vision Gran Turismo (Gr.1)
・Peugeot 908 HDi FAP – Team Peugeot Total ’10
・Peugeot L750R Hybrid Vision Gran Turismo 2017
・Porsche 919 Hybrid (Porsche Team) ’16
・Toyota TS030 Hybrid ’12
・Toyota TS050 – Hybrid (Toyota Gazoo Racing) ’16

GR.3
・Audi R8 LMS (Audi Sport Team WRT) ’15
・Citroën GT by Citroën Race Car (Gr.3)
・Ferrari 458 Italia GT3 ’13
・Honda NSX Gr.3
・Lamborghini Huracán GT3 ’15
・McLaren 650S GT3 ’15

GR.4
・Alfa Romeo 4C Gr.4
・Porsche Cayman GT4 Clubsport ’16

Other Improvements and Adjustments

– Fixed an issue wherein the game became unplayable if the cancel button was pressed before a ‘Search’ result was displayed on [Discover];
– Fixed an issue wherein switching to a car with custom livery from [Home ] > [Garage] resulted in the “Loading” screen being continuously displayed;
– Various other issues have been addressed.

In other GT Sport news, check out the patch notes for the big 1.11 update to see the changes introduced, as well as the new content. Also, regarding the franchise, Polyphony has confirmed that it’s already working on the sequel to GT Sport.

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Alex Co

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Fortnite Upcoming Changes: 60fps on All Consoles, Matchmaking Improvements & More

In the latest Fortnite Battle Royale “State of Development” blog post, Epic Games has detailed upcoming changes to the game. These include ongoing optimizations, server support, matchmaking improvements, and more.

The most interesting upcoming feature, for me at least, is the announcement of 60fps coming to consoles later this month. Fortnite 60fps performance won’t be limited to just the PS4 Pro and Xbox One X, either. Both the standard PS4 and Xbox One are set to receive the smoother gameplay boost.

Here are the highlights from the latest dev update:

SERVICE STABILITY ISSUES

We were not able to stay ahead of our continued growth and multiple of our backend services have been struggling under load the last several weeks (e.g. friends functionality and general login service). And we also shipped v2.3.0 with significant bugs.

We don’t consider either acceptable. We have changed our release plans & processes to help improve quality of client builds, and scrambled people to make traction on backend scalability by any means possible.

ONGOING OPTIMIZATIONS

When you play some Battle Royale, we want the time from when you’re in the lobby to when you’re in the action to be as short as possible. We’re continuing to work on load time improvements to help with that. You want a smoother in-game experience, and we agree!

We are testing and bug fixing improvements that will deliver better level streaming with less hitches. We’re getting close to being able to test a significant optimization to our networking code that should get us closer to running the server at a solid 20 Hz even in the beginning of the match.

60 FPS ON CONSOLE

Later this month we plan to add an optional 60 FPS mode for Battle Royale on consoles (PS4, PS4 Pro, Xbox One, Xbox One X). This 60 FPS mode is tuned for each console to maximize frame rate while minimizing loss of visual quality.

WEST COAST (US) / BRAZILIAN SERVERS

We feel your pain with ping (our internal playtests are done across the ocean). We have added West Coast and will add Brazilian Xbox servers to provide better connection options.

AUDIO

Footsteps

Above/below footsteps have been implemented, meaning that different audio assets will play depending on another player’s position relative to you. These assets have been filtered based on real-world data to sound like they’re on the floor above you versus the floor below you.

In addition, we also remove some of the filtered above/below content if there’s direct line of sight between you and the other player. This “opens” the footsteps up a bit and helps in cases where the building gets a little wild.

Listener Position

We’ll be changing the way the listener behaves for 2.5. Volume attenuation will be moved to the player’s location, and panning will still be calculated from the camera. Previously, panning and volume attenuation were based on the camera’s location. This led to a lot of confusion when moving the camera around to locate a chest, as the volume would dip in and out as the camera swung around.

Building

Audio for placing structures has been redesigned to put more emphasis on the “placement” of structures. So if a player is rapidly approaching you and building ramps up to your tower, you’ll hear a steady “chunk, chunk, chunk” as they place the structures, extending to about the range of sprinting footsteps. We’ll be closely monitoring how this affects building, both in offensive and defensive situations.

BATTLE PASS SEASON 3

We thank all of you for your support throughout Season 2. We’re excited and can’t wait to announce details on the Battle Pass for Season 3!
For example, we heard your concerns about the daily challenge system.

In Season 3 we’re adding flexibility by replacing the second daily challenge with a new weekly system. Battle Pass owners will unlock a new bundle of quests each week of the season which can be completed any time before the end of the season.

Read the full development update, which includes a preview of concept skins, here.

In other Fortnite news, Epic Games is slowing down the development of Paragon to focus on Fortnite, here’s the latest community stats showcase, and get a look at the future updates coming to the game.

Source: Epic Games

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Battlefront II 1.2 Update Detailed: Balances Heroes, Adds New Mode & More

The Star Wars Battlefront II 1.2 update has been detailed. In a post over on the game’s official forums, Community Manager Mat Everett offered players a preview of the upcoming changes. These include a limited time “Jetpack Cargo” mode, updates to Arcade, balance changes to characters, and more.

Here’s the full list of Star Wars Battlefront II 1.2 update patch notes:

  • Our limited time Jetpack Cargo mode arrives
  • Arcade Updates (AI updates and more)
  • Heroes & Villains Balancing (Boba Fett, Palpatine, Iden, Rey, Bossk, Kylo Ren, Luke, Chewbacca, Yoda, Lando, Darth Vader & Captain Phasma all see either, nerfs, buffs and tweaks)
  • Classes, Reinforcements & Core Combat (Dodge updates, emotes, weapon tweaks, SCS un-nerf, and more)
  • Milestones (Updates)
  • Level Design Balance Changes
  • Level Design Bug Fixes
  • General Improvements and Bug Fixes ( Duplicate SC credits, Blaster glow, lightsaber glow, color-blind settings tweak, performance and stability changes, and more)
  • and more…

Note how the final bullet point leaves room for more changes. Once the 1.2 update lands, DICE will release a more detailed set of patch notes.

Beneath the patch notes preview, Everett mentioned that the developers are “very much working to address [other known issues], and [DICE hopes] to bring that list to zero items in the near future.”

In other Star Wars news, the game sold a reported 7 million copies in 2017, the Respawn Entertainment Star Wars game will be releasing between April 2019 and March 2020, and Battlefront 2 will be getting a revamped progression system.

Source: Battlefront Forums

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Report: Sony Sending Out Survey for PSN Change Name Feature

PSN name change surveys?!

Quite possibly one of the most requested feature for Sony’s PlayStation Network service has been the ability to change PSN IDs. While Sony Interactive Entertainment President Shawn Layden heavily hinted at it during last year’s PlayStation Experience event, nothing concrete has been announced so far.

Well, it seems Sony is really serious about implementing a PSN change name feature! Apparently, Sony is sending out surveys to random PlayStation users asking for their interest in a PSN name change feature.

psn name change

Of note, the survey purportedly mentions how PSN name changes will work, stating that users will be able to change their usernames multiple times for free, with the caveat that it can only be done once every six months, and that if you want to change your PSN ID to a previous name you used, you’d have to contact customer service.

Bear in mind, there is a chance the survey could be fake, but assuming it isn’t, letting gamers change their names repeatedly without any sort of fee might be good for fans, but is also open for it to be abused.

If you managed to get a survey, let us know!

Source: PushSquare

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Alex Co

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Monster Hunter World Sales Numbers Now at Over 6M Shipped, Fastest Selling Game in Capcom History

Monster Hunter World sales numbers are already gargantuan!

We’ve already covered how successful Monster Hunter World has been for publisher Capcom, but did you know it just made history for the company? Capcom announced that Monster Hunter World sales numbers are now at over six million units shipped! But that’s not all; Capcom has also announced that it’s the fastest game to do so as well.

This new shipped figure is based on physical and digital download sales for all platforms (PS4 and Xbox One). Monster Hunter World will have its PC debut later this year, which should add a million or two to the total amount when it’s all said and done.

Additional Monster Hunter stats from Capcom state that since the franchise’s debut 14 years ago in 2004, the cumulative sales of the franchise has now reached 46 million units as of February 9, 2018!

We’d wish Capcom a hearty congratulations, but I don’t think they can hear it with all the money coming in.

Also of note, Sony has announced that Monster Hunter World has won the “Players’ Choice January 2018” award as well, with the game garnering more than 50 percent of the total votes!

In other Monster Hunter World news, Capcom rolled out a new game update earlier today, which you can should read up on to see what’s new. We also posted a Monster Hunter World DLC info piece for fans who want to know what’s coming soon for the game.

Source: Capcom

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Alex Co

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5 Best PS4 5.50 Update Features

https://www.youtube.com/watch?v=WLadxO0vvRs

This is Mack, for Pixel Enemy, here to talk about the improvements coming with the PS4 5.50 system software update. Following some leaked screenshots, which teased a few cool new features, Sony has now revealed everything.

So, as we wait for the 5.50 update to roll out to PS4 systems worldwide, let’s pass the time by pointing out which features we’re most hyped for. These are the five best PS4 5.50 update features.

1 – Hide Apps & Delete Notifications

Let’s start with a simple one. It’s been over four years now since the PS4 first launched, and over that time I’ve played many, many games, and taken part in many different alpha and beta tests. These are all still stored in the “Purchased” library tab.

This means that when I want to reinstall one of my games, I have to wade through betas, trials, and demos which I’ll likely never play again.

Happily, we’ll soon be able to hide those never-to-be-used again apps.

Notifications can also pile up, making a mess of your menus. Soon we’ll be able to delete those, too.

2 – Import Custom Wallpapers via USB

Once 5.50 drops, there will be more options for customizing the PS4 home screen. Users will be able to import images from a USB stick, before then zooming and cropping to find the perfect background. This has been requested from players time and time again, so I’m glad to finally see it being supported!

3 – Supersampling Mode on PS4 Pro

Most exciting for me, and for anyone else rocking a PS4 Pro, is the Supersampling Mode. This will let 1080p (or less) TVs output an “enhanced visual experience.”

With supersampling mode, games that render to a higher resolution when connected to a 4K TV will downscale to match the HDTV – allowing PS4 Pro owners to leverage the benefits of an image clarity boost even if they don’t own a 4K TV.

Some select titles already do this, but this mode will act as a boost for all games.

4 – Quick Menu Enhancements

After finally taking the time to properly figure out how to use the Quick Menu to navigate options without leaving my game, I now love the feature.

With 5.50 the Quick Menu is getting additional functionality. Specific friends can be quickly accessed, and improved music shortcuts will help you play, pause and adjust the volume.

It’s a minor improvement to what I now consider a major feature.

5 – Play Time Management

I don’t have kids, but if I did, I’d be very happy to hear about the new Play Time Management system. With this, you can check and manage your child’s daily playtime. This can be accessed on a PC or smartphone, and you can add or take away set amounts of time.

Use it as a punishment or as a reward, or make sure your child is only playing during playable hours. Notifications will pop up to let the child know when they are running out of time, so that they can save and quit.

This should be great for parents, and those with a gaming-addicted significant other.

For more video content, be sure to subscribe to the Pixel Enemy YouTube channel. And, of course, stay tuned to MP1st for all of your multiplayer gaming news, features, reviews, previews, and more!

Mack Ashworth

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PUBG Mobile APK Is Now Available in China, Videos Showcase Gameplay

PUBG mobile is now finally out in China! While those of us situated outside of the country can’t play the game ourselves, we can at least enjoy some gameplay clips and extended footage.

Here’s a collection of PUBG mobile gameplay from those who downloaded the PUBG mobile APK:

I suppose it won’t be long before those outside of China attempt to download and play the PUBG mobile game. We’ll be sure to report any workarounds for getting the PUBG mobile APK to work, should anyone succeed! Stay tuned.

In other PUBG news, Reshade has been totally blocked despite the anti-cheat patch delay, over 1 million cheaters were banned in January 2018 alone, and a new PUBG Invitational has been announced.

Source: Twitter via Kotaku

James Fleming

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Destiny 2 Xur Time: Location and Items for February 9-13, 2018

It’s Friday, which means it’s time for a Destiny 2 Xur location and items post!

Do remember that Xur now appears at 5 p.m. GMT / 12 p.m. ET / 9 p.m. PT.

Xur appears to players in the wilds of Destiny 2. His location changes every week, so players should watch out for where he’ll appear next.

This weekend, players can spend 29 Legendary Shards on The Jade Rabbit scout rifle.

Hunters can grab the Raiden Flux chest armor for 23 Legendary Shards.

Titans can pick up the Synthoceps gauntlets for 23 Legendary Shards.

Warlocks can purchase the Karnstein Armlets gauntlets for 23 Legendary Shards.

Players can also buy Fated Engrams, which contain a new not-yet-obtained Exotic, for 97 Legendary Shards. Three of Coins are also available for 31 Legendary Shards.

The Destiny 2 Xur location for this week is on Io, near the Giant’s Scar landing zone.

In other Destiny 2 news, several top Destiny YouTubers have lessened their support of the game, Bungie is hiring a new community manager, and the developer explains the faction rewards throttle and incoming adjustments. It also appears that the Destiny 2 Gods of Mars expansion has leaked (again)!

If you haven’t yet caught up on the weekly reset, here’s the new Milestones, Nightfall Strike, Eververse items, and more.

Will you buying anything off Xur this weekend? Let us know!

James Fleming

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Monster Hunter World DLC Plans – What We Know So Far

Monster Hunter World DLC plans have been confirmed already, and here’s some of ’em!

While Monster Hunter World has been out for less than a month, some players might already be looking into the Monster Hunter World DLC plans Capcom is cooking up for the action game.

Fortunately, we know some of the stuff coming down the pipeline since Capcom themselves have talked about it Firstly, players shouldn’t expect pay-to-win microtransactions to be inserted anytime soon, as the game’s produce thinks it creates “friction.”

So, what should players expect for Monster Hunter World DLC plans? For starters, there’s the upcoming Street Fighter V mashup, which sees a Ryu skin (complete with hadoken!) being made available. Fan-fave monster “Deviljho” has also been confirmed to be making its way post-launch, which might be part of Capcom’s “free monsters” DLC plans it talked about last month.

If Ryu isn’t good enough for you when it comes to character skins, there’s one starring everyone’s blue bomber, Mega Man as well. Finally, Capcom has already proven that they’re ready and able to support the game with multiple game patches as it needs it.

Will the game have paid DLC? Given the success its currently reaping, I’d be surprised if it didn’t. Once we get official word out from Capcom, we’ll be sure to let our Monster Hunter World readers know.

Related Monster Hunter World Reading:

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Alex Co

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Fortnite Player Count Surpasses 3.4M Concurrent, Epic Games Explains Downtime Issues

Despite the lengthy periods of downtime, the Fortnite player count keeps on rising, with a new milestone of over 3.4 million concurrent players active during last Saturday. (Yes, that’s the same weekend during which the game was experiencing problems!)

Fortnite hit a new peak of 3.4 million concurrent players last Sunday… and that didn’t come without issues! This blog post aims to share technical details about the challenges of rapidly scaling a game and its online services far beyond our wildest growth expectations.

Epic Games shared this interesting new stat in a new blog post. In addition to boasting about just how successful the game has become, the developers also provided a “postmortem” of the Saturday and Sunday outages.

The report on what exactly went wrong is incredibly detailed. If you want to read the full thing, you can do so here. For this article, however, I’ll only be providing the highlights and the planned fixes.

The extreme load caused 6 different incidents between Saturday and Sunday, with a mix of partial and total service disruptions to Fortnite.

NEXT STEPS AND UPDATES

Our top focus right now is to ensure service availability. Our next steps are below:

  • Identify and resolve the root cause of our DB performance issues. We’ve flown Mongo experts on-site to analyze our DB and usage, as well as provide real-time support during heavy load on weekends.
  • Optimize, reduce, and eliminate all unnecessary calls to the backend from the client or servers. Some examples are periodically verifying user entitlements when this is already happening implicitly with each game service call. Registering and unregistering individual players on a game play session when these calls can be done more efficiently in bulk, Deferring XMPP connections to avoid thrashing during login/logout scenarios. Social features recovering quickly from ELB or other connectivity issues. When 3.4 million clients are connected at the same time these inefficiencies add up quickly.
  • Optimize how we store the matchmaking session data in our DB. Even without a root cause for the current write queue issue we can improve performance by changing how we store this ephemeral data. We’re prototyping in-memory database solutions that may be more suited to this use case, and looking at how we can restructure our current data in order to make it properly shardable.
  • Improve our internal operation excellence focus in our production and development process. This includes building new tools to compare API call patterns between builds, setting up focused weekly reviews of performance, expanding our monitoring and alerting systems, and continually improving our post-mortem processes.
  • Improve our alerting and monitoring of known cloud provider limits, and subnet IP utilization.
  • Reducing blast radius during incidents. A number of our core services are globally impacting to all players. While we operate game servers all over the world, expanding to additional cloud providers and supporting core services in multiple geographical locations will help reduce player impact when services fail. Expanding our footprint also increases our operational overhead and complexity. If you have experience in running large worldwide multi cloud services and/or infrastructure we would love to hear from you.
  • Rearchitecting our core messaging stack. Our stack wasn’t architected to handle this scale and we need to look at larger changes in our architecture to support our growth.
  • Digging deeper into our data and DB storage. We hit new and interesting limits as our services grow and our data sets and usage patterns grow larger and larger every day. We’re looking for experienced DBAs to join our team and help us solve some of the scaling bottlenecks we run into as our games grow.
  • Scaling our internal infrastructure. When our game services grow in size so do our internal monitoring, metrics, and logging along with other internal needs. As our footprint expands our needs for more advanced deployment, configuration tooling and infrastructure also increases. If you have experience scaling and improving internal systems and are interested in what is going on here at Epic, let’s have a chat.
  • Performance at scale. Along with a number of things mentioned, even small performance changes over N nodes collectively make large impacts for our services and player experience. If you have experience with large scale performance tuning and want to come make improvements that directly impact players please reach out to us.
  • MCP Re-architecture – Move specific functionality out of MCP to microservices – Event sourcing data models for user data – Actor based modeling of user sessions

Here’s hoping this weekend will go a bit more smoothly!

In other Fortnite news, Epic Games is slowing down the development of Paragon to focus on Fortnite, here’s the latest community stats showcase, and get a look at the future updates coming to the game.

Source: Epic Games

James Fleming

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Destiny 2 Developer Update Details Upcoming Nightfall and Raid Changes

In the latest Destiny 2 developer update, Bungie has gone in-depth about upcoming changes to the game’s most challenging modes. As teased in the post-launch support roadmap, the Nightfall and Raid will both be getting tweaked, and we’ve now been given more information about what exactly is changing.

Here’s how Bungie is planning to enhance the Nightfall and Raid:

Destiny 2 Nightfall Changes

As we are working on new sandbox improvements, we recognized the need for a venue in which those improvements matter more. The weekly Nightfall, especially on the Prestige difficulty, was intended to be such a venue, but the controversial time limit mechanic is a simple pass-fail mechanism. It only acknowledges success as being a clear, with no degrees of success past that, so no competition exists in that space. It turns a lot of people off of Nightfall too, since it is both difficult and indexes performance solely on speed.

Nightfall Scoring

We are repositioning strike scoring in Destiny 2 to enable you to achieve something prestigious in the weekly Nightfall and as a way to amplify difficulty. The new scoring rules are intended to be better at a few specific things:

Reward you for engaging and defeating enemies instead of running past them.

Avoid over-emphasizing specific mechanics like precision kills that highlight certain areas of the sandbox (and/or punish other areas), so that players are the ones who determine the most effective Meta.

Reward you for taking on greater challenges up to the limits of your own capabilities.

Reward you for doing the above quickly and over the course of a short run versus long slogs over several hours.

The updated mechanics look like this:

Scoring is team-based and the sum of individual performances. A team should be able to focus on what works best, not feeling put out by who stole whose kill.

Scoring is primarily driven by kills and secondarily by orb generation. We want you to find what works best for clearing strikes instead of telling you which weapons to use, but we want coordinated use of Supers and other team support mechanics to contribute to high scores. We’re interested in restoring special point awards based on medals, but we want your input to understand the basic meta first.

Score bleeds over time. We are watching this closely — score decay can feel bad, but all else being equal, a team that clears faster than another team should score higher. Score decay achieves this in the most transparent fashion.

Scoring cuts off after time thresholds. At 15 minutes, new points earned are reduced by 50%. At 18 minutes, you stop earning new points and it’s a race to finish the run and post your score. We want time to matter (see above), but we also want to avoid some of the problems we saw with Prison of Elders, where a “high score” might involve punishing respawning combatants (and yourself) for a few hours until the novelty wore off. A good Nightfall clear shouldn’t feel like a slog.

Rewards

Players will be able to see their (and your) scores on new Nightfall Emblems available as drops in each Nightfall strike. These emblems (and others like them) are now the source of auras, which are automatically enabled if your personal score is above a global threshold. At first the thresholds will be set based on what we think might be tough for players to reach, but we look forward to you showing us how much we underestimated you. Then we can raise the bar based on community scores.

Challenge

On top of the above mechanics are Challenge Cards, items that offer ways to boost the challenge in exchange for score multipliers. In 1.1.3 there will be a challenge card that drops from completing a Nightfall run. It has some customization options to help tune the challenge level to what you and your fireteam are capable of.

Along with the aura, a personal score over the threshold will also unlock a fireteam-wide buff that boosts Vanguard Token drops in that strike by 25%. When your fireteam sees the Nightfall Aura on your head, they know who’s hooking them up.

Lastly, some rarer variants of these Nightfall Emblems will be available as drops at higher score thresholds. Obtaining these rewards is meant to be challenging, so we don’t expect everyone to reach these scores or collect these items.

Version 0.9

Update 1.1.3 will have a first pass on this feature. Before we can call it a competitive activity, we need your help pushing the limits and finding where it breaks. Future updates will react to your input, as well as add more rewards and recognition to posting competitive scores. We also hope to extend the Challenge Cards to support more difficulty customization and deepen the scoring options. All of the feedback you give us in this release will go into making our upcoming releases better. Thank you in advance!

The current Nightfall climate encourages play that pushes players through the encounters as fast as possible, focusing on extending bonus timers, and skipping encounters unless they are required, which was more stressful than fun. With Nightfall strike scoring, we were looking to give players a little more control, allowing them to modify their experiences to provide them the challenge they want and incentivize more methodical progression through the activities. People like big numbers, and the best way to get big numbers is to kill everything. We’ve been listening to the community’s feedback, and this is our first step in making a few improvements. We’re hoping you’ll put some time in and let us know how you feel.

The modifiers will apply a multiplier to your score in the Prestige Nightfall. It isn’t all more, more, more though; there are plenty of ways to lose points. There is an ever-present score bleed to apply pressure to keep you moving, and a timer that will reduce your multiplier if you take too long. Here are the current modifiers we’re going to ship in this first iteration:

Void/Solar/Arc Singe – currently provides a +25% increase to player and enemy damage of the corresponding element.

Extinguish – fireteam wipes return the team to orbit

Power modifier – voluntarily decrease your power to gain a score bonus.

These are just our initial modifier offerings. This release is focusing more on how the system as a whole feels, so we can get feedback on the core experience to fine-tune it before we dive in head first to creating additional modifiers.

Destiny 2 Update Notes

Destiny 2 Raid Changes

Hey, Guardians. For Destiny 2, we wanted to release raid content on a more regular cadence than we did during the first years of Destiny. In our original estimation of this work, we knew we would have to focus on normal modes, forgoing Lair challenge modes, and having their Prestige Modes rely on enemies that are more lethal and harder to kill.

As we got closer to releasing Prestige Eater of Worlds, we knew we wanted to do something more. Over the past few months, we have been prototyping a new way of adding difficulty and replayability to raid activities. Today, I’m happy to announce that we have decided to push this feature forward and release it for all the Leviathan Raid Content with the release of Expansion 2.

Going forward, all raids will all have a normal mode active at all times, and each week one raid or Raid Lair will have a curated loadout mode.

This new version of Prestige requires players to complete raids filled with deadly enemies using a curated loadout of weapons and a special modifier that enhances the way you play. The Raid Team never likes to let you know exactly what to expect, but let’s look at some hypothetical examples. These are not the plan of record, but they give you a basic idea of what you might find.

Week 1

Raid Activity: Eater of Worlds

Modifier: Marksman. Precision damage is increased. Landing a precision shot grants one ammo directly to the magazine.

Required Loadout:

Kinetic: Hand Cannon

Energy: Scout Rifle

Power: Linear Fusion

Week 2

Raid Activity: Expansion 2 Raid Lair

Modifier: Gladiator. Your melee damage is increased and melee kills grant bonus Super.

Required Loadout:

Kinetic: Sidearm

Energy: Submachine gun

Power: Shotgun

Week 3

Raid Activity: Eater of Worlds

Modifier: Conduit. Each kill you get before reloading or swapping weapons gives you increasingly more ability energy.

Required Loadout:

Kinetic: Auto Rifle

Energy: Riskrunner

Power: Grenade Launcher

We should also note that, while Eater of Worlds is not getting any specific encounter changes, all the previous Prestige changes in Leviathan will be active when players engage in its new loadout difficulty.

The goal of the new Prestige mode is simple: provide new ways to engage with raid content each week, new ways to engage with different weapons in your vault, and new rewards to chase.

Are you looking forward to the upcoming Destiny 2 Raid and Nightfall changes? Let us know.

In other Destiny 2 news, several top Destiny YouTubers have lessened their support of the game, Bungie is hiring a new community manager, and the developer explains the faction rewards throttle and incoming adjustments. It also appears that the Destiny 2 Gods of Mars expansion has leaked (again)!

Source: Bungie.net

James Fleming

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Call of Duty 2018 Hype Train Starting, Treyarch “Can’t Wait to Share More”

While Call of Duty: WWII was just released a mere three months ago, a lot of players (including yours truly) is already looking forward to the next Call of Duty game. Add in the fact that it’s being developed by Treyarch, and well, you can understand why some people are hyped for this year’s new Call of Duty 2018 title.

Fortunately, it seems the leaks are starting early this year. One reputable source already said that this year’s COD will be none other than Black Ops 4, will be boots on the ground, set in modern times, and even scheduled to hit the Nintendo Switch. While Treyarch nor Activision has confirmed or denied the rumors (understandably so), the hype train seems to be revving up.

Over on Twitter, the official Treyarch account has now started to acknowledge the new year, and tweeted that the studio “can’t wait to share more.”

Treyarch chieftain David Vonderhaar has also acknowledged the tweet, and has taken a break from tweeting about personal stuff to say that the statement above “has never been more true” for him.

Finally, Activision CEO Eric Hirshberg also mentioned (via CharlieIntel) that he thinks Activision has the “best three-year slate in Call of Duty history” during Activision’s earnings call for Q4. And yes, he also confirmed that Treyarch is making this year’s COD, which is a surprise to no one.

So, that of course, sets the stage for the game we have planned later this year, which is being developed by our team at Treyarch. Now, as you know, they have developed some of our most successful games ever, and they have proven time and time again that they know how to keep our players engaged for the long haul.

So, overall, I’d say our strategy for Call of Duty is working. WWII is a blockbuster. We’ve got a thriving Black Ops community whose excited for the upcoming Treyarch developed game. I honestly, really wish I could say more about what we have in the pipeline because I’m so excited about it, but its suffice to say I think we have the best 3 year slate in Call of Duty’s history, which is really saying something given this franchise’s history. And I think we’ve got multiple different game universes that we know our players love on tap, so obviously, more to come on that.

We’re bound to hear more very soon given Activision usually talks about each year’s Call of Duty game before the official multiplayer reveal at E3. Given the publisher’s close ties to Sony, expect the big event to happen during Sony’s big E3 press conference.

Are you hyped for Call of Duty 2018? Do you want it to be Black Ops 4? Share your thoughts what you want to see from MP1st regarding coverage of this year’s COD!

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Alex Co

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

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Fortnite Crossbow Damage: How Much Damage Does the Crossbow Do in Fortnite?

The recent Fortnite 2.4.2 update implemented a number of big changes to the game, one of which is the addition of the new Fortnite crossbow. Many players have been finding the crossbow in chests, impressed by its ability to fire (almost) silent arrows. However, while silent weapons are cool, does the suppression come at a damage cost? Here’s the answer to “How much damage does the crossbow do in Fortnite?”

Fortnite Crossbow Damage: How Much Damage Does the Crossbow Do in Fortnite?

Here are the Fortnite Crossbow stats, for both the Rare and Epic variants:

  • Damage: Rare 75.0 – Epic 79.0
  • Critical Hit Chance: Rare 0 – Epic 0
  • Critical Hit Damage: Rare 0 – Epic 0
  • Fire Rate: Rare 0.6 – Epic 0.6
  • Magazine Size: Rare 5 – Epic 5
  • Range: Rare 75.0 – Epic 79.0
  • Durability: Rare 1 – Epic 1
  • Reload Time: Rare 2.6 – Epic 2.5
  • Ammo Cost: Rare 1 – Epic 1
  • Impact: Rare 100 – Epic 105

In other Fortnite news, Epic Games is slowing down the development of Paragon to focus on Fortnite, here’s the latest community stats showcase, and get a look at the future updates coming to the game.

Source: Reddit

James Fleming

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CSGO Update Log: CSGO Nuke and Canals Update Brings Huge Changes

A new CSGO update log blog post has provided patch notes for the new Nuke and Canals update, which looks to really shake up the gameplay experienced on both maps. The download size is ~165 MB.

Read on for the full CSGO update log patch notes:

GAMEPLAY

  • Enabled shotgun spread patterns on official matchmaking servers as described in http://blog.counter-strike.net/index.php/holiday-spread/

MISC

  • Co-op Strike, Wingman, and Flying Scoutsman tags have been added to the workshop, so map authors can now tag their maps as playable in those modes.
  • Co-op Strike, Wingman, and Flying Scoutsman tagged maps can now be launched into those modes from the Workshop tabs in game.
  • Added a map place-able entity (vgui_world_text_panel) that allows mappers to put floating, localizable text in their map without needing custom res files.
  • Added vscript function named ScriptPrintMessageCenterAllWithParams which requires 3 params that get inserted into the localization token at the %s1’s.
  • CGamePlayerEquip now handles picking up healthshots and now respects max carry for grenades.
  • Disabled sv_allowupload by default. If enabled, the filter restricting potentially malicious file types has been expanded.
  • No longer exposing the server IP to clients in a circumstance where it wasn’t necessary. This should help prevent some DoS attacks.

MAPS

Nuke:

  • Removed outer catwalk completely
  • Removed helper catwalk onto silo
  • New type of skylight windows in A site
  • Added some cover in corner at back of B site
  • Removed railings when entering B site from ramp
  • Removed window in hut
  • Moved entrance to hut slightly further in
  • Moved up spawns for both teams
  • Flipped static doors at T entrance to ramp
  • Blocked off “old secret” area outside of garage
  • Added solid white walls near CT spawn
  • Rotated container outside of garage, and removed some smaller crates
  • Removed access to crane inside of A site, made more of rafters accessible
  • Reverted box-path onto hut inside A site to the old configuration
  • Removed ladder up to rafters from inside A site
  • Added collision for physics objects (except grenades) near water in B site
  • For tournament organizers, the old version of Nuke is available on the Workshop.

Canals:

  • Closed off windows overlooking courtyard and A
  • Cleaned up sightline from corner balcony toward A and Arch
  • Made CT route to B more direct
  • Joined two rooms on CT side of B into one space
  • Simplified cover on back side of B
  • Removed Ivy “laddice”, now a skill jump / boost spot
  • Grenade-clipped CT bridge railings for more predictable smokes
  • Moved courtyard statues forward for cleaner sightline
  • Added ashtray for smokers
  • Re-released and updated the Phoenix Compound co-op map on the workshop.
  • Updated Cache and Shipped to the latest versions. Details can be found on the workshop pages.

 

CO-OP STRIKE

  • When players complete a custom co-op mission, it now restarts the map at the end of intermission instead of sitting at a black screen.
  • Fixed barrel exploding particle effect relying on a specific map’s effects and now has it’s own unique effects.
  • Slightly increased barrel explode radius.
  • Added mp_heavybot_damage_reduction_scale convar which allows maps/missions to adjust how much damage heavy bots can take.
  • Various fixes to the Heavy Assault Suit in Co-op Strike mode to allow it to work like it used to in that mode.
  • Exposed some convars to allow Co-op Strike (and other modes) to adjust the Heavy Assault Suit (mp_weapons_allow_heavyassaultsuit, mp_heavyassaultsuit_speed, mp_heavyassaultsuit_deploy_timescale, mp_heavyassaultsuit_aimpunch).

Go test out Nuke, and let us know what you think!

Source: Counter-Strike.net via Reddit

James Fleming

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