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BF3 – Recon Class Awarded More Points In Final Build and Function of SOFLAM Detailed

Senior Gameplay Designer Frederik Thylander has revealed some new information regarding the point system implemented in Battlefield 3.

First, Mr. Thylander recently announced that a total of 12 sets camouflage patterns will be available for your soldier in Battlefield 3. Fans have been curious to know exactly how these camos will be unlocked and what styles are included. Thylander give his answers: “I’ll leave the styles a secret, but as with every ‘all-kit’ unlock, it’s through rank-up.”

Thylander has also recently cleared up a few things up about how points will be earned in the final build of Battlefield 3. Personally, I was very excited to play as the Recon class in BF3 after finding out about all the cool gadgets that the class will be receiving, like the spawn beacon and the SOFLAM. One thing that disappointed me in the Beta was that the Recon class did not get any points for having teammates spawn on their beacon. However, according to Thylander, this has been addressed for the final build as the “Spawn beacon [now] gives points.” He also clarified a few things regarding the controllable MAV: “MAV is a mobile motion tracker. Points to you for anyone that dies in it’s radius.” It’s good to see the Recon class getting a bit more attention in terms of points.

As for the SOFLAM gadget, it seems that points are also rewarded accordingly for assisting in destroying vehicles. Thylander had this to say about laser painting: “The person who painted gets each point of damage…” He continued, “note also, though a javelin cannot lock on an air target by itself, [it] can lock on painted stuff. And, SOFLAM can paint air targets.” What I like about this is that it really encourages the Recon class to be more active in assisting other teammates, especially the Engineer class in this case, with his Javelin.

What did you guys think about the point system in the Beta, and what would you like to see changed in the final build? Leave your comments below, and make sure to follow @MPFirst on Twitter and check out our brand new Facebook page!

Missed some recent news regarding New Spotting Features in Battlefield 3? Also, MP1st wants your feedback!

David Veselka

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BF3 – New Spotting Features in Final Build? Plus, DICE’s Thoughts on Similarities Between Competition

In the recent build of Battlefield 3 that we’ve been seeing lately, there have been a couple of newly implemented gameplay mechanics not included in the Beta that really stood out to us for a few reasons. The first being that they could drastically change the way some gamers play Battlefield and second, because they looked quite similar to gameplay mechanics found in the Call of Duty series.

At around the 3:30 mark in the video below, notice the player as he engages in a fire-fight with an enemy inside the tunnel infront of him. From what it looks like, it seems that whenever his enemy fires his weapon, which is noticeably unsuppressed due to the muzzle flash, his position shows up on the mini-map in the bottom left-hand corner, but is not highlighted by an orange triangle above his head. This basically confirms that enemies who fire an unsuppressed weapon will have their position revealed on your mini-map, which was not the case in the BF3 Beta.

[youtube id=”aTDmkrIrOrM” width=”600″ height=”350″]

What do you guys think? We’ll let you be the judge of this one.

Another feature in question is the ability to see the locations of your teammate’s death thanks to a skull that appears on screen and on the mini-map. You can check out a few screen shots of this in our Dissection of the Near Final Build of Battlefield 3.

It is arguable that both of these features are very similar to ones found in the Call of Duty series. Teammate’s deaths have always been visible, and enemies have always shown up on the mini-map when firing an unsuppressed weapon. However, it’s undeniable that both of these gameplay mechanics are also effective and enhance the gameplay. If this is indeed true, then why would developers not include it in their own game, regardless of whether or not it’s been done before? In an interview with Complex, Alex Grondel comments on this very issue: “Since we’re building what we’re building and other shooters are building their stuff, you can easily see when you get the awkward crossover in some places. You have the same inspiration, but you did it in two different ways. In other cases, you have two completely friendly implementations that have no resemblance, but you will still get compared.”

Let us know your thoughts in the comment section below and check out some of our recent articles! Also, we are looking for your feedback on the website. Click here to leave some comments!

Battlefield 3 Spawn Confusion Settled

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MP1st is Undergoing Maintenance and We Want Your Feedback

Over the last 10 days, we at MP1st have been hard at work redesigning the website to ease your browsing experience. You might have been experiencing some problems with the categories tabs on the second navigation bar, so in the meantime, you’ll have to find all links to the articles on the much improved hompage. (Yes, we know battlefield fans, it’s an inconvenience for you. But don’t worry, this past week we’ve mainly covered Battlefield.)

We are at the last stages of sanding off the edges of the new and improved MP1st, so all the feedback you can provide at this stage will help us tweak MP1st to your liking. Make sure to be as specific as possible with your feedback in the comments’ section below, and we will address every concern.

Also this week, we created a Facebook page that we’d like you to like! (A better logo for that page is being worked on.)

Don’t forget to follow MP1st on twitter and tweet at us whatever comes to your mind.

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The Best Offline Multiplayer Games for 10 Past-Gen Consoles

Multiplayer games have been at the forefront of home console gaming for decades, and while developers have innovated and redefined multiplayer gaming, these awesome games are just as fun and relevant as the day they debuted. If you want some old-fashioned offline multiplayer fun, pick up one of these consoles and fire up their best multiplayer game.

Pong (Atari)

In the first days of my marriage, my wife revealed her Atari hardware and software collection. It was then I knew that marrying her was the right decision. We plugged the system in and played Pong (with those awesome paddle controllers) for hours. Pong is a great game to play both for its historical value (look how far the industry has come in just a few short decades!) and its simple, yet competitive, gameplay. It’s a given that almost every gamer has probably played a variation or iteration of Pong, but the Atari release is still the definitive version. Unless, of course, you still own a 1975 Home Pong dedicated console.

close second – Warlords

Street Fighter 2 (Super Nintendo)

I am terrible at fighting games; I don’t know or care much about Sumo Smashes and Dragon Punches. But I do know that Street Fighter 2 is the best fighting game ever created, and one of the best multiplayer games ever. Street Fighter 2 (any iteration, although Super reigns supreme) is immensely recognizable and accessible to any gamer. It is incredibly deep, and a seasoned vet of the game will undoubtedly hand new players their respective asses, but its basic ease of play and iconic characters keep players of all skill levels invested.

close second – TMNT: Turtles in Time

Mario Kart 64 (Nintendo 64)

Goldeneye and Perfect Dark set new standards for console shooters, but Mario Kart 64 is undoubtedly the best multiplayer game for Nintendo’s third home console. The game featured all of the classic Mario characters, both first- and second-tier, and housed a racing world instantly recognizable to any fan of the series. Although shortcuts and hopping/drifting can put some serious distance between racers, the random element of item drops kept the playing field level.

close second – Perfect Dark

Rush 2049 (Sega Dreamcast)

Rush 2049 (which appeared in arcades, 2 consoles, and a handheld) is an addictive racing/vehicular battle game that put an emphasis on arcade-style competition and trick driving. Dedicated battle gametypes operated like more serious versions of Mario Kart’s battle mode, and 2049’s stunt track’s provided an entirely new way to play. Careening around corners, launching your car hundreds of feet in the air, and attempting to grab all of the hidden collectibles in a map kept players invested for hours at a time.

close second – Powerstone

Crash Team Racing (Playstation 1)

Crash Team Racing was one of the only kart racers to give Mario Kart a run for its money. The game featured a stable of iconic Crash Bandicoot characters, and well-designed tracks with speed boosts and power-ups strategically placed throughout. Power slides and Wumpa Fruit were two distinguishing elements of gameplay, and fans of the game are still clamoring for a proper sequel (2003’s Crash Nitro Kart just didn’t cut it).

close second – Bushido Blade

Super Smash Brothers Melee (Nintendo Gamecube)

SSBM justified my original Gamecube purchase, and still stands as my favorite Gamecube title. The game’s balance, character roster, and superb level design helped solidify it as the best Gamecube multiplayer game. I would argue that SSBM is the best 4-player offline multiplayer game ever developed. While the core combat and item dispersement was tantalizing enough, the collection of mini-games and extensive unlock system kept Nintendo fans glued to their seats for years. The original Super Smash Brothers was a great concept and a good game; Brawl took the series to new heights with user generated content and online play; however, Melee reigns supreme as the pinnacle of the franchise.

close second – Mario Kart: Double Dash

Streets of Rage (Sega Genesis)

Streets of Rage has been ported to a variety of systems and downloadable channels, but it’s best to play the game in its original setting: on the Sega Genesis. Power ups, police force back-up, and co-op multiplayer helped garner this title a number of fans and two sequels. The gameplay, while similar to that of beat-em-up standard Golden Axe, offered a few twists with boss battles and enemy spawns, and still makes for a great offline co-op game.

close second – ToeJam and Earl

Timesplitters 2 (Playstation 2)

The Playstation 2 had (has) no lack of enticing content; the system is home to thousands of games, and many are regularly hailed as some of the best ever. As far as offline multiplayer is concerned (I’ll keep this consistent; SOCOM II would win hands-down if I took online play into consideration), a bevy of racing games, fighters, action, and shooters vied for gamers’ time. Timesplitters 2 featured frenzied 4-player multiplayer with extensive customization and bot support. Setting up a team of uber-difficult bots, and changing all of the weapons to shotguns made for a hectic and exciting round of first person shooting. Timesplitters was also one of the, if not the, first titles to introduce the “infection” gametype that has become so immensely popular in recent games such as Halo and Call of Duty.

close second – Burnout 3: Takedown

Dungeons and Dragons: Heroes (Xbox)

The Xbox made a name for itself by supporting a slew of competent shooters; justifying both the console and the rise of console-based shooters in general. However, the best offline game for the system is Dungeons and Dragons: Heroes. Heroes is a 4-player cooperative dungeon crawler in the same vein as Baldur’s Gate: Dark Alliance. Players choose a class, skills, weapon proficiencies, and set out in the world of Dungeons and Dragons to slay an ancient evil. While the characters and story are as generic as they come, the gameplay is tight hack-and-slash, and the cooperative play is second to none in the realm of dungeon crawling.

close second – Halo 2

Virtua Fighter 2 (Sega Saturn)

Virtua Fighter 2 initially turned heads due to its impressive 3D graphics technology, but offered a relatively deep and rewarding gameplay experience as well. The most impressive hook that developers Sega included was the ability for players to customize elements of the battle, such as energy meters and field size. The then-stunning 3D graphics, customization options, and respectable character list (11 in its initial release) cemented VF2 as the must-play multiplayer title of the Sega Saturn.

close second – Guardian Heroes

Let me know in the comments which games I overlooked; I know this list is only the tip of the iceberg. 

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Top 5 Myths About Multiplayer Skill

The Three Best Multiplayer Games. Ever.

Graham

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Battlefield 3 Multiplayer Maps Revealed Pt. 2

The final 5 multiplayer maps for Battlefield 3 have been revealed on the Battleblog, making a total of 9 areas for you and your friends to battle it out in total warfare! Make sure to check out the previous 4 maps here. Let us know which ones you are most excited for in the comment section below!

Be sure to follow @MPFirst on Twitter and like us on our brand new Facebook page so we can keep you updated as we learn more about Battlefield 3!

GRAND BAZAAR

WORKING TITLE> BAZAAR
DICE INTERNAL DESIGNATION> MP001
SUPPORTED GAME MODES> ALL
BRIEF> TIGHT URBAN COMBAT

FICTION> THE BATTLE FOR CENTRAL TEHRAN HAS REACHED ITS SECOND WEEK, AND WHAT WAS EXPECTED TO BE OVER WITHIN DAYS NOW CONTINUES AS RUSSIAN AND U.S. FORCES CLASH FOR CONTROL OVER THIS ANCIENT CITY.

DESIGN THOUGHTS> We knew we wanted to do something very urban in the city center of Tehran. The fiction has you coming in two weeks after fighting started, so the tight and narrowly built city has a great deal of destruction already when you spawn into the game. Grand Bazaar is a classically mirrored map where both sides have very similar pathways, sideways, and possibilities to traverse heights to get a better view of the action. It’s a very short range close quarter combat map where shotguns tend to be favored.

CASPIAN BORDER

WORKING TITLE> FOREST
DICE INTERNAL DESIGNATION> MP007
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE WARFARE IN LARGE VALLEY

FICTION> A RECON RUSSIAN FORCE HAS SET UP CAMP ON THE TURKMENISTAN SIDE OF THE IRANIAN BORDER AND PROCEEDED TO TAKE OVER THE HEAVILY BUILT UP BORDER CHECKPOINT.

DESIGN THOUGHTS> Caspian Border was meant to encapsulate the classic Battlefield all-out vehicle warfare gameplay, and also to be a lush and green contrast to the more urban and desert maps in Battlefield 3. The border control splitting the map in two was introduced to add an interesting break both visually and gameplay wise in the otherwise beautiful and open landscape. Caspian Border is one of the obvious map choices if you are after the full vehicle experience, as base distances are generally too long to cover by foot. Pretty much every type of vehicle is available in this map.

SEINE CROSSING

 

 

 

 

 

 

 

 

WORKING TITLE> PARIS
DICE INTERNAL DESIGNATION> MP011
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE/INFANTRY COMBAT IN DOWNTOWN PARIS

FICTION> THE AMERICAN INVASION OF RUSSIAN OCCUPIED PARIS IS IN FULL MOTION. THE UPSCALE AREA IN THE 7TH DISTRICT OF PARIS SERVES AS THE BATTLEGROUND.

DESIGN THOUGHTS> Seine Crossing has two sections of Paris split in the middle by the river Seine. Seine Crossing has a number of larger roads for vehicles to patrol, while infantry can sneak through tight alleyways and climb staircases to reach second or third levels inside buildings to reach a better tactical position – unless the enemy takes down the building facades. The final M-COM stations in Rush are placed inside a bank building, which is the largest indoor environments of this map and forces the attackers to slightly change tactics.

NOSHAHR CANALS

 

 

 

 

 

 

WORKING TITLE> CANALS
DICE INTERNAL DESIGNATION> MP017
SUPPORTED GAME MODES> ALL
BRIEF> MIXED COMBAT IN INDUSTRIAL SETTING

FICTION>  U.S. MARINES LAUNCH A STRIKE ON A MAJOR HARBOR BY THE NOSHAHR CANALS ON THE IRANIAN COAST. THE STRATEGICALLY IMPORTANT PORT ALLOWS FOR DEEP WATER VESSELS TO OFFLOAD ESSENTIAL MATERIALS.

DESIGN THOUGHTS> When we set out to do Noshahr Canals, we wanted to contrast the urban and rural with something more industrial. So we set Noshahr Canals up as an industrial harbor, featuring a mix of infantry, land vehicle, and boat gameplay. The attackers in Rush start out on an carrier ship and can reach the beachhead by amphibious vehicles, boats, and helicopters. All of the bases on the map have an industrial theme but still have different styles, like a train yard, dry dock, or airfield. Compared with the larger vehicle maps in the game, this allows for tighter infantry combat.

KHARG ISLAND

 

 

 

 

 

 

WORKING TITLE> KHARG
DICE INTERNAL DESIGNATION> MP018
SUPPORTED GAME MODES> ALL
BRIEF> AMPHIBIOUS ASSAULT

FICTION> KHARG ISLAND IS IRAN’S BIGGEST OIL EXPORT TERMINAL. IF THE U.S. CAN STAKE CONTROL OVER THIS ISLAND, IT WILL DENY THE RUSSIANS CRITICAL ACCESS TO IRANIAN OIL RESERVES.

DESIGN THOUGHTS> Kharg Island is our second map with boat gameplay. Thematically it’s representing an assault against Kharg island in the Persian sea, an industrialized island not far from the Iranian coast. The map is slightly more focused on vehicles with longer distance between flags than for example Noshahar Canals. In the Rush game mode, the beach assault begins on the coastline with a well-defended beach you need to break through to create a beachhead for further attacks on the island, before it opens up wider in the later part of the map.

THIS IS HOW WE DO IT

Creating levels at DICE is a democratic affair, and a process that is ruled in equal amounts by art and gameplay design. This in order to not only get a balanced mix of gameplay variations in the game, but also a variety of visual impressions.

At the start of the design process, the artists mocked up a number of creative briefs together with level designers Inge Jøran Holberg, Diego Jimenez and Niklas Åstrand. These briefs explain the gameplay type and idea, story and visual theme. Everyone on the Battlefield 3 development team was encouraged to vote for their favorites among the briefs and also add ideas of their own. From there, prototypes of the favorite levels were produced in so called “pods” — pairs with a level designer and artist per map — so the team could play them to see which ones were the most promising.

Then, the team as a whole weighed the maps against one another to see which ones would make the most compelling and diverse package to ship the game with. We finally ended up with the 9 cherry-picked multiplayer maps you can read all about here today and in yesterday’s blog post. They’re the best of the best, the maps that shone the brightest in our playtests, and the ones that combined bring out everything we want both veteran and new Battlefield players to experience in Battlefield 3 multiplayer.

Oh, and did you know there’s a sand castle on one of our maps in Battlefield 3? This classic easter egg has been present in many Battlefield maps through the years. See if you can find it!

THE COMPLETE BATTLEFIELD 3 MULTIPLAYER MAP LIST
(IN ALPHABETICAL ORDER)

Caspian Border / Level Designer: Diego Jimenez
Damavand Peak / Level Designer: Niklas Åstrand
Grand Bazaar / Level Designer: Niklas Åstrand
Kharg Island / Level Designer: Inge Jøran Holberg
Noshahar Canals / Level Designer: Niklas Åstrand
Operation Firestorm / Level Designer: Inge Jøran Holberg
Operation Métro / Level Designer: Inge Jøran Holberg
Seine Crossing / Level Designer: Diego Jimenez
Tehran Highway / Level Designer: Niklas Åstrand

David Veselka

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Battlefield 3 Squad Spawn Confusion Settled

One issue that has confused many Battlefield fans is squad spawning, and how it will work in the final version of Battlefield 3. In the Beta, regardless of whether or not you were a squad leader, you could spawn on any other squad member. In the commentary on the recent new maps’ footage, which we dissected frame by frame, DICE’s Patrich Bach explained that players can only spawn on the squad leader. However, this wasn’t not entirely accurate as Battlefield 3 will feature 2 variation of game modes, regular and hardcore.

So, now let’s clear this up once for good. In a PCPowerplay interview, Lars Gustavsson,  Lead Multiplayer Designer, clarified that in “retail [version of BF3] will be everyone can spawn on everyone [in their squad], plus the Recon radio beacon. If you play in Hardcore Mode, we will have the spawn only on the Squad Leader.” Obviously, as Alan Kertz explained, the squad leader will be able to spawn on any squadmates, but who gets to be a squad leader? Lars went on to clarify “whoever creates the squad” will become the leader. Unfortunately, the leader’s hat can’t change heads mid game at launch, but Lars teased  “down the road, who knows [if demotion or promotion will be implemented].”

Finally, this issue’s been put to rest!

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BF3 – Semi-Auto Snipers Tweaked, Base Weapon Damage Unchanged, and Improved Mini-Map

Fahed Jaradat

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New Battlefield 3 Trailer Showcases Vehicles

Yet another Battlefield 3 trailer has been released, this time focusing on the vehicles of Battlefield. Once again, most of the footage is recycled, but there are a few new shots here and there of both single player and multiplayer. Before watching, make sure to check out our Dissection of the Near Final Build of Battlefield 3!

[youtube id=”Nt5Ar1WDjuc” width=”600″ height=”350″]

 

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BF3 – Squad Specs, Visible Team Deaths, Added Options and more: A Dissection of the Near Final Build

Recently, IGN was able to preview the retail version of Battlefield 3. Two multiplayer demonstrations were given by Producers Patrick Bach, and Alex Grondal who show off two new MP maps, Operation Firestorm and Grand Bazaar. We’ve taken some stills from these two videos to capture a few interesting differences from the Beta that will be making it into the retail version of Battlefield 3. To view a full screen image of each picture, click on the image twice.

Check out some of our latest articles you may have missed!

BF3 – Semi-Auto Snipers Tweaked, Base Weapon Damage Unchanged, and Improved Mini-Map

BF3 – More Weapons in Retail Version, Biggest Maps Yet, and Changes to Unlocks

  • The squad leader once again plays a more prominent role. According to Patrick Bach, players can only spawn on the squad leader. This leader also has the options to give orders. Also, both in-game and in-menu, it is now possible to see what specialization each squad member has equipped. This will obviously come in to play more prominently once players begin unlocking the squad specializations.
Squad specializations are now included to the left of each member while the leader is highlighted with a star.
  • It is now possible to access the options menu while in the loadout screen.
We need our options.
  • Service stars now apply to classes, as they do weapons. In the picture below, you can notice that there is now a service star number next to the class, as well as the weapon. There still doesn’t seem to be any options to change your kit while watching the kill-cam. It looks like we still need to wait through it in order to access our loadouts or change options.
Still no loadout menu in the kill-cam.
  • It is now possible to view your soldier in the loadout tweaking screen, as well as change their appearance (this is most likely for those who have the SPECACT Kit DLC).
Lookin' good soldier.
  • It’s now possible to view which kit you are picking up off of fallen teammates. It also shows a picture of the weapon you will be picking up if you center your view on the dropped kit.
You can also notice that squad specializations show up in-game.
  • The location of teammates/squadmates who have recently died now show up on screen, on the mini-map, and in the full map in the loadout screen. It has recently been confirmed that the lightning bolt symbols will still appear for medics while other classes will see the skulls. Also, the distance to your closest objective is now shown on-screen. This applies to both Rush and Conquest.
Skulls in-game and distance to Alpha.
Skull on min-map.
Skull on loadout map.
  • The on-screen blood splatter has changed from the Beta.
Blood everywhere!
  • There now seems to be on-screen reminders to either drop health or ammo for squad/teammates, or to request it.
Share your ammo, man!
Gimme some ammo, man!
  • Ribbons are now crooked!
One of the more important changes from the Beta.
  • For those who were not fortunate enough (eg. do not own PCs) and did not get to play on the Caspian Border multiplayer map during the Beta, here are some vehicle related pictures that may be of interest.
Transport helicopter.
Tank specs.

What do you think of the changes made? Please let us know in the comments’ section below!

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Battlefield 3 Multiplayer Maps Revealed Pt. 1

On the official Battlefield Blog, DICE has revealed the design details of four maps in Battlefield 3, two of which are brand new. Operation Firestorm, Operation Metro, Tehran Highway, and Damavand Peak. They also teased the reveal of the five remaining maps to come tomorrow.

OPERATION FIRESTORM

WORKING TITLE> oilfields
DICE INTERNAL DESIGNATION> mp012
SUPPORTED GAME MODES> all
BRIEF> all-out desert warfare

FICTION> U.S. and russia launch large-scale assaults to control Iran’s biggest source of oil. Securing this area will offer full control of the sector and its key facilities.

Niklas åstrand’s design thoughts: one of our largest and most vehicle-friendly map, operation firestorm is the classic battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three atacama deserts — one of the largest maps from battlefield: bad company 2 — within the playable area of operation firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or rpg.

OPERATION MÉTRO

WORKING TITLE> metro
DICE INTERNAL DESIGNATION> mp015
SUPPORTED GAME MODES> all
BRIEF> infantry focused combat in subway

FICTION> Heavy fighting is expected as u.s. forces push to secure the financial district in central paris. Russian anti-air emplacements in chardonnay park are likely to be the first target.

Niklas åstrand’s design thoughts: operation métro is the map from e3 and the open beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in rush, you can see how operation métro is almost three maps within one: you start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.

TEHRAN HIGHWAY

WORKING TITLE> Highway
DICE INTERNAL DESIGNATION> mp003
SUPPORTED GAME MODES> all
BRIEF> infantry fighting in tight city streets

FICTION> A fight for control of access routes near tehran. U.S. forces make a push from the hills under cover of darkness while russians have set up defensive positions along the main entrance points.

Niklas åstrand’s design thoughts: one of the inspirations for this map was a photo of a night time skyline of tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry.

DAMAVAND PEAK

WORKING TITLE> basejump
DICE INTERNAL DESIGNATION> mp013
SUPPORTED GAME MODES> all
BRIEF> fighting in winter mountains

FICTION> a rugged mountain area plays a major role in deciding whether russian or u.s. troops are successful in combat operations in the sector, as the area is home to key radar installations.

Niklas åstrand’s design thoughts: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular.

Stay tuned to MP1st for the latest Battlefield 3 news.

 

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BF3 – Semi-Auto Snipers Tweaked, Base Weapon Damage Unchanged, and Improved Mini-Map

DICE has revealed some new information regarding sniper rifles and how they will be tweaked, weapon damage, and HD textures!

When it comes to balancing, sniper rifles have always been a controversial issue in FPS multiplayer. According to many FPS forums, they’re either under-powered, over-powered, useless at close range, or too effective at “quick-scoping.” Many Battlefield fans have already shown concern towards DICE’s decision to make bolt-action rifles only a one-shot kill when striking to the head. You can read more about these concerns here. This would seemingly give too much power to the semi-auto sniper rifles (which only needed two body shots to kill an enemy, as with the bolt-actions) that tended to dominate during the Beta. However, Alan Kertz recently clarified that the semi-autos are, indeed, being tweaked. When one fan for Kertz’s thoughts on their ability to take down enemies in two shots being over-powered, he responded, “the two shot kill range was a bit too long. They can still 2 shot up close to be competitive.” So, it seems that while they will still be able to two-shot an enemy in the final build, the distance at which that can do this will be shortened. Do you feel this is fair?

Speaking of weapon damage, DICE has announced that they will be doing some tweaking before the final release, which you can read about here. However, many fans assumed that they would be changing the damage models for each weapon which is not the case. Again, balance is more of a concern here. Kertz stated that the “base damage is the same. Some weapon balance tweaks, and some bug fixes [have been applied].”

It has recently been announced that both the Xbox 360 and the PS3 will have the ability to install a high-definition texture package that will be streamed from the HDD in order provide better textured in game (this is an optional install found in the second disk included in the Xbox 360 version of Battlefield 3 to accomodate for those that do not have an HDD). Some fans have been asking why this simply wasn’t included on disk? Kertz clarified that the “optical drives [in the consoles] are too slow for our streaming needs.”

In other news, fans have also been asking if any improvements will be made to the mini-map, to which Kertz answered, “yes, the clarity has been greatly enhanced.”

Keep up to date on all things Battlefield by Following @MPFirst on Twitter or liking our Facebook Page!

David Veselka

Musician, Gamer, Geek. Subscriber

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BF3 – More Weapons in Retail Version, Biggest Maps Yet, and Changes to Unlocks

More info is slowly being trickled out about the retail version of Battlefield 3. We’ve already covered changes being made to the UMP-45 and other weapons, including the bolt-action rifles, as well as changes to the spawn system.

Weren’t satisfied with the number of weapons available in the Beta? It turns out that “there are more in the full version,according to Alan Kertz, Senior Gameplay Designer at DICE. This should come as good news to many since the Beta did seem rather low on its arsenal of guns (and more guns, and more guns, and more guns, and more guns). If you haven’t already, make sure to check out the leaked weapon list for the upcoming Back to Karkand expansion pack. What was your favorite weapon in the Beta and, which ones would you like to see in Battlefield 3

By now, most BF fans are probably sick and tired of Operation Métro. In fact, some have complained that it wasn’t a ‘true’ Battlefield map in that is was very small, and extremely linear. However, Kertz would like fans to “keep in mind that Operation Métro is [DICE’s] smallest and tightest map.” That being said, Op Métro wasn’t tiny either, at least compared to other FPSs that shall not be named. These large maps that DICE are referring to are also going to translate to the console versions of BF3, though they may have some fat trimmed off compared to maps that BF fans will be playing on the PC. When one fan asked if maps would be bigger than Bad Company 2’s maps on console, Kertz simply responded, “Yes.” What were your favorite maps in Battlefield: Bad Company 2?

One of the more important issue that DICE needs to get right in the final version is balance – balance for everything, including weapons, vehicles and kits. One fan asked if DICE was planning on making any changes to the jet unlocks, as they were rather unbalanced in the Beta. Kertz answered, “many unlocks will or have been balanced and we will continue to monitor the live game.” This also serves as a reminder that while not every single change that DICE or BF fans would like to see will make it into the final release, they will make it, eventually, through post-launch support.

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Check out one of our latest articles – Top 5 Myths About Multiplayer Skill

David Veselka

Musician, Gamer, Geek. Subscriber

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Top 5 Myths About Multiplayer Skill

Video game forums. You will never find a more wretched hive of scum and villainy. According to gaming message boards, yearly sequels are bringing rise to the apocalypse, first-person shooters are corrupting the industry, and you didn’t like Final Fantasy XIII because you are an idiot and just “didn’t get it.” While new (and yet unfounded) theories and rumors are introduced daily to the forums, there are a few classics that never seem to die. Most that aren’t erotic Viva Pinata fan fiction have to do with multiplayer gaming. The competitive gaming sphere is one rife with rumors, theories, and myths as to how to become a better player, why you are a bad player, and how to not suck so hard.

These are the top 5 multiplayer gaming myths as perpetuated by the gaming community.

Your kill-to-death ratio is a valid representation of your skill

You have a 3.2 KDR. Whoa. Impressive. Oh, wait, you also have a win-to-loss ratio of 0.03 in Capture the Flag because you refuse to play the actual game, and instead play your own bizarre game wherein your KDR is somehow directly proportional to your skill, talent, or the amount of ladies who will one day knock on the door to your apartment, desperate for your tender embrace. If you exclusively play Team Deathmatch (or Team Slayer, etc.), then yes, that is impressive, and you can brag about your skill (assuming you’re not a cheater). However, as soon as you dip into objective game modes, your KDR becomes completely irrelevant. It’s been tainted by the kills you gained while camping outside the objective in King of the Hill, or Domination, or what have you. This popular skill myth is akin to me playing professional basketball, and evaluating my skill based on how many people in the crowd I can kick in the nuts before getting arrested.

"My Super Smash Brothers KDR is outrageous!"

Your elite gamertag is a valid representation of your skill

If a gamer in your lobby is sporting a tag that reads, “xXxH4loG0dxXx,” he probably received Halo 3 and some Microsoft Points for Christmas one year, and changed his gamertag in order to separate his elite skills from those of his peers. He quickly realized that his prowess only existed when he was competing against his geriatric grandfather, but his parents would not provide him with any more Points money to change his tag again. Also, if your gamertag has 420 anywhere in it, I could easily fill a series of books listing the jobs and friends you’ll never have.

Your ability to perform trick shots in-game is a valid representation of your skill

Once I saw a documentary about an American soldier who, during World War II, prided himself on his ability to pull off sick 1080 no-scopes. He often chided his comrades and referred to them as lesser soldiers because of their inability to spin around in a circle and, while spinning, kill an enemy with a headshot. Then, in the midst of a heated and important battle, he attempted to perform a dope drag-scope, and was torn apart by Nazi dogs of war. The end.

But seriously, trick shots are not helpful at all in any sort of gameplay scenario that isn’t a dedicated no-scope lobby or something. Nobody can consistently pull off trick shots in game better than using a weapon like a normal person, so stop crippling your team and use a scope. Your cute little montage that cost you 74 deaths is not a worthy pursuit in public matchmaking.

"I went 2-17, but that drop-shot no-scope was taaaaasty!"

Leaderboard positions are a valid representation of your skill

If you brag about being higher on the Call of Duty leaderboards than your friends, you are a special needs child. Your special need? Common sense. The leaderboards for almost every multiplayer game track points or experience, not skill level (R.I.P. Halo 3). Points and experience are gained by playing the game. You are essentially bragging about how little time you devote to your education, family, and hygiene. If you go one-on-one with a friend and beat them 8 times out of 10, you have cause for braggadocio. If you neglected to wash your body for three days, you have no cause for celebration. Only shame. Stinky, stinky shame.

Just a couple of bros...poppin' some corn and climbin' some leaderboards.

Your acquisition of end-game equipment is a valid representation of your skill

You have all gold camouflage for every weapon! Awesome! Know what else you have? Fungus in your elbow creases and dead cats in your kitchen. Like leaderboard positions, end-game gear and goodies are only representative of your time investment. It gets tiring hearing players brag and tout their gold camo, epic scopes, or legendary character skins when anybody could get the same if they had the same lack of real-life opportunities. I’ve been bested many times by a Halo: Reach player equipped with the Inclement Weather armor effect, but I’ve also beat down many gamers with the same armor effect. Some of the best Reach players haven’t earned enough credits to purchase the effect; they’re just innately good at the game. They have tangible skill. Trinkets do not in any way equal skill. They’re just a fun carrot-on-a-stick to keep players invested in the respective game.

Liked this article? Check out some of our other features!

Common Enemies: Why We Need Co-op

The Three Best Types of Online Gamers

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Graham

I teach, and I game. That is all. Subscriber

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DICE Confirms “Online Pass” for Battlefield 3

Several months ago, in an interview with GamerZines, Patrick Bach eluded to the fact that Battlefield 3 will have an online pass-esque system in place for used copies. He refrained from calling it an online pass. Patrick explained “I don’t think it’s an online pass, I think it’s our own backend. I’m not sure I want to call our system an online pass.”

Today, Alan Kertz, DICE’s Core Gameplay Designer, was asked by a fan, “do you need to buy a new battlefield 3 to play xbox live?” Alan responded “you can also purchase an online pass for a used copy.” It’s worth noting that Battlefield  Bad Company 2 had a “VIP” pass, which gives players full access to all maps. Second hand buyers have to buy the VIP pass to have access to all maps. We still don’t know if the new online pass for Battlefield 3 will lock out some maps, or if it is a traditional online pass. Traditional online passes require player who have purchased a used copy of the game to pay about $10 to have online access.

Update: Alan explained why Battlefield 3 will have an online pass by saying “because servers cost money, and used games don’t make developers any money.”

This move by EA shouldn’t come as a surprise since the publisher has been pushing this system, in one form or another, in many of its games.

Where do you stand on the online passes issue? Please let us know in the comments’ section.

Make sure to check out our Top 15 Tips To Improve Your Battlefield Game and check out DICE’s latest Battlefield 3 Trailer Showcasing Destruction.

Don’t forget to follow @MPFirst on Twitter for the latest Battlefield 3 news!

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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New Battlefield 3 Trailer Showcases Destruction

DICE has just released a brand new trailer for Battlefield 3 showcasing the powerful capabilities of the Frostbite 2 engine. In this particular one, we can see the how destruction plays a large role in both single player and multiplayer.

[youtube id=”XbAl5NIFRGQ” width=”600″ height=”350″]

David Veselka

Musician, Gamer, Geek. Subscriber

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MW3 won’t have Black Ops’ Character Customization, but will have an “Enhanced” Theater Mode

Although Modern Warfare 3 is a direct sequel to Modern Warfare 2, comparisons with the previous Call of Duty title, Black Ops, are bound to happen. Robert Bowling shed some light on some of the similarities and differences between the two games in question.

Customization

According Robert Bowling, Creative Strategist on Modern Warfare 3, MW3 will focus on gameplay customization rather than character customization as in Black Ops. Robert stated, “we don’t do any character customization, all our customization is focused on gameplay, loadouts, and weapon camos.” In terms of camos, I hope they’ll be bringing back the ones from MW2. Last month, we reported that in MW3 you don’t unlock camos by getting headshots like MW2. As far as the attachments go, you can click here to check the complete list. The character customization in Black Ops, especially the changeable face paint feature, wasn’t too popular among the community. It wasn’t popular in the sense that it wasn’t used frequently or talked about much, at least in my experience.

Did you like the feature in Black Ops? Please let us know in the comments’ section below.

Theater Mode

Theater Mode was introduced by Treyarch to the Call of Duty series in Black Ops. It is coming back in MW3 with even more “enhancements.” Robert explained “no dolphin diving, but there is theater mode in MW3 with enhancements (mostly how it runs so that it doesn’t impact framerate)”. It’s worth nothing that Elite paid members will get more data space for their recordings. Some of the problems of theater mode in Blck Ops, besides the framerate issue, are the video quality and reliability. I mention reliability because last month David Vonderhaar clarified “the theater won’t record entire games if we think the network is burdened to the point it will impact the game.” David went on to explain “game performance [more important that] theater recording data. The value of being able to see anyone in the game from the 1st person was a big deal to us.”

What kind of improvements would you like to see? Personally, I want better video quality; 480p doesn’t cut it nowadays.

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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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Mass Effect 3 Multiplayer: “N”7 Things We Want

It’s happening. Mass Effect 3 will have multiplayer. Whether this is a good or bad thing is still in furious debate among hardcore ME fans.

Nonetheless, BioWare has officially announced that an additional co-operative game mode will be added into the core experience of Mass Effect 3 called Galaxy at War. This is obviously a tie-in to the overal theme and setting of this particular entry into the series, where the Reapers are looming ever closer and Commander Shepard is out to form the most bad-ass army in the galaxy to stop them in their tracks. This time, BioWare is letting you and up to three other friends join the ranks under the command of Shepard himself, and make a difference in the outcome of the galaxy’s future.

Check out this recent FAQ to learn more about the details of Mass Effect 3: Galaxy at War.

Well, if it is indeed established that ME3 will be boasting multiplayer co-op, no ifs, ands, or buts about it, then here are my “N”7 things that ME3 Multiplayer needs to succeed.

Some things are important, but have already been confirmed; matchmaking, races, and classes are not included in this list!

1) To Not Mess Up the Single Player Experience.

I’m sure many fans are on BioWare’s behind about this issue, but it can’t be stressed enough. While multiplayer is a welcome addition to the franchise, at least in my eyes, it’s important that it does not take away from the experience that so many have fallen madly in love with in the first place. In fact, we even included the Mass Effect franchise in our article, 10 Best New IPs of This Generation. However, even with all the concerns circling overhead like vultures, BioWare seems very confident that the single player will be the best experience yet. Remember, BioWare has opened up an entire separate studio in Montréal that is dedicated entirely to the MP, leaving their main base of operations in Edmonton free to put all their efforts into the SP. It has also been stated that actions taken in both the SP and MP can affect your “Galactic Readiness” level, obviously some sort of measurement system to let you know whether you are tall enough to fight a reaper, right (more to be revealed by BioWare)? Meaning, the MP can, in someway, affect the SP experience. However, BioWare has confirmed that “you can reach the highest levels of success in the single player experience alone, but Galaxy at War gives you alternative ways to get there.” So, in short, create an awesome multiplayer co-op game mode, but make sure the single player experience still blows our minds!

2) A robust Levelling System.

It has already been revealed that all the same classes found in SP will be available in MP, including the option to play as one of the many races found in the Mass Effect universe. Play as a Drell Infiltrator? Or, a Krogan Vanguard? Can the MP handle so much awesome? However, one other thing that must spill over into the MP is the SP’s robust levelling system. Rather than choosing a couple of abilities (or loadouts, if BioWare is to follow the trend of recent online first person shooters) and heading off into battle, only to have to choose another set of abilities in the next match, we should be allowed to build a character from scratch, just like we do with Commander Shepard in the single player. This would force us to spend more time on our character and, therefore, more time in the multiplayer. Of course, having flexibility on the battlefield is important. We need to have access to different class sets in order to adapt to the situation on the field, or to complement other characters in our squad. This is why I think we should also be able to create more than one class or character. I would hate to sink hours into my powerful Adept, only to realize that perhaps a Soldier would be better suited to taking down that Atlas Mech, or that everyone else in my squad is also an Adept. But again, let us spend time with these characters and really work for those high level abilities. Since this isn’t competitive MP, balance isn’t so much of an issue, and I want to drop a singularity bomb so big, it could swallow a mass relay!

3) Team Specific Abilities.

Remember, Galaxy at War is strictly cooperative, and in order for it to succeed, it needs to promote actual cooperative play. In order to feel the need to play as a team, and to avoid the temptation to go at it lone-wolf style, BioWare needs to give each class some sort of team specific ability. However, this ability has to be exclusive to the class that is using it, making that player an invaluable addition to the team. For example, give the Adept class the ability to heal teammates. It might be a good idea to make health regeneration slower so that the heal ability becomes more important. Or, give the Sentinel the ability to create tech armour for the entire team. The Soldier could also have the ability to replenish ammunition. I’ll let you guys decide in the comment section what type of abilities the other classes could have, or to let me know if you disagree with any of the ones I’ve given! In general, this should help promote team play and give a reason for players to stick and work together.

4) Combo Rewards.

What other better way to promote teamwork than with points? What could these points be used for? I’ll let you guys decide. Perhaps it could allow you to gain experience faster, or it could act as currency to buy better equipment. Nonetheless, some sort of reward should be given for working as a team, especially for creatively using abilities in combination with other players. If you haven’t noticed yet, the single player in Mass Effect is already, basically, offline co-op with bots in your squad. The game already encourages players to combine the powers of their squad mates with their own. How fun is it to have one squad mate cryo-freeze an enemy, have another use their biotics to lift or pull the enemy into the air, and then use a biotic push or concussive grenade to shatter the enemy into a beautiful blue explosion that rains down onto the battlefield!? Okay, it’s a bit over-kill, but it’s awesome and I want points for it! Especially if I could pull this off with live players.

5) A Way of Communicating Without a Mic.

What’s the point of trying to achieve sweet combinations with your teammates if none of them have a mic, and you have no way to coordinate with them otherwise? At least the nice thing about working with bots is that they do exactly as you say. In online multiplayer, when dealing with live players, we are not so fortunate. Now, in the Mass Effect single player, there is already a system in place to allow you to give orders to your squad mates, including added Kinect functionality in ME3. Something like this could easily translate over to multiplayer if BioWare allowed players, or perhaps a single squad leader (which could rotate every round or match), to issue orders as to where he’d like the team to move or to point out objectives to take. Another example would be to allow a player to bring up a real-time command wheel where he could command squad mates to use a power on a highlighted enemy. Colour codes might work nicely in this case and so would audio-cues. How awesome would it be to have your soldier yell out to another, “Warp that mother f***cker!”? We all know BioWare pays special attention to voice acting. Or better yet, have an Elcor softly speak, “Imperatively: overload that mech.” Can we play as an Elcore? I don’t know. However, Casey Hudson has not yet ruled anything out. I would recommend that BioWare look closely at the Battlefield series and how DICE implements communication using the spotting button/key in their multiplayer.

6) Constant Post-Launch Support

One thing that co-op has going against it is that it is non-competitive. Competitive games tend to last months and years after release due to their unique nature. Never will you run into the exact same situation twice when facing off against live opponents. For example, to this day, people still play Counter-Strike 12 years after its release. Heck, people are still playing Counter-Strike on the same maps for 12 years! It’s not because there are 12 years worth of unlocks or rewards to achieve, but because there’s a constant determination to improve your skill and gain that slight edge over your opponents. Even set on it’s hardest difficulties, the enemy AI in videogames can eventually become predictable and easily conquerable. This could make for boring gameplay once all the mechanics have been mastered. That’s why BioWare needs to focus on keeping the experience fresh. This could mean little updates here and there, full on expansion packs or even additional game modes. If it’s worth it, I’m sure many fans wouldn’t mind dropping the extra bucks.

N7) Randomization

Another way to keep up the excitement is to make sure players don’t know what the hell’s going to happen next. Randomization has worked well in many past titles. One of the more recent examples can be found in Epic Game’s Gears of War 3. In horde mode, every 10th wave consisted of a random boss battle while every fourth wave has some sort of random bonus objective. Now, it doesn’t look like Galaxy at War will be a survival type game mode, but it would be wholly possible to randomize what monsters you’ll be fighting during your missions. Randomized loot would also make sense if they were to include enemy drops in this game mode. Lastly, though it may be a little more difficult, randomizing the level, or the paths players take to an objective could definitely increase re-playability. It was mentioned in some interviews that the developers at BioWare wanted to create an element of unpredictability in their level design by creating moments where the player would suddenly fall through the floor into a new area, for example. These moments could work extremely well in co-op, especially if it only happened sometimes, or in any random area.

These, of course, are only my thoughts. What do you guys think BioWare could include to make this a stand-out co-op experience? Let me know in the comment section below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Mass Effect 3 Multiplayer Details: Galaxy at War

One of the greatest action/RPG single player experiences of all time gets multiplayer! Co-op, to be specific. It seems that fans with worries of the core Mass Effect experience being ruined by MP can sleep well tonight. Bioware assures us this entirely optional game mode has not and will not affect what ME fans have come to love. Below is a forum post from social.bioware.com by Chris Priestly detailing the brand new Galaxy at War co-op mode.

Today BioWare and the Mass Effect 3 team are very pleased to announce 4 player co-op multiplayer missions and the Mass Effect 3: Galaxy at War system for Mass Effect 3 on the PC, Xbox 360 and Playstation 3.

4 player co-op multiplayer

  • Join your friends in the all-out galactic war to take Earth back. The universe of Mass Effect expands with the addition of new co-op multiplayer missions, playable over Xbox Live, PSN and PC internet. Players can choose from a variety of classes and races, form an elite Special Forces squad, and combine their weapons, powers and abilities to devastating effect as they fight together to liberate key territories from enemy control. Success in multi-player will have a direct impact on the outcome of the single player campaign, giving players an alternative method of achieving ultimate victory against the greatest threat mankind – and the entire galaxy – has ever faced.

Mass Effect 3: Galaxy at War

  • As a bonus to the campaign, BioWare is introducing the Mass Effect 3: Galaxy at War system, a new way for players to manage and experience the galactic war from multiple fronts, including a new 4-player co-op mode. The key to saving the galaxy is the “Galactic Readiness” level, measured by Commander Shepard’s ability to apply every possible asset – people, weapons, resources, armies, fleets – in the final battle against the Reapers. Players can impact their game’s Galactic Readiness level in multiple ways via the Mass Effect 3: Galaxy at War system, including multiplayer. Other platforms and interfaces will be announced in the coming months. It is important to note that the system is entirely optional and just another way players can have control over your game experience – it is still possible to achieve the optimal, complete ending of the game in Mass Effect 3 through single-player alone.

F.A.Q.

Why include 4 player Co-op multiplayer in Mass Effect 3?

  • Being able to explore and fight alongside your friends in the Mass Effect universe has always been something we thought would be fun and compelling, and many players have asked for it for a long time as well. Mass Effect 3 is the best place for us to introduce multiplayer through co-op because of the premise of the game – all out galactic war.

Why only 4 player co-op? What not a versus mode?

  • We have always maintained that we would only add multiplayer into the Mass Effect series if it made sense and did not compromise the power of the single player campaign. Fighting together against a common threat was the multiplayer experience that made the most sense for Mass Effect 3. The way we have designed co-op as a wayto take control of key conflict zones in the galaxy is a natural extension of the premise of Mass Effect 3.

Why did you decide not to include it as a part of the main campaign?

  • Our priority and focus with Mass Effect 3 has and always will be to deliver a complete and satisfying single player experience.

Does the addition of co-op multiplayer missions impact the scope or quality of the single-player experience?

  • No. A dedicated team from our recently formed BioWare Montreal studio has been focused on creating the multiplayer game features while the main game continued to be developed by the team in BioWare Edmonton. Both teams are integrated under the same leadership group that produced Mass Effect 1 and 2, led by Casey Hudson. BioWare remains dedicated to delivering one of the most amazing single-player campaigns gamers have ever experienced.

How did developing multiplayer impact the single player game?

  • BioWare is dedicated and focused on delivering an engaging, fun, and action-packed experience for Mass Effect 3, one that lives up the BioWare standard. To reach that level of quality, last year BioWare opened a studio in Montreal that is home to designers, programmers, engineers, and other developers. Both studios work together as partners, lead by the core Mass Effect team, unified in a single vision. Under the direction of Casey Hudson and other team veterans, both studios make contributions to both the single player and multiplayer modes in Mass Effect 3. Rest assured that no compromises were made to either of these modes in the development of Mass Effect 3.

Which characters can I play in co-op multiplayer? Can I play as Commander Shepard?

  • Commander Shepard’s part in the war will take place in the single-player campaign, as will that of other beloved characters in the franchise such as Garrus, Ashley, and Liara…these characters do not appear in the multiplayer missions. In multiplayer, players will create custom characters to fight on different and unique fronts in the war. This will include the ability to play as favorites like Turians, Krogans, Asari and more… each with their own unique set of abilities.

What if I don’t like multiplayer – will my experience be negatively impacted?

  • Mass Effect 3 is a complete, standalone game that will deliver a satisfying story experience, even if you choose not to try multiplayer. The Mass Effect 3: Galaxy at War system and all of the individual components are meant to complement that amazing game and can be enjoyed on their own or as part of the Galaxy at War experience.

What if I am not good at / do not like multiplayer? Will my readiness rating go down?

  • ME3 is a story about a war against overwhelming force where the most you can hope for us survival. The more you do to fight that war, the more you can change that story into a more optimistic one. You can reach the highest levels of success in the single player experience alone, but Galaxy at War gives you alternative ways to get there. It’s about choice, and allowing players to find their own ways to stay immersed in the Mass Effect universe.

Will you be adding any additional maps or modes through DLC?

  • We can’t comment on specifics right now, but can confirm that we are planning on having DLC for Mass Effect 3.

Do save games from ME1 or ME2 impact the co-op multiplayer missions?

  • No.

Do characters level up in co-op multiplayer? What is the progression system?

  • Character progression, weapon upgrading and leveling up is present in co-op. We’ll release more information on this topic in the months leading up to launch.

Is there more info about the other platforms of Mass Effect 3: Galaxy at War?

  • We are not going into details about the other components of the Galaxy at War at this time except to say we are designing each to make sense for that platform. Each component will be able to affect a player’s “Galactic Readiness” level in a different way. Again, participation in any or all ME3:GaW elements is entirely optional.

David Veselka

Musician, Gamer, Geek. Subscriber

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BF3 – Spawn Immunity Removed, No Customizable Red Dots, and Lasers Increase Accuracy

Only a week and a few days away until Battlefield 3 finally arrives! We know everyone is missing the Beta and doesn’t quite know what to do with their lives at the moment, but we’ll make it through. For now, new information is surfacing about the retail version and we will be gathering as much of it as we can here at MP1st. Make sure to follow us on Twitter to keep up to date!

First off, an interesting bit of information released by Alan Kertz, Senior Gameplay Designer at DICE, is that the short duration of immunity a player experiences immediately after spawning has been removed. He had this to say: “It’s removed as soon as the player gains control of his player and moves shoots or aims.” This means extra care must be taken when spawning on a teammate or radio beacon. Do you feel this was necessary? Should players be responsible for their own safety?

In an another statement, Kertz answered the question of whether or not the Kobra sight would be altered to include a dot in the middle, as per the description. He said, “the Kobra can have 4 sight settings, a dot, a dot and chevron, the crosshairs and just a chevron.” According to this statement, it would seem that some of the optics in Battlefield 3 will be customizable. However, he later clarified that this was only the case in real life. “[DICE doesn’t] have an interface for sight customization. Maybe next game.” Do you care much for alterable red dot (or any other colour/shape) sights?

One fan asked if vehicle upgrades would be available to transport vehicles on top of the attack vehicles, to which Kertz responded, “Transport vehicles have a default set of upgrades since they are not designed to be used as point gaining platforms.

Lastly, it was brought up that some fans were curious about what exactly the laser sight attachment does to a weapon, besides painting a red dot on your enemy and potentially messing with their vision. Kertz clarified that “Lasers increase hip fire accuracy. If you’re bipod is deployed, it will have little effect. If you zoom, it has none.” This most likely means that the bullet spread is smaller when hip firing while a laser is attached. This may not have been apparent to everyone playing the Beta, so it is good to now have a solid answer. Do you find the laser sight to be effective, or do you feel it gives away your position too often?

Let us know your thoughts in the comment section below and be sure to check out some recent articles you may have missed!

UMP-45 “Only a Little OP,” Changes to Bold-Action Rifles, and HC Mode Details

Battlefield 3 – 15 Tips to Improve Your Game

David Veselka

Musician, Gamer, Geek. Subscriber

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Black Ops PC Patch 1.15 Now Live – Moon “Exploits and Glitches” Ironed Out

The latest PC patch (1.15) for Call of Duty: Black Ops went live a few hours ago. This patch mainly addresses the issues with the Rezurrection map pack.

Here are the patch notes:

  • Addressed various Zombie Moon map exploits and glitches
  • The “They are going THROUGH!” achievement now properly unlocks in Steam when player kills more than five zombies with the Gersh device
  • The Zombie Moon Leaderboard scores will not be overwritten with the newest stats if the new stats are lower than the previous ones
  • “Mule Kick” perk machine is now available on all Zombie maps
  • Mods: Increased menu asset limit for mp mods

You can view the most recent patch for consoles here.

Don’t forget to follow @MPFirst on Twitter!

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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BF3 – UMP-45 “only a little OP,” Changes to Bolt-Action Rifles, and HC Mode Details

As the Battlefield 3 Beta is now over, and DICE is hard at work putting the finishing touches on the retail version, Alan Kertz, Senior Gameplay Designer, is revealing some very interesting information regarding the controversial issue of weapon damage.

To get a basic understanding of the weapon damage systems put in place in DICE’s new title, Kertz revealed that “The XM8 with Magnum is the basis for damage in BF3, then tweaked to fit the larger maps and more open spaces of BF3.” As many of you may remember, the XM8 assault rifle was one of the earlier ARs available to the soldier class in Battlefield: Bad Company 2.

Many BF fans are curious about the state of the UMP-45 since it’s been hailed as one of the more over-powered weapons in the Beta. Earlier, DICE did admit that it would be seeing changes. Recently, Kertz admitted that “It was only a little OP. It hasn’t changed much and the handling has not changed at all.” This is probably not as big of a change as many fans were expecting or hoping for, but it seems fair.

Some fans have been claiming that Battlefield 2142 had the best weapon balance in the series. One fan mentioned that infantry combat in BF3 was not as deadly as in 2142. Kertz responded, “ARs were 34-20 damage, 3-5 shots on a light, 4-6 on a heavy. BF3 is 34-16.7 for AR. 3-6 shots, no armor option.” Another fan asked how do light armored vs heavy armored vehicles work compared to 2142? Kertz answered that in BF3, “About 1 bullet of damage. 3-4 with light 4-5 with heavy. Heavy reduced sprint duration as well.

When it comes to hardcore mode in BF3, some fans have been wondering how much higher the damage percentage will be. Kertz verified, “About 50%. It will be around 3 shots at point blank with assault rifles, one good burst.

Once again, Kertz has stated that the ability to one-shot an enemy in the chest with a bolt-action rifle was unintentional. Some fans have stated the opinion that they like the way the bolt-action rifles worked in the Beta. When asked if it’s been changed since then, Kertz responded, “Correct, a bug has been fixed and some weapons have been balanced, but the core is intact.

How did you feel about the weapon damage in the Beta? Do you think the bolt-action rifles should have been left alone? Let us know in the comment section below! Make sure to follow @MPFirst on Twitter for more Battlefield 3 news as we inch closer to October 25th!

David Veselka

Musician, Gamer, Geek. Subscriber