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Red Storm Joins The Division’s Global Dev Team To Create an ‘Authentic Arsenal of Weapons’

Founded in 1996 by Tom Clancy himself, the North Carolina-based studio responsible for tactical shooter series like Rainbow Six and Ghost Recon is squading up with Swedish-based developer Massive Entertainment to offer a helping hand on the upcoming open-world shooter, The Division.

Red Storm, now a part of The Division’s global development team, will develop the game’s arsenal of authentic weaponry, a primary need for Massive at the moment.

“They knew that surely we must have a team here that knows what we’re doing on that front,” wrote Red Storm Producer Tony Sturtzel in a recent Ubiblog entry. “They were right and our weapons team was available.”

As Massive detailed earlier, realism and “full immersion” are key components to the DNA of The Division. Lucky for them, Red Storm can deliver “the most accurate weapons of any videogame,” says Lead Weapons Designer JD Cragg.

Sturtzel added that the studio has “had manufacturers come in and literally disassemble the entire weapon all the way down to the nuts and bolts, and our guys are taking hi-res photos of those things. We probably have unparalleled access to these types of things because of our authenticity department and their focus on relationships. We’re not ever gonna let the cat out of the bag on some of the relationships we have!”

“We know that that we can build absolutely the most authentic piece of equipment, right down to the millimeter,” Sturtzel continued. But Cragg made it clear that “Fun is definitely the number one goal.”

We know that with the amount of detail a game engine like Snowdrop can offer, we’re probably going to see some slick looking weaponry in the Division, launching on the PC, Xbox One, and PlayStation 4.

David Veselka

Musician, Gamer, Geek. Subscriber

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Sony Confirms The Last of Us Remastered, Coming to PlayStation 4 Summer 2014

Unable to keep it a secret any longer, Sony and Naughty Dog have officially announced The Last of Us Remastered’s arrival on the PlayStation 4 this summer.

On Sony’s official blog, Naughty Dog community strategist Arne Meyer writes that it will offer a 1080p presentation, along with improvements in character models, shadows and lighting, textures, and much more. But more than that, fans will have tons of content to look forward to, including an exclusive director’s commentary for all in-game cinematics with Creative Director and Writer, Neil Druckmann; Voice Actor, Troy Baker (Joel); and BAFTA Award winning Voice Actress, Ashley Johnson (Ellie).

The Remastered edition will also offer all of The Last of Us’ expansions, including:

  • Left Behind single player expansion
  • Abandoned Territories multiplayer map pack
  • Reclaimed Territories pack – details will be coming soon on exactly what is included

Pre-order bonuses include:

  • 100 Supply Points (XP) for use in Factions mode
  • Two special bonus skins for Joel and Ellie which will be unlocked after your complete the single player campaign
  • Increased Crafting Speed for use in the Single Player Campaign
  • Increased Healing Speed for use in the Single Player Campaign
  • 9mm Reload Speed Increase Upgrade for use in the Single Player Campaign
  • Rifle Clip Capacity Increase Upgrade for use in the Single Player Campaign

Pre-ordering on the PlayStation store, specifically, will grant you these perks:

  • Early Access to the Brawler Survival Skill in Factions Mode
  • Early Access to additional Loadout Points for use in Factions mode
  • Early Access to the Jeep Cap and Surgical Mask for use in Factions mode

“We’ve been working hard on The Last of Us Remastered to release a next-gen evolution worthy of the 200+ Game of the Year awards, not to mention the acclaim and expectations of our fans,” writes Meyer. “We will be revealing more detailed information about the upgrades for the PS4 version in the coming months.”

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Excited to revisit the Last of Us? We loved the multiplayer and would totally dig playing it on next-gen.

Update

Naughty Dog Creative Director Neil Druckmann commented on Twitter that the studio is aiming for a 60 frames per second experience with the remastered version of The Last of Us on the PlayStation 4. That’s double the rate that the PlayStation 3 version ran at.

Thank, James Mulhall.

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands: The Pre-Sequel! Officially Announced, Coming Fall 2014 On Last-Gen Platforms

The wild rumors about a Borderlands title taking place between the first two is true after all.

Though we don’t think it’s too surprising,  2k Australia announced Borderlands: The Pre-Sequel! today, revealing that it has been in the works since five months after Borderlands 2 shipped. It fills in the gap between both Borderlands titles, explaining how Handsome Jack rose to power.

As noted by Polygon, Oxygen management will play a role in the new title, but it only affects you when venturing on the Moon’s atmosphere. There are also numerous areas located throughout the game that will fill up your Oxygen meter, so you can explore every nook and cranny in the new world 2k Australia has created on foot or on the badass hoverbike called the Stingray.

With Borderlands: The Pre-Sequel!, 2k Australia has also added a new piece of equipment to accommodate the new Oxygen feature called the Oxy-Kit. Different types of Oxy-Kits can affect how fast you shoot, or the type of damage your mid-air ground pound (think Mario franchise) does. Borderland players will also be able to perform double jumps and be able to hover with their jet packs, at the cost of losing Oxygen.

Something Borderlands fans have requested for a long time, Cryo weapons will make their debut in Borderlands: The Pre-Sequel! They will act as laser weapons capable of freezing foes with only a few shots.

The four Vault Hunters; Athena The Gladiator, Nisha The Law Bringer, Wilheim The Enforcer, and my personal favorite, a playable Claptrap called Fragtrap, that are to be featured in The Pre-Sequel may sound familiar to fans of the Borderlands series. All four were previously NPCs or bosses in the previous titles and yes, that’s the Claptrap that we all love/hate.

Information about Nisha and Claptrap wasn’t discussed due to marketing reasons, aside from Fragtrap having a low-strung POV given his height. But we do know that Athena The Gladiator is able to ‘tank’ enemies with her Phalanx skill tree thanks to her Aspis shield. She is able to throw at enemies and absorb elemental damage while dishing it right back out at them once she throws her shield. Like most tanks, Athena is also able to taunt foes to ‘come at her’. Wilheim is equipped with a shoulder mounted laser cannon and is able to call in the help of drones. Though, it should be noted that upgrading him via his skill tree will slowly transforming him into the being that came to be.

You might find it odd that 2k Australia’s new title is only coming to previous-generation hardware (and PC), but Gearbox CEO Randy Pitchford tells Now Gamer that it’s due to its larger install base.

As a added bonus, heres some screens of Borderlands: The Pre-Sequel!:

2k_borderlands_thepre-sequel_ingameart_athenacombat.0_cinema_640.0 2K_Borderlands_ThePre-Sequel_InGameArt_moonMechs_1stPerson 2K_Borderlands_ThePre-Sequel_InGameArt_AthenaToss_1stPerson 2K_Borderlands_ThePre-Sequel_InGameArt_Moonscape 2K_Borderlands_ThePre-Sequel_InGameArt_lava

Borderlands: The Pre-Sequel is set to launch on PC, PlayStation 3 and Xbox 360 platforms this Fall.

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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The Last of Us Remastered Appears On The PlayStation Store, All But Confirmed For The PS4

Rumors of The Last of Us getting an HD port for the PlayStation 4 have been going on for months now, and with yesterday’s PlayStation Store weekly update going live, Sony may have accidentally confirmed its existence.

Upon inspection earlier in the store update day, Sony had updated the official PlayStation Store website with the banner you see below, but promptly removed it, most likely due to the early confirmation. Nearly several hours later, it has now been placed back on the PS Store website, stating that the game will be available for pre-order soon and as a day one digital on the PS4.

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Clicking it gives the following error.

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Interesting and very exciting news. Would you guys replay it on the PS4 if it’s a significant enough update? Hopefully, this includes all the DLC to make the $60 more appealing.

From Neogaf.

Avatar photo

James Lara

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

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Next Gears of War – Black Tusk Toying With “Awesome” and “Innovative” Concepts, Says Microsoft

Following the recent acquisition of the Gears of War IP by Microsoft Studios from Epic Games, it looks like Vancouver-based studio Black Tusk, the team tasked with the next installment, is going for an innovative experience.

Speaking with Edge Online, Microsoft Game Studios’ creative director Ken Lobb was asked how and why Black Tusk got the gig, to which he replied:

“I actually have tons of respect for Chuck [Osieja, creative director] and all the guys up at Black Tusk, I think the reality is what we have is innovative Gears Of War. That’s what I believe they’re going to make.”

“They’re an internal studio, but the reality is it’s cool to have [an IP] that can be a grand slam right out of the gate,” he added. “The concepts they’ve been toying with are awesome. You take what they were thinking about and their expertise on Unreal Engine 4, because that’s what they’ve been playing with since their founding, and really go with the IP. Again, this was a mutually agreed thing. It’s not, ‘Here’s this thing you must take.’ That’s not the way Phil [Spencer] works; that’s not the way we work.”

Thanks, VG247.

Den Kovacs

Subscriber

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DayZ to Be Ported to PS4 and Xbox One Once PC Version Is In ‘The Right State’

DayZ creator, Dean “Rocket” Hall, talks about the possibility of posting DayZ over to consoles.

“I think all the console manufacturers are interested in DayZ, and rightly so because we’ve sold a fair amount of units in a short space of time and it’s a game that could potentially transfer quite well to consoles,” Hall told GameReactor.

In fact, the standalone version of DayZ sold 1 million early access copies within four weeks.

“The consoles are trying to sort of break new ground with where they’re heading,” he added. Hall goes on to draw another Minecraft comparison, a game that made the transition to consoles smoothly. “Because I’m sure there’s a lot of console gamers out there who they would have loved to be a part of say Minecraft when it first came out, and things like that.”

“So really the bottleneck is us. We need to get the PC build to the right state, where then it can pull across, and I think everybody recognises that there’s no sense in starting to pull something across that’s dramatically changing all the time. So really our focus is on delivering the right stuff and answering all the questions as we go through the Early Access with the PC.”

Featured image source: the232

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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MP1st Reader Blog: How To Complete The Phantom Trainee Assignment in Battlefield 4

The MP1st reader blog is an open discussion lead by MP1st readers about the multiplayer titles and topics we cover. To learn how to have your voice heard, check out the Blog section on the MP1st Forums in the Multiplayer’s Lounge.

To complete the Phantom Trainee assignment, you must be a Premium member for Battlefield 4. To unlock it, you need to go into the Leaderboards section on Battlelog and click the on the bottom left of the page. Once all the text populates, type in:

“epic dream worlds” (without the quotes)

Once you enter the password, the screen will be look like the photo below. If your screens look the same, you successfully unlocked the Phantom Trainee assignment.

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However, in order to unlock Phantom Trainee, you must also first unlock (you do not need to complete) the Phantom Prospect assignment. The password for Phantom Prospect is:

“bumpinthenight” (without the quotes)

To complete the Phantom Trainee assignment, you must complete the following objectives:

  • Score 200 kills with any pistol
  • Score 20 kills in a jet
  • Get two Shotgun Ribbon in a round

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For the pistol kills, you need to be in a ranked server. For the PC player, I personally recommended that you join a pistols-only server. For the console player, I only recommended that you join a Domination game mode server, but Obliteration is also a good choice. The G18 is a good choice, in addition to the P226, M9, and MP443.

Note: The Shorty 12G does not count.

For the jet kills, you can either use the attack or stealth jet; they both count. I personally recommended that you join Air Superiority server because….

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If you’re having a hard time getting a kill, my best tip for you is to change up your strategy and work with other jets. If you see an enemy jet on your teammate’s six, go help him out. If you help out your teammate, you will get some easy kills, because some enemy pilots will get tunnel vision and only focus on your teammate.

If you are unable to find any Air Superiority servers, the second best solution is go on any Conquest server that has a lot of vehicles, like Altai Range and Silk Road. Keep in mind you need 20 kills on any type of enemy. This includes enemy infantry, tanks, boats, jets, helicopters, etc. The best tutorial for flying and dogfighting that I’ve found so far is by well-known Battlefield YouTube personality FrankieonPCin1080p. Frankie makes this tutorial back in Battlefield 3, but this still holds true in Battlefield 4. For Consoles players, skip to 2:38 of this video.

[youtube id=”Kf29HmwA1P8″]

The final step to complete this assignment is getting two Shotgun Ribbons in a round (12 kills in a round with a shotgun). I highly recommend you join matches in Lost Islands on Domination. 12 kills on Lost Islands is easy like pie.

Note: You must do this in order. Because if you don’t follow these instructions in order, you may need to start over. Make sure you take care in following these steps, since Battlelog is known to have a few issues.

I hope my guide helps you complete the Phantom Trainee assignment and to use pistols and jets more effectively.

Author: Mechcell

Check out the original blog post on the MP1st forums right here.

MP1st

MP1st Staff

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New Battlefield 4 Platoons Update Makes It Easier to Play Together, Patch Notes

Battlefield 4 developer DICE is making a few improvements to the game’s Platoon feature, implemented last February.

It should now be easier to find each other, as the studio has introduced a new tab under the Platoons menu on the Battlelog that allows you to see all the servers your Platoon members are currently playing on. From there, it’s pretty easy to jump in and tag along.

DICE has also increased the member capacity of Platoons, depending on the leader’s current rank. Once you’ve reached rank 5, the member cap is 150. Upon reaching rank 10, the cap increased to 200.

Here is the full changelog outlining all of the improvements and tweaks:

Announcements

  • A silent update for the Battlelog mobile app will follow later today or tomorrow, bringing support for e.g. Loadout Presets in the mobile app. Stay tuned for the mobile changelog.

Features & Improvements

  • Loadout Presets: Create your very own Kit and Vehicle presets in Loadout, and quickly apply a previously created Preset.
  • Platoons 1.1: we have now released the first big update to Platoon, including features such as:
    • Be able to see where your Platoon members are playing in the new servers tab
    • You can now increase the member cap to 150 by reaching rank 5 and 200 by reaching rank 10
    • Automatically subscribe to all Platoon wall posts and comments, so you won’t miss a thing
    • Once rented servers become available, Platoon leaders can choose to promote their servers for their Platoon
    • More information is now shown for each Platoon member on the Members page
    • A lot of smaller improvements and fixes
  • The Leaderboards tile on Home now shows your best or favorited leaderboard
  • New styling for the Premium tile on Home
  • Better support for Carrier Assault in Live Scoreboard
  • The “Personal Details” privacy setting now also controls for whom the “Playing” box on your profile page is shown
  • UTC indicator now added to the time selector in Settings

Fixes

  • Fixed an issue where some Mission Dog Tags didn’t unlock after meeting the requirement (to trigger the unlock, please play the specific Mission once again)
  • Soldiers that have reached max rank now has the experience progress bar and score more correctly displayed
  • Items that are unlocked with Kit Shortcuts are no longer suggested in Suggestions
  • Items that are unlocked with Kit Shortcuts now show up more correctly on the Unlocks pages
  • Fixed an issue where Service Stars wasn’t shown for items that had been unlocked with Kit Shortcuts
  • Better fix for the duplicated UCAV in Stats -> Vehicles, so the kills are not counted twice
  • Fixes for for some unlock criteria and expansion pack icons showing incorrectly in Loadout
  • The newly added Soldier Portraits are now shown in opened Battlepacks
  • Unlock criteria are now shown correctly on the Unlocks -> Weapons page
  • Fixed an issue with the Battlelog Plugin, which didn’t always made the plugin auto-update
  • Fixed an issue where upcoming Rank Battlepacks had incorrect progress bars on the Battlepacks page
  • Fixed an issue in Battle Reports, where the correct ribbons weren’t always shown in Awards & Unlocks
  • Various tweaks for Battle Reports to better support longer and localized texts
  • Fixed an issue in the Medal of Honor Warfighter section where some images, like ribbons, didn’t display
  • Fixed an issue in the Medal of Honor Warfighter section, where some page tabs for Xbox 360 soldiers didn’t work correctly
  • Various minor fixes and tweaks

David Veselka

Musician, Gamer, Geek. Subscriber

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New Call of Duty: Ghosts Trailer Pits Captain Price Against Vladimir Makarov

Now available on all platforms, Call of Duty: Ghosts fans can adopt the persona of the Modern Warfare series’ most memorable protagonist and antagonist; Captain John Price and Vladimir Makarov.

Dropping some cash – $3.99 USD – on either of the now available Legends Packs in the Call of Duty: Ghosts in-game store will offer up a set of soldier skins, weapon camos, patches, player cards, and reticles based on either of the two legendary characters.

To see them in action, you can catch the brand new Price vs. Makarov trailer above.

If you missed it, Treyarch released a similarly awesome trailer a few days ago on the recently launched personalization packs for Call of Duty: Black Ops 2, also now available on Xbox 360, PS3, and PC. You can check out the Spaghetti Western-themed short here.

So, who’s your favorite? Price, or Makarov?

David Veselka

Musician, Gamer, Geek. Subscriber

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Killer Instinct – Fulgore Update Now Live, Season Two Boss Will Be a Playable Character

Update

Reports are coming in that the 6.8GB update is now beginning to roll out. It includes Fulgore, Story Mode and Online Lobbies. Here’s a look at some of Fulgore’s customization items:

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Fulgore, Killer Instinct’s final character add-on for Season One, is arriving tomorrow alongside the inclusion of the long awaited Online Lobbies and Story Mode updates.

You can now view the upcoming achievements associated with Killer Instinct’s favorite robot below, courtesy of Killer Instinct Central:

  • Fulgore Novice (20)
    • You have reached 30 fight titles with Fulgore!
  • Battle-worn Fulgore (10)
    • You have won 20 ranked matches as Fulgore!
  • Stylish Fulgore (10)
    • You have purchased a skin for Fulgore!
  • Supreme Fulgore (10)
    • You have earned a Supreme Victory in an online match as Fulgore!
  • Fulgore’s Endurance (10)
    • You have defeated 10 opponents in one Survival as Fulgore!
  • Fulgore’s Matchups (15)
    • You have defeated 6 different characters in online matches as Fulgore!
  • Fulgore Chosen One (10)
    • You have completed 200 matches as Fulgore!
  • Sparring Fulgore (5)
    • You have won a versus match as Fulgore!
  • Friendly Fulgore (10)
    • You have won an exhibition match vs a friend as Fulgore!
  • Survival Fulgore (5)
    • You have won a survival match as Fulgore!
  • Fulgore Master (10)
    • You have reached 150 Fight Titles with Fulgore!
  • Fulgore Apprentice (20)
    • You have reached 80 Fight Titles with Fulgore!
  • Competitive Fulgore (5)
    • You have won a ranked match as Fulgore!
  • Fulgore’s Devastation Beam (10)
    • You hit an opponent with the Devastation Beam while in Instinct Mode

Additionally, for those who missed last week’s PlayXBLA stream, Microsoft developers gave up a few small details surrounding Season Two content, revealing that it will include a “really nasty” boss that will also be a playable character.

No date was given as to when we can expect Killer Instinct Season Two to begin, but they did say that they will reveal a release date soon.

Furthermore, they also revealed that Iron Galaxy, the studio who will be taking over Double Helix after they were bought out by Amazon, will be as consistent as Double Helix in terms of development. So those who were worried about the quality of Season Two for Killer Instinct need not worry.

Which character would you love to see featured as the boss for Season Two?

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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Titanfall on Xbox 360 Runs at 46.5 FPS On Average

With the help of developer Bluepoint Games, Respawn Entertainment’s Titanfall has, at last, made its way to the Xbox 360, launching earlier this morning at 12:00 midnight.

But is it the “true experience” Blupoint claimed it to be? A recent analysis by Digital Foundry has some of the answers.

According to their studies, the Xbox 360 version ships at a 1040×600 native resolution with 2x multi-sampling anti-aliasing, compared to the Xbox One’s 1408×792 resolution, also with 2x MSAA. But by making intelligent compromises on nearly 10-year old hardware, Bluepoint games has retained the majority of what the “true” Titanfall experience has to offer, with most of the hits taken in the texture detail and frame rate departments.

Even then, Titanfall’s frame rate on the Xbox 360 does creep up rather close to its Xbox One counterpart, reaching a 46.5FPS average. That’s if the 30FPS frame rate lock is left turned off, which happens to be the case by default.

As reported earlier, Bluepoint gives users on the Xbox 360 the choice to play Titanfall with an unlocked frame rate – capped at 60FPS – or to lock Titanfall’s frame rate at a steady 30FPS.

The former option allows for the potential to reach 60FPS, but only at very calm moments with not a lot going on on-screen. It may also introduce a number of screen-tearing issues and inconsistent controller response times. The latter, however, provides a more consistent experience, eliminating any sort of screen-tearing and input delays, but locks Titanfall at only 30FPS.

Either way, the choice is left up to the player to decide what he or she feels is best. You can watch a brief frame rate analysis in the video above.

Have you picked up Titanfall on the Xbox 360? What has your experience been so far? Let us know in the comments!

David Veselka

Musician, Gamer, Geek. Subscriber

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Hefty New Battlefield 4 Battlelog Mobile App Update Deploys Today

Battlelog users on mobile devices will notice a few new improvements to the app upon their next visit.

Battlefield 4 developer DICE has launched a hefty new update that includes a number of new features, improvements, and fixes, some of which have to do with yesterday’s Battlelog update that introduced the new Loadout Presets feature.

You can catch the full update notes below:

Features & Improvements

  • View and apply your Loadout Presets instantly from the Battlelog mobile app (Presets can only be created via Battlelog.com)
  • You can now set which Kit should be active in Loadout
  • You can now search for and find users directly from the Com Center (friends list)
  • Various tweaks and improvements to the Premium section, so it looks and works better
  • Dog Tag categories have been updated to be consistent with Battlelog.com
  • More images now have retina support, incl. weapons, vehicles, accessories, awards and assignments
  • Selecting a vehicle category in Stats -> Vehicles will now show all vehicles on the details page instead of just one
  • Shared forum posts and shared Battlepacks are now shown in the Battle Feed on mobile
  • You can now remove your Geo Leaderboard location from the mobile app
  • Privacy settings are now available in the mobile app

Fixes

  • Fixed an issue in Unlocks -> Vehicles, where items unlocked with Kit Shortcuts didn’t show as unlocked
  • Fixed an issue where Assignment images didn’t show up in the Battle Feed
  • Battle Pickups were incorrectly shown in Unlocks -> Weapons; they now only show in Stats -> Weapons
  • The Battle Feed now shows the “view more” button correctly if there are more feed events to load
  • Fixed an issue on iOS, where edge sliding on the left side didn’t show the menu
  • Fixed an issue, where the Friends Leaderboard in Campaign didn’t always load
  • The Soldier Portraits page now correctly shows which portraits are locked and unlocked (also shows the unlock criteria now)
  • Fixed an issue where clicking the server name in the Unified Game Manager didn’t load the server info page
  • The Forums now loads in the correct forums based on your language
  • Censored forum posts now show as censored in the mobile app as well
  • Fixed an issue where viewing another soldier’s Loadout would show your own Loadout
  • Various minor tweaks and fixes

David Veselka

Musician, Gamer, Geek. Subscriber

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Borderlands 2 Arrives in New PlayStation Vita Slim Hardware Bundle This May, New Trailer

Previous reports surrounding Amazon and Gamestop Borderlands 2 Limited Edition Playstation Vita Slim bundle listings are ringing true.

According to a recently released Borderlands 2 Playstation Vita Slim announcement trailer, the Borderlands 2 Limited Edition Playstation Vita Slim bundle will indeed launch on May 6 while the standalone game will launch on May 13.

You can check out the new trailer above, where you’ll catch some new gameplay footage of Borderlands 2 running on the Vita Slim.

Upon purchasing the Limited Edition PlayStation Vita Slim bundle, the following Borderlands 2 content will also be made available for free:

  • Captain Scarlett and Her Pirate’s Booty
  • Mr. Torgue’s Campaign of Carnage,
  • Psycho Character Class
  • Mechromancer Character Class
  • Ultimate Vault Hunter Upgrade Pack 1
  • Collector’s Edition Pack.

Are you getting the Borderlands 2 limited edition Playstation Vita Slim bundle?

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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PlayStation All-Stars Battle Royale Ultimate Update Released, Patch Notes

Promised last year, Santa Monica has finally released the “Ultimate” balance patch for PlayStation All-Stars Battle Royale, and it’s a huge one.

“Over the past months we’ve read every word, clicked every thread, assessed the game balance inside out, to ensure as best as possible, this balance update would not only bring a superior new challenge to the game, but also feel heavily impacted by your voice,” Sony Santa Monica Community Strategist Aaron Kaufman said in a recent update. “Thank YOU and our ‘hats off’ to SuperBot Entertainment for creating an incredible fighting game for PlayStation fans world-wide.”

You’ll be able to view it all below. Like we said, the patch is extremely huge in terms of changes, so get your scrolling fingers ready.

GENERAL CHANGES

  • Isaac’s alternate “Engineering R.I.G.” costume and Zeus’ alternate “Young Zeus” costume have been unlocked.
  • Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
  • The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
  • In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
  • Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
  • Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
  • Characters can no longer perform actions for 3 frames after landing from air idle.
  • Characters can no longer double jump during down tech.
  • Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
  • Getting hit in the air no longer renews a character’s double jump ability.
  • All timed transformation Level 2 Supers can now be ended manually by pressing L2.
  • The AP eject formula has been refined to drain a higher percentage of AP orbs at low levels and a lower percentage of AP orbs at high levels.

    • (Previously, AP eject amounts were calculated using fixed percentages: 3/5/10% for items and 10/12.5/15% for throws.)
  • Throws have been grouped into two general categories:
    • Throws that cause eject or flatten reactions eject Heavy amounts of AP orbs.
    • Throws which act as combo starters eject Light amounts of AP orbs (33% of Heavy).
    • Jak’s Up Throw and Sweet Tooth’s Up Throw eject Medium amounts of AP orbs (67% of Heavy).
    • Throws, items, level hazards, and other AP eject attacks now produce 50% more orbs during 2X AP Overtime, 100% more orbs during 3X AP Overtime, and 150% more orbs during 4X AP Overtime. AP multipliers no longer increase the value of individual orbs.
  • Explosion radii of all mines have been standardized to 0.375 meters, explosion durations have been standardized to 8 frames, and maximum lifetimes have been standardized to 5 seconds.
  • Double-tapping L2 now causes characters to eject 50 AP as orbs while taunting.
  • All character-specific combo tutorials have been revised in light of the following changes.

CHARACTER CHANGES

Big Daddy

  • Air F+Square armor amount has been increased to 21 AP (previously 11).
  • U+Circle recovery has been reduced by 2 frames.
  • D+Circle and air D+Circle ice mine duration has been increased to 150 frames (previously 96 ground and 114 air).
  • Forward Throw and Up Throw recoveries have been reduced by 7 frames.
  • Up Throw can now be canceled into U+Circle.
  • Level 2 Super no longer allows rolling or air dodging, no longer remains invincible during recovery, and duration has been shortened to 6.5 seconds (previously 7 sec).
  • Big Daddy’s reaction volume has been extended slightly further downward during common launch reactions.

Cole MacGrath

  • Second air neutral Square hit volume has been enlarged by 25%.
  • F+Circle recovery has been increased to 23 frames (previously 20).
  • Air U+Circle ice platform is now destroyed when interrupted during startup.
  • Air D+Circle recovery has been increased to 27 frames (previously 24).
  • Level 1 Super hit volume has been lowered to 1 meter above ground (previously 2.25m).

Dante

  • Second neutral Square moves slightly further forward to prevent whiffing after the first neutral Square connects at maximum range.
  • Third neutral Square now generates 15 AP (previously 10).
  • Successful neutral Circle and air neutral Circle counters can be canceled into Triangle attacks.
  • Air neutral Circle hit volume now covers the area slightly below Dante.
  • U+Circle and air U+Circle now generate AP evenly across all hits and final hit volume has been enlarged by 17%.
  • D+Circle projectile durability has been increased to 15 AP (previously 5) and air D+Circle projectile durability has been increased to 10 AP (previously 5).
  • Level 1 Super startup has been increased to 35 frames (previously 30).
  • Level 1 Super can be canceled into Triangle attacks for 15 frames after the fireball is thrown.
  • Level 2 Super can turn around properly during the first 5 frames of activation and no longer remains invincible during recovery.

Nathan Drake

  • U+Square and air U+Square explosion timers have been reduced to 2 seconds (previously 2.5 sec).
  • Neutral Triangle -> D+Circle now extends the initiation period of Drake’s cover wall to 25 frames (normally 20).
  • Up Throw recovery has been reduced by 13 frames, and Drake can jump an additional 10 frames prior.

Emmett

  • Third U+Square recovery has been reduced to 33 frames (previously 36).
  • Kinetic Rifle F+Triangle now generates 5 AP per shot (previously 3+3+4).
  • MAW Launcher neutral Triangle recovery has been increased to 29 frames (previously 27), increasing the total duration to 42 frames (previously 40).
  • Union Shotgun neutral Triangle recovery has been increased to 32 frames (previously 28), increasing the total duration to 42 frames (previously 40).
  • Union Shotgun F+Triangle, air F+Triangle, U+Triangle, air U+Triangle, D+Triangle, and air D+Triangle active periods have been extended to 3 frames (previously 1).
  • Union Shotgun air D+Triangle recovery has been reduced by 20 frames to match air F+Triangle and air U+Triangle.
  • MAW Launcher and Union Shotgun discard timing has been standardized, in many cases occurring 3-6 frames earlier.
  • Ground weapon discard animation can now be canceled into R1 bunker interact and landing during air weapon discard no longer triggers air attack landing state.
  • Forward Throw recovery has been reduced by 7 frames.
  • Level 2 Super startup has been reduced to 1 frame (previously 4).

Evil Cole

  • Second air neutral Square hit volume has been enlarged by 25%.
  • Fully charged neutral Circle and air neutral Circle punch startup has been increased to 13 frames (previously 10). (All other versions remain unchanged at 12 frames startup from idle or 6 frames startup from charge windup.)
  • Level 1 Super startup has been increased to 23 frames (previously 20).

Fat Princess

  • Air neutral Square startup has been increased to 11 frames (previously 8).
  • D+Square recovery has been reduced by 1 frame and reverse swing now causes a light reaction.
  • U+Triangle now remains on the ground for the first 10 frames of startup.
  • Neutral Circle, air neutral Circle, U+Circle, and air U+Circle explosion radius has been reduced to 1.25 meters (previously 1.75m) and explosion duration has been reduced to 8 frames (previously 14).
  • D+Circle and air D+Circle explosion duration has been increased to 5 frames (previously 2).
  • Up Throw recovery has been reduced by 2 frames.
  • Directional rolls have been shortened to 18 invincible frames followed by 19 vulnerable frames (previously 18 invincible plus 22 vulnerable).
  • Level 1 Super can no longer be performed while an assist is on screen.
  • Level 2 Super activation period has been reduced by 2 frames and duration has been shortened to 6 seconds (previously 7 sec).
  • Level 2 Super ground attack can now turn around during the first 3 frames of startup.

Heihachi Mishima

  • Air neutral Square now generates 20 AP (previously 15) and the stagger kneel reaction caused by the second hit has been shortened to 40 frames (normally 50).
  • Air D+Square now generates 20 AP (previously 15), causes a slam-down bounce reaction, and hit volume has been extended 0.5 meters beyond Heihachi’s fist.
  • F+Triangle follow-up hit volume has been extended 0.25 meters downward to hit short characters consistently.
  • U+Triangle recovery has been increased by 3 frames, making it -7 on block.
  • D+Circle -> Square becomes a guard crush attack when performed with full D+Circle Raijin charge.

Isaac

  • Neutral Square now generates 5 AP per shot (previously 10) and recovery time has been standardized across all states.
  • F+Triangle, air F+Triangle, U+Triangle, air U+Triangle, and air D+Triangle reaction lengths have been standardized.
  • F+Circle recovery has been increased to 20 frames (previously 11) and air F+Circle now begins descending after 40 frames (previously 32).
  • F+Circle can now be canceled into F+Triangle after a successful hit.
  • F+Circle and air F+Circle blade now reflects off all walls and level boundaries.
  • Throw attempt timing has been readjusted to 9 startup frames, 3 active frames, and 23 recovery frames. (Projectile sensor stays active from frame 4 to frame 20.)
  • Level 1 Super cost has been increased to 150 AP (previously 125).
  • Level 1 Super startup has been increased to 40 frames (previously 35).
  • Level 2 Super cost has been increased to 400 AP (previously 325).
  • Level 2 Super startup has been increased to 20 frames (previously 14).
  • Level 3 Super duration has been shortened to 11 seconds (previously 12 sec).

Jak and Daxter

  • Neutral Square and air neutral Square now generate 35 AP (previously 30), with Jak’s primary strikes gaining 30 AP while Daxter’s strikes gain 5 AP (previously 26+4).
  • F+Square now generates 10 AP (previously 5), recovery has been reduced to 29 frames (previously 31), and can be canceled into U+Circle.
  • Air F+Square -> Square timing has been readjusted, punch hit volume has been enlarged by 50%, and turning is enabled during the first 3 frames of punch startup.
  • U+Square now remains on the ground for the first 14 frames of startup, and can be moved slightly further forward during the first 5 frames of startup.
  • Air U+Square can now be canceled into air neutral Square and air F+Square with similar timing to ground U+Square, but only after a successful hit.
  • F+Triangle now generates 5 AP per shot (previously 6).
  • U+Triangle and air U+Triangle now generate 10 AP (previously 10), startup has been reduced to 20 frames (previously 24), and explosion radius has been reduced to 1.5 meters (previously 1.65m).
  • Neutral Circle and air neutral Circle drone durability has been increased to 11 AP (previously 1), and the drone now bounces off walls and level bounds instead of exploding on contact.
  • U+Circle now generates 10 AP (previously 5).
  • D+Circle and air D+Circle projectiles can no longer be reflected or absorbed, and uncharged explosion hit volumes have been enlarged by 20%.
  • Forward Throw and Down Throw recoveries have been reduced by 7 frames.
  • Up Throw can now be canceled into air F+Square.

Kat

  • Neutral Square recovery has been increased by 2 frames, making it -5 on block.
  • Second neutral Square recovery has been increased by 6 frames, making it -9 on block.
  • Third neutral Square recovery has been increased by 9 frames, making it -15 on block.
  • U+Square recovery has been increased by 2 frames, making it -20 on block.
  • Neutral Triangle now has 10 additional frames of recovery when it doesn’t register a successful hit, making it -15 on block.
  • D+Triangle -> Square recovery has been increased by 5 frames, making it -12 on block.
  • D+Triangle no longer retains respawn invincibility.
  • Air neutral Circle debris summon now begins descending after 10 frames (previously 65).
  • Gravity Shift air dash and wall stand dismount can no longer be canceled into air dodge.
  • Wall stand duration has been reduced to 2 seconds (previously 4).
  • Level 1 Super can no longer be performed during neutral Circle debris heave cooldown.

Kratos

  • Neutral Square recovery has been increased by 1 frame, making it -5 on block. (Second neutral Square recovery remains unchanged at -10 on block.)
  • Third neutral Square now generates 25 AP (previously 30) and recovery has been increased by 9 frames, making it -18 on block.
  • Air neutral Square and air F+Square now require a successful hit to be canceled into double jump.
  • Third air neutral Square now generates 25 AP (previously 30).
  • U+Square recovery has been increased by 3 frames, making it -12 on block.
  • D+Square recovery has been increased by 6 frames, making it -12 on block. (Second D+Square recovery remains unchanged at -10 on block.)
  • Neutral Triangle recovery has been increased by 11 frames, making it -12 on block.
  • D+Triangle recovery has been reduced by 10 frames to match the air version, making it -23 on block.

Nariko

  • After neutral Square Key Pose, secondary neutral Square sequence now generates 30 AP total and consistently causes a stagger kneel reaction.
  • Third air neutral Square now generates 25 AP (previously 30).
  • After F+Square Key Pose, secondary F+Square sequence opener recovery has been reduced to 48 frames (previously 51).
  • Square attack Key Poses can now be canceled into F+Triangle.
  • Air U+Triangle can now be canceled into air attacks on frame 42 (previously 43).
  • D+Triangle now generates 10 AP (previously 20) and combos reliably into neutral Square from maximum range.
  • Air D+Triangle now causes a mini-launch lift reaction against both grounded and airborne opponents, but can only be performed once per jump.
  • U+Circle recovery has been reduced to 39 frames (previously 47).
  • Forward Throw now causes a mini-launch lift reaction and can be canceled into U+Triangle.
  • Forward Throw and Up Throw commands have been swapped to match the reactions they cause more intuitively.
  • Level 1 Super cost has been reduced to 125 AP (previously 150).
  • Level 2 Super cost has been increased to 400 AP (previously 325).
  • Level 2 Super activation attack startup has been increased to 15 frames (previously 2).
  • Level 2 Super initial hit volume length has been reduced to 5 meters (previously 6m) and shifted slightly forward, so most of the reduction affects the area behind Nariko.
  • Level 2 Super activation attack now causes a full launch reaction.
  • Level 3 Super duration has been shortened to 14 seconds (previously 15 sec).

Parappa

  • Neutral Square sequence now generates 40 AP total (previously 43).
  • U+Square startup has been increased to 11 frames (previously 9).
  • D+Square hit volume has been extended 0.25 meters forward to connect more consistently after neutral Square.
  • D+Square can be canceled into F+Square 4 frames prior to normal recovery.
  • F+Triangle recovery has been reduced by 5 frames, making it -7 on block.

Radec

  • Neutral Square hit volume has been extended 0.25 meters downward to hit short characters more consistently.
  • Second neutral Square hit volume has been enlarged by 40% and can now be canceled into D+Circle.
  • Second air neutral Square hit volume has been enlarged by 50% and recovery has been reduced to 21 frames (previously 24).
  • U+Square recovery has been reduced to 23 frames (previously 26).
  • D+Square now generates 20 AP (previously 10) and causes a stagger drop reaction.
  • Up Throw recovery has been reduced by 3 frames.
  • Level 2 Super startup has been reduced to 25 frames (previously 30).

Raiden

  • Fourth neutral Square and fifth air neutral Square now generate 25 AP (previously 30).
  • Air D+Triangle landing can now be canceled into attacks after 5 frames, or blocking and jumping after 10 frames, but movement and supers are prohibited for the full 20 frames.
  • Air neutral Circle counter now causes a mini-launch lift reaction.
  • F+Circle -> B+Square now has a 5-frame cancel delay, and F+Circle can be canceled into D+Square with the same timing.
  • Level 1 Super startup has been increased to 32 frames (previously 26) and recovery has been increased to 70 frames (previously 64).
  • Level 1 Super no longer allows turning after the first 5 frames, but movement is enabled after Raiden begins spinning.
  • Level 2 Super no longer allows blocking, rolling, or air dodging, no longer remains invincible during recovery, and duration has been shortened to 6.5 seconds (previously 7 sec).
  • Level 2 Super activation EMP stun can be reduced from 3 seconds to 2 seconds by rapidly mashing inputs, and Circle attack stun can be similarly reduced from 1.5 seconds to 1 second.

Ratchet

  • Air neutral Square, air F+Square, and air U+Square now require a successful hit to be canceled into double jump.
  • U+Square startup has been reduced to 14 frames (previously 16).
  • Air neutral Triangle regains fall gravity after 10 frames (previously 1) and recovery has been increased to 25 frames (previously 20).

Sackboy

  • Neutral Triangle and air neutral Triangle serve now causes a mini-launch lift reaction with 14 frames of startup followed by 7 active frames, generating 10 AP. (Projectile startup remains unchanged at 40 frames.)
  • Air D+Triangle checkpoint placement is permitted only when Sackboy has a double jump available.
  • U+Circle and air U+Circle startup has been increased to 12 frames (previously 7) and bouncepad is now destroyed when interrupted during startup.
  • Level 3 Super now begins with a 70-frame taunt to give the helpless bubbles a head start.

Sir Daniel

  • Second neutral Square hit volume has been enlarged by 25% and can now be canceled into F+Square.
  • Third neutral Square now generates 25 AP (previously 20).
  • Shielded F+Square now gains 21 AP of armor after 8 frames of startup, lasting until the quick sword thrust begins or until the fully charged sword thrust’s active period ends.
  • D+Square now generates 20 AP per hit (previously 10) during the first spin.
  • Air D+Square startup has been reduced to 21 frames (previously 26).
  • F+Triangle causes less pushback on impact without the Golden Shield, allowing Sir Daniel to follow up with neutral Square midscreen.
  • Shielded F+Triangle armor amount has been increased to 21 AP (previously 11) and turning is briefly enabled after a successful hit.
  • D+Triangle startup has been reduced to 15 frames (previously 21).
  • Air D+Triangle now activates a small hit volume near Sir Daniel’s feet after 31 frames of startup, causing a light reaction and generating 5 AP. The hammer smash hit volume has been extended 0.5 meters backward.
  • F+Circle now causes a twitch reaction upon contact with opponents, generating an additional 5 AP.
  • Up Throw recovery has been reduced by 10 frames.
  • Down Throw recovery has been reduced by 5 frames.
  • Level 1 Super cost has been reduced to 100 AP (previously 125).
  • Level 2 Super now creates a 1 meter by 1 meter hit volume around the Chalice of Souls, active for 4 frames starting when the projectiles appear.

Sly Cooper

  • Neutral Circle and air neutral Circle counter attack recovery has been increased by 4 frames, making it -2 on block.
  • U+Circle now reflects projectiles during frames 9-24 while hopping into the barrel only, and air U+Circle reflects projectiles during frames 17-30 only.
  • U+Circle barrel exit now requires a successful or blocked hit to be canceled into air attacks, double jump, and hover.
  • D+Circle explosion now launches opponents 10% higher.
  • Up Throw recovery has been reduced by 2 frames.
  • L1 invisibility now reduces Sly’s movement speed by 25% and his transparency level decreases from 90% to 67% after 2 seconds.
  • Level 1 Super no longer becomes invincible at any point during recovery (previously invincible during frames 34-57).

Spike

  • Air F+Square charge requirement has been increased to 20 frames (previously 15).
  • Charged U+Triangle and air U+Triangle now generate 30 AP (previously 20) and cause an eject tornado reaction.
  • Neutral Circle now causes a stagger kneel reaction on the first hit, followed by a stagger drop reaction on the second hit. Quick dash recovery has been increased by 2 frames, making it -7 on block. Fully charged dash now generates 30 AP total (previously 25) and guard crushes while running forward.
  • Air neutral Circle timing has been readjusted to combo properly and the first hit now generates 5 AP (previously 4).
  • Up Throw now causes a full launch reaction and recovery has been increased by 2 frames.
  • Directional rolls have been shortened to 18 invincible frames followed by 13 vulnerable frames.

Sweet Tooth

  • Neutral Square can now be canceled into U+Square, and both neutral Square hit volumes have been enlarged slightly to juggle more consistently after U+Square.
  • U+Square hit volumes have been extended 0.1 meters forward.
  • D+Square secondary gust now generates 20 AP (previously 10) and causes a crumple reaction to match the initial stomp.
  • Air D+Square recovery has been reduced by 1 frame, making it -4 on block.
  • Air neutral Triangle now allows movement while spinning, similar to the ground version.
  • F+Triangle hit volume has been extended 0.25 meters forward during its 3rd and 4th active frames.
  • Air D+Triangle hit volume has been extended 0.25 meters backward to cover the entire muzzle flash.
  • F+Circle and air F+Circle molotov bottles now generate 10 AP (previously 5) from a direct hit.
  • Forward Throw recovery has been reduced by 5 frames.
  • Up Throw can now be canceled into Level 2 Super.
  • Level 2 Super missile maximum speed has been increased by 50% and turning control has been improved.

Toro

  • Torobi neutral Triangle and air neutral Triangle now generate 20 AP (previously 26 and 36) and can be canceled into double jump after a successful hit.
  • Torobi air F+Triangle final hit volume has been enlarged by 25%.
  • Oni F+Triangle can now be canceled into Level 2 Super upon landing from the first spin.
  • Oni air D+Triangle landing can now be canceled into block 5 frames prior to normal recovery.
  • Forward Throw and Up Throw recoveries have been reduced by 3 frames.

Zeus

  • Air U+Square hit volume has been extended 0.5 meters downward and recovery has been reduced to 15 frames (previously 19).
  • Charged neutral Triangle hit volume thickness has been doubled to hit short characters consistently.
  • D+Circle and air D+Circle hit volumes have been extended further downward to cover Zeus’ entire body, similar to their charged versions.
  • Charged D+Circle lightning bolt now generates 20 AP (previously 10).
  • Forward Throw recovery has been reduced by 9 frames.
  • Up Throw now causes a slam-down bounce reaction and recovery has been reduced by 5 frames.
  • Down Throw recovery has been reduced by 6 frames.
  • Directional rolls have been adjusted to 21 invincible frames followed by 13 vulnerable frames. (Previously Zeus was able to remain completely invincible while evading.)

ITEMS

  • Leech Beam now siphons 100 AP (previously 140) in 4 AP increments (previously 5).
  • Fusion Bomb bouncing Nitroballs now eject Medium amounts of AP orbs (previously Light).

MISCELLANEOUS BUG FIXES

  • Online synchronization after Infinite Avoidance state has been improved.
  • PS Vita version now ignores D-Pad inputs while holding opposite directions on the L-Stick and D-Pad, to match PS3 version behavior.
  • Environment Stun reactions can no longer be thrown, which prevents inescapable Ratchet Suck Cannon loops on certain stages.
  • Cole’s AP gain timing during neutral Triangle Overload has been corrected.
  • Dante can no longer turn around mid-dash when F+Circle carries him off a ledge.
  • Dante’s F+Circle and air F+Circle can now be canceled into B+Square and air B+Square, respectively.
  • Drake’s Up Throw no longer counts toward the Infinite Avoidance limit.
  • Drake’s lvl3 super Descendants can no longer be thrown when dizzy.
  • Emmett’s air U+Circle and air D+Circle supply bunkers no longer fail to appear if summoned while landing.
  • Emmett can no longer interact with supply bunkers while throwing, being thrown, or using Circle button moves. However, Square and Triangle attacks can still be canceled by pressing R1 (near supply bunkers).
  • Emmett and Kat’s block stun durations have been standardized to 15 frames to match the rest of the cast.
  • Isaac’s lvl1 super reticule stability has been greatly improved in online games.
  • Isaac and Raiden’s air attack landing states have been standardized, preventing them from performing supers for 11 frames (previously 5).
  • Jak’s U+Square now cancels into air F+Square with consistent timing in both directions.
  • Jak’s air Triangle and air Circle attacks now transition properly to corresponding ground states when used immediately before landing.
  • Jak’s charged D+Circle is now considered airborne 5 frames after the button is released.
  • Jak can now use items correctly after pickup during Blue Mod gun stance.
  • Jak now reacts properly to the Sonic Rift item and his own lvl2 super.
  • Jak’s lvl2 super explosion hit volume has been extended 0.25 meters downward to reach ground level and clear out mines.
  • Jak, Parappa, and Sir Daniel no longer negate pushback from multi-hit attacks while in block stun reaction.
  • Kat’s neutral Circle and air neutral Circle debris online desync issues have been greatly reduced.
  • Kat can now perform backward diagonal air dashes without turning around beforehand.
  • Kat decelerates properly upon landing from air dashes while attacking or holding items.
  • Kat’s crumple forward reaction timing has been standardized.
  • Nariko’s neutral Circle and air neutral Circle now register all of their AP on the last hit, to trigger AP burst more consistently online.
  • Nariko’s lvl2 super activation and cannon spin attacks can no longer be blocked.
  • Nariko can no longer perform air attacks after her lvl3 super timer expires.
  • Parappa and Raiden’s lvl2 supers are no longer considered grounded during air recovery.
  • Ratchet’s air neutral Triangle now transitions properly to corresponding ground states.
  • Ratchet’s F+Triangle and air F+Triangle wrench no longer hits twice on the way back.
  • Ratchet’s air attack landing state has been standardized. (Previously Ratchet was able to attack or block immediately upon landing after using air Triangle and air Circle attacks.)
  • Sackboy’s neutral Triangle and air neutral Triangle projectiles no longer cause a twitch reaction on impact (previously generating an additional undocumented 10 AP).
  • Sackboy can no longer perform ground actions in mid-air during air F+Circle recovery.
  • Sly’s air neutral Circle is now considered airborne during recovery.
  • Toro’s air stance changes no longer allow canceling into Torobi air neutral Triangle, Oni air F+Triangle, and Oni air U+Triangle multiple times per jump.
  • Toro can no longer turn around more than once during lvl1 super and lvl2 super startup.
  • Zeus’ D+Circle and air D+Circle startup has been readjusted to always activate hit volumes and lightning bolts, even if the Circle button is released after 1 frame
  • Zeus’ lvl3 super activation now destroys existing Sackboy D+Triangle checkpoints.
  • ZBoots of Hermes, Killer Bees, Leech Beam, and Razor Claws buffs are no longer removed by Infinite Avoidance state.
  • Minor VFX timing fixes for Big Daddy’s air Square attacks, Big Daddy’s lvl2 super, Cole’s U+Circle, Dante’s lvl2 super, Emmett’s air Square attacks, Fat Princess’ charged neutral Square, Isaac’s neutral Square, Isaac’s item-equipped double jump, Jak’s lvl2 super, Kat’s U+Circle, Raiden’s air F+Triangle, Raiden’s D+Circle, Ratchet’s lvl1 super, Sir Daniel’s F+Square, Spike’s lvl1 super, Zeus’ D+Circle, LR-3 Railgun aim cancellation, and Murder of Crows projectile.
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James Lara

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

Home > News

GTA Online Capture Creator Launches This Friday, Earn Double GTA$ & RP in Capture Jobs

Rockstar Games is deploying a new update to Grand Theft Auto Online‘s Creator Tool that will allow players to create their very own Capture jobs.

The update, coming this Friday, April 11, will let players create and publish jobs across any of the four Capture Job variants; Contend, GTA, Hold, and Raid.

To get you in the mood, Rockstar is now offering double the GTA$ and RP earned in each current Capture Job until this Friday, leading up to the new update.

In addition, you’ll also find a brand new title update for GTA Online the next time you boot the game up. Here are the official patch notes for today’s update:

Top Changes

  • A new Lester ability has been added. Players will now be able to call Lester to have him tell his Cop buddies to turn a blind eye to any crime you may or may not be committing for a short period of time.
  • Players are now awarded more cash when completing Parachute, Races, Deathmatches and LTS jobs with less than 4 players.
  • Every time a player likes or dislikes content they will receive 50 RP.
  • Fixed an issue where players who had upgraded Personal Vehicles prior to 1.10 were only able to sell them for $10,000.
  • Fixed an issue where players lost the Gusenberg Sweeper despite having purchased it during the Valentine’s Event.
  • Fixed an exploit where players were able to use the Creator in a Free Roam session and spawn in objects or vehicles.
  • Fixed an exploit where players were able to use weapons within their apartment and garage to kill other players.
  • Vote screens now progress when a Job has received a majority vote.
  • Fixed an issue where players could be unable to reclaim their Personal Vehicles from the impound lot after being destroyed.
  • Fixed an issue where it was possible for a player to receive hangs and long load times after completing several activities.
  • Fixed an issue where players were able to render themselves and the car they were driving invisible to grief other players.

All Changes

  • “Sudden Death” (next point wins) and “All Points” (all packages need to be collected) options have been added to Capture Jobs to prevent matches ending in draws.
  • Players can now view the Map in Deathmatch, Survival, LTS, and Capture lobbies. This also displays the weapon / health pickup locations that exist within each individual Job.
  • Clarified “Rank” in the Job description, which now reads as “Opens at Rank”.
  • Fixed an issue where losing players in Capture Jobs were not awarded Cash.
  • Fixed an issue where if the player chose to skip the tutorial, there was sometimes a delay before the clothes shops opened.
  • Fixed an issue where players would occasionally appear to one another in the Elevator if they transitioned into an Apartment at the same time.
  • Fixed multiple exploits where players could duplicate vehicles.
  • Fixed an issue where vehicles could appear in multiple garage instances causing collision issues and explosions.
  • Players will now be removed from their vehicles if they choose to replace it via the Internet whilst they are in their garage. This will fix an issue where vehicles could be ordered but never arrive.
  • Fixed an issue where players could occasionally be given the incorrect amount of RP for beating Race World Records.
  • Fixed an issue where the Buzzard Gunner overlay would occasionally appear on Next Job Voting Screens.
  • Fixed multiple exploits where players were able to move a variety of non-allowed vehicles into Online.
  • If a Job has a Cash or RP multiplier attached to it (this occurs on event weekends), this will show up on the Next Job Voting Screen.
  • Fixed an issue where a player in a Race would occasionally get ticker feed messages saying they had overtaken another player when they had not.
  • Fixed an issue where Quick Join would occasionally not work properly when attempting to join a Contact Mission.
  • Fixed a grammatical issue with the Sanchez motorbikes on the vehicle selection screen.
  • Fixed an issue where it was possible for a player to have their Strength stat reset.
  • Fixed an issue where Armoured Trucks could continually spawn.
  • Fixed an exploit where the player can gain RP for dying with a wanted level while in the army base / prison while on Missions.
  • Fixed an issue where purchasing ammo for a dropped weapon could occasionally allow it to be saved to the player’s character.
  • Fixed an exploit where players could duplicate their Personal Vehicles by blocking the entrance to their garage.
  • Fixed an issue where it was possible for a player to get stuck after using Quick Save whilst in the impound lot.
  • Fixed an issue where cash was occasionally being paid out incorrectly after Races.
  • Fixed an issue where it was possible for a player to receive the incorrect RP after completing a Contact Mission.
  • Fixed an issue where if a player drank Whisky in their apartment until they passed out, this could cause a clone to appear who would then attack them.
  • A new feed has been added for during transitions into and out of GTA Online sessions and Jobs. These show how many Jobs a player has played of each type, as well as how many Missions from each Contact the player has played out of those available to them at their Rank.
  • Fixed an issue where incorrect error messages could show when attempting to join a GTA Online session.
  • Fixed an issue where non-player characters could spawn into player apartments.
  • Fixed an exploit where players were able to steal one another’s vehicles.
  • Fixed an issue with the Grotti logo used in vehicle descriptions in garages.
  • Fixed an issue where it was possible for players to become stuck after the tutorial Mission cutscene completing.
  • Fixed an issue where players could lose vehicles by having them delivered to a garage without actually owning a garage.
  • Fixed an issue where personal vehicles had to be claimed on Insurance despite not being destroyed.
  • Fixed an issue where the dialogue box for Mors Mutual Insurance would only show up very briefly.
  • Fixed an issue where the cost of reclaiming the Rat Loader could change depending on how many vehicles there were in the reclaim list.
  • Fixed an issue where a player could occasionally crash when entering a Job corona.
  • Fixed an issue where Rockstar Verified Jobs could display incorrect information on the Social Club website.
  • Fixed an issue where players were unable to Save or Publish created content if the Microsoft Points symbol was used in the description.
  • Fixed an issue where players could change positions very quickly when passing through Checkpoints in Races.
  • Fixed an issue where the ticker feed would show that a player has moved into first place in Races when they were already in first place.
  • Team Balancing will be on permanently and by default for all Capture Jobs.
  • Fixed an issue where a player could become stuck viewing an Apartment when trying to buzz a remote player into their garage.
  • Fixed an issue where the Next Job Voting Screen became corrupted and was missing descriptive text.
  • Fixed an issue where Personal Vehicles could lose Insurance if their garage slot was changed.
  • Fixed an issue where it was possible to become stuck on a black screen after signing out of a PSN Profile whilst in the Creator.
  • Fixed an issue where it was possible to time out when accepting an invite to a friend’s Online session whilst in the Creator.
  • Fixed an issue where it was possible to use the phone when testing jobs in the Creator.
  • Corrected an issue where it was possible to gain Awards and RP after blowing up vehicles in the test mode of the Creator.
  • Fixed an issue where players could occasionally not respawn correctly if they were killed in a boat.
  • Fixed an issue where the player character model could show in the Creator in the top-down sky view.
  • Fixed an exploit where players had the ability to reclaim an uninsured Personal Vehicle via Mors Mutual Insurance.
  • Fixed an issue where vehicles could spawn in random locations under bridges if initially placed on bridges.
  • Fixed an issue where the Character Creator would not be able to create new Characters after being turned off when deleting a character.
  • Fixed an exploit where players were able to disable Bounties placed on them.
  • Fixed an issue where it was possible to lose all player control after speed-scrolling through menus.
  • Fixed an issue where it was occasionally possible for enemies to spawn inside locked buildings during gang attacks.
  • Fixed an issue where players could be unable to make any phone calls during Contact Missions.
  • Fixed an issue where button prompts could occasionally show up during the Online intro cutscene from non-related events.
  • Fixed an issue where the Whisky bottle in an Apartment could become invisible to other players after drinking from it.
  • Fixed an issue where players could become stuck on a black screen / permanent loading screen when joining GTA Online with a fresh character after installing the Business Pack.
  • Fixed an issue where players could load back into Online with invisible arms and feet and an entirely new outfit after updating the game.
  • Fixed an issue where signing out of the Creator could hang the game.
  • Fixed an issue where activity prompts such as drinking wine could show to players invited to Apartments but these prompts could not be followed.
  • Fixed an issue where the player would no longer receive contact missions from Trevor after the player joined a Job and then returned to Online.
  • Fixed an issue where players were receiving too much RP after Races.
  • Fixed an issue in Rally Races where it was occasionally possible for players to receive ticker feed messages and RP rewards for overtaking when no overtaking had occurred.
  • Fixed an issue where players could be taken to the wrong session or job after the Next Job Voting Screen.
  • Fixed an issue where the quick restart option on the Test option for the Creator would just take the player back to the Creator, rather than restarting the Test Job.
  • Fixed an issue where players could receive messages that they had not yet unlocked some Missions despite them being available in the Start menu.
  • Fixed an issue where the incorrect screen could show after completing a job created in the Creator.
  • Fixed an issue where the incorrect Job type could show up in the phone invite and ticker message when received.

Story Mode Changes

  • Fixed an issue where players could fail the “Monkey Business” Mission by dropping a Mission objective.

Via Rockstar Newswire.

David Veselka

Musician, Gamer, Geek. Subscriber

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Diablo 3 Patch 2.0.4 Now Live, Buffs Crusader And Witch Doctor Classes

A new patch for the PC and Mac versions of Diablo 3 is now available for download as of this writing.

In the update, Blizzard is greatly improving the Crusader and Witch Doctor classes while addressing a few bugs. You check out the pretty lengthy patch notes over at battle.net, courtesy of Blizzard. You can also navigate the table of contents below:

Are you happy with some of the latest Diablo 3 tweaks?

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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Call of Duty: Ghosts “Ninja” Patch Alters Killstreaks to “Promote Objective Play”

Developer Infinity Ward is introducing a few new alterations to the way Killstreak rewards are earned in Call of Duty: Ghosts.

In Ghosts, Killstreak points are traditionally accumulated through racking up a kill count – the more kills you earn in one life, the more points you earn towards your next Killstreak reward, depending on your chosen Strike Package.

It now appears that the studio has altered Ghosts’ Killstreak system to behave more similar to the set up used Treyarch’s Call of Duty: Black Ops 2, where rewards are earned through accumulating points, not just kills. Hence, the name: Pointstreaks.

Through a bit of testing on the Xbox One, we’ve noticed that players are now earning points that build up towards their next Killstreak reward for completing certain in-game actions. That means actions like capturing a Domination point or collecting a tag in Kill Confirmed, in addition to killing enemies, will help you earn your next Killstreak reward quicker.

Allegedly, the tweak was introduced via a “ninja” update – an update or line of patch note that you probably didn’t know about – that, according to one Infinity Ward developer, we will learn more about soon. “A formal announcement is coming,” says multiplayer designer Joe Cecot.

Have you tried out the new “ninja” update? What do you think of the new Killstreak tweaks?

Update

You’ll find the official details below. According to Infinity Ward, the alteration was made to “promote objective play”.

  • Added killstreak point rewards for KC, DOM and Grind game types to promote objective play:
    • KC: Half point rewarded for collecting tags.
    • DOM: Half point rewarded for changing a flag to Neutral, and another half point from neutral to Captured.
    • Grind: Half point rewarded for each tag banked.

You can catch the patch notes for Call of Duty: Ghosts’ latest title update right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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PvZ: Garden Warfare – PopCap HD Amends Rocky Garden Variety Launch With Free Supremium Packs

Great news for those who stuck by PopCap HD’s side and are still playing Plants vs. Zombies: Garden Warfare after the rocky few days of Garden Variety‘s launch.

If you don’t remember, the launch was riddled with issues, including crashes when loading up either Driftwood Shores or Main Street and game updates being reverted to a previous state from the first patch.

For that, PopCap HD is rewarding Plants vs. Zombies: Garden Warfare players on both Xbox platforms with a free Supremium pack the next time they log in to Garden Warfare, according to a recent Facebook post.

For those unfamiliar with the contents of the Supremium pack, opening one gives you a chance to earn anything from character parts, weapon upgrades, or consumables for both teams. It also has the highest chance to contain the super-rare sticker and 10x skip challenges.

What did you earn with your free Supremium pack?

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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Open-World Action-Driving Game The Crew Launches This Fall, New Trailer

The Crew, an action-driving game in an open-world populated by real players, is coming to the Xbox One, PlayStation 4 and PC this Fall, developer Ivory Tower and publisher Ubisoft announced today.

The Crew will be available in two editions for the Xbox One and PlayStation 4; The Limited Edition and the Muscle Edition.

The Limited Edition offers early access to the BMW Z4 sDrive35is, Mini Cooper S, and Dodge Ram SRT-10, including access to their respective sets of full custom and performance parts. The Muscle Edition, only available at EB Games, includes all the early unlock content from the Limited Edition and also grants early access to the 2015 Ford Mustang GT. Both Editions offer 10,000 bonus Crew Credits.

Last we heard, The Crew will will offer an impressive 10,000 kilometers, or 6,213 miles, of open road, covering areas like New York, Miami, and the West Coast, with a coast to coast trip taking 90 minutes to complete.

Catch the brand new trailer above.

David Veselka

Musician, Gamer, Geek. Subscriber

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Pro Gamer Nadeshot Calls Ghosts The “Worst Call of Duty in the Franchise”

“There is just a lot of things they did wrong,” pro gamer Matt “Nadeshot” Haag of OpTic Gaming says about Infinity Ward’s latest launch, Call of Duty: Ghosts.

With Call of Duty’s second global $1 million championship late last month, it’s clear that publisher Activision is hoping to gain momentum in the competitive scene and win the approval of its most hardcore audience: pro gamers just like Nadeshot.

So what does he think about Infinity Ward’s follow up to Treyarch’s effort last year with Call of Duty: Black Ops 2?

“Call of Duty Ghosts is the worst Call of Duty in the franchise. There is just a lot of things they did wrong,” he recently told Redbull in an interview following the tournament. “They’re stubborn about it. They’ve gradually come out with changes that have improved things, but collectively everyone realizes that this is a game that doesn’t have a lot of longevity. The skill gap is very low. It’s just the way it is.

“When you change developers every year, you don’t know what direction they’re going to take the game. It just so happens that the direction they took it wasn’t ideal for the competitive community. It sounds harsh, but if more pro players were more outspoken about it and collectively gave feedback to the developers to make those improvements, the CoD process would be more smooth.”

optic-nadeshot-at-the-2014-cod-chamionships

Matt “Nadeshot” Haag

When asked about his outlook on newcomer Sledgehammer Games leading the charge with this year’s Call of Duty, rumored to be an entry in the Modern Warfare series, Nadeshot adopted a more positive stance.

“A lot of Sledgehammer’s staff has openly showed their support for the competitive community on social media,” he said. “I’ve seen pictures of them watching tournaments from their war room. So their staff seems to be behind it. A lot of people from Sledgehammer came out to the CoD Championship last year and that’s before anyone knew they were making the next one.”

He doesn’t seem worried because, “Not to be harsh, but it can only get better from here just because this one was done so poorly.”

He goes on to admit that not everyone might share the same hopes for competitive Call of Duty as he and fellow pro gamers dream of, but he certainly hopes for a better effort from this year’s Call of Duty in the eSports space.

“I realize that the competitive community is a small percentage of the casual demographic, but if Activision is hosting a $1 million tournament every year and putting their game on a gigantic championship, I don’t see how such small features are passed up. They just didn’t put in the extra effort,” he explained.

“Usually I’m not vocal on Twitter but I have been this time because they took the wrong direction. I’m just happy that they’re going to three developers now because we can maybe not deal with Infinity Ward every other year.”

David Veselka

Musician, Gamer, Geek. Subscriber