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New Modern Warfare 3 Xbox 360 Elite Drops and Patch Set to Release on June 19th

Infinity Ward’s Executive Producer Mark Rubin has revealed that Xbox 360 users will receive the next batch of Elite drops on June 19th along with a new patch.

Modern Warfare 3’s Elite premium drops will release for Xbox 360 on June 19th. However, all we know right now is to expect one map, one spec-ops mission, and one classified drop. “Details on the content will be posted on June 18th,” announced Rubin on Twitter.

The next Xbox 360 title update, , presumably patch 1.16, is also set to release on June 19th. In addition to the competition mode announced recently, Rubin noted “the Dragunov is getting a buff and DMH [Dead Man’s Hand] is getting a nerf.”

In case you’re wondering why the Elite content will be detailed only a day ahead of release, Rubin stated, “It’s just PR/Marketing not wanting to cross messages. For instance the PS3 message this week.” You can learn more about PS3’s June content through here.

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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EA Set To Refund Australian Battlefield 3 Premium Members After False Advertising

The recent release of Battlefield 3 Premium across the PlayStation 3, Xbox 360 and PC has not come without it’s share of controversy.

It was recently reported that Australian Battlefield 3 Premium members were forced to pay above the advertised price tag in order to enjoy the benefits BF3 Premium has to offer. Originally advertised at a cost of AU$49.99, Australian PlayStation 3 users were, instead, charged AU$79.95 while Xbox 360 owners were charged 4,000 Microsoft points, an equivalent of AU$66.00.

After numerous complaints submitted to the Battlelog forums, Aussie-Gamer has recently learned that EA was finally forced to drop the price of the PlayStation 3 version of BF3 Premium to a more reasonable price of AU$64.95. However, this puts Xbox 360 users at the slight disadvantage of having to to pay an extra a dollar and five cents, on top of their AU$79.95 subscription to Xbox Live. PC users are the only group who have been charged the advertised AU$49.99, which is still currently being advertised on Battlefield 3’s official website.

In all, PlayStation 3 BF3 Premium users will be refunded AU$14.99, the difference of the cost, according to EA community manager Ian Tornay as he spoke to Aussie-Gamer.

AUS & NZ PS3 fans can now buy ‪BF3 Premium‬ for AUD 64.95 / NZD 79.95. If you already bought, Sony will be refunding difference.

We expect to hear further from EA on this matter in the near future.

David Veselka

Musician, Gamer, Geek. Subscriber

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Starhawk 1.02 Balance Patch Now Live

Today, Lightbox Interactive released the first balancing patch for its third person build and battle title, Starhawk. The patch is aimed to fix many issues such as weapon respawns and damage.
The following items have been tweaked:
  • Hawk Homing Missile now harder to dodge
  • LR3 Sniper Rifle no-longer damages the OX Tank
  • Bruiser Skill damage to buildings reduced
  • Home-Base spawn regions have been increase on ALL maps
  • Re-Enabled kick player feature for game hosts
  • Reduced Flak Cannon rate of fire
  • Significantly Reduced Flak Cannon damage vs Hawks
  • Increased Flak Cannon pick-up respawn delay
  • Increased Grenade pick-up respawn delay
  • Reduced Grenade pick-up ammo from 3 grenades to 1 grenade
  • FIXED team roster imbalance for Rifter team in ZONES
  • Rift Barrels now only respawn once per round in Co-Op

Notes as listed on the official Starhawk Blog:

Hawk Homing Missile:

In the last game balance update we made a significant improvement to the combat effectiveness of the homing missile which was something that our player community was really wanting — but we feel we didn’t go far enough! So this update makes the Homing Missile approximately 50% harder to dodge.

What this really means to our hard-core Hawk pilots is that you’re now filling up your evasion bar at a slower rate when you’re dodging. You still need a full evasion bar to dodge a Homing Missile but it will be harder to achieve a full evasion bar. This also resulted in us scaling the evasion required for the Swarm Laser accordingly so that it still requires the same amount of evasion “effort” to dodge as it did prior to this update.

Home-Base Spawn Region:

We have been aggressively tracking “base-ravaging” as an issue that we’ll always continue to try and reduce. To help achieve this goal, we have increased the amount of “spawn-able” area for your home-base in both Capture the Flag and Team Deathmatch.

The reason for doing this is to help provide players that are respawning into their home base with more options and distance between any attacking enemy players. This now makes it more difficult for an attacking force to keep a team pinned in their home-base due to the increased surface area the attackers need to cover to induce”base-ravaging”.

 

http://www.lightboxinteractive.com/picture/real_new_copy.jpg?pictureId=15116241

 

Bruiser Skill:

When players had the Bruiser Skill activated, they were simply tearing down the structures way too quickly. To help fix this we have reduced the amount of damage the melee attack does versus structures when the Bruiser Skill is equipped. For example, previous it required only 3 strikes to destroy a structure and now it requires 5. Please note that the small auto-turrets still only take a single strike to destroy. A further adjustment was made so that with Large Turrets (Beam & Flak) now require 3 strikes when the Bruiser Skill is equipped.

Hawk Flak Cannon:

This weapon was very over-powered and our fans agreed. This update includes a significant set of changes to the weapon’s attributes. It rate-of-fire was reduced by 250ms and the damage it deals against Hawks has been cut more than in half. The respawn delay for the Flak Cannon pick-up was also increased from 30 seconds to 60 seconds.

These are some pretty massive changes but based on player feedback, our own internal review and play-testing *AND* our combat analytics, a massive change was warranted.

Troop Grenade:

There were some really degenerate situations occurring where players could essentially be come “grenade-turret” by staying in a bunker and continually throwing grenades — never running out of them because the pick-up respawned so quickly. This drove us to change the number of grenades you get per ammo pick-up from 3 down to 1 as well as increase the respawn delay of the pick-up from 1 second to 5 seconds.

The Light Box Interactive team is also looking into a potential issue with the “Swarm Lasers” where the scrub factors are not working, unexpectadly caused by the update to the Homing Missile. In other words, the LBI team is working dilligently and fast to address. We will keep you posted on a hot fix. We are fully aware!

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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.

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Open Beta Announced for Counter-Strike: Global Offensive, More on Updates

Pre-orders for Counter-Strike: Global Offensive will go live about a month ahead of the game’s release date, “so roughly July 21st but that is a rough date we will firm up as we get closer,” announced Valve in a recent dev blog.

Also, the developers are going to hold an open beta “sometime between the pre-orders and release.” It’s still unclear which platforms will have access to the beta other than PC. We will keep you posted if a console beta is announced.

As for the ongoing closed PC beta, a new update went live yesterday, see the fix list here. In addition, the developers promised that CS:GO will receive “a major audio update, play with friends, new characters, and of course more beta keys” in the upcoming weeks.

Counter-Strike: GO is set to release on August 21st for $14.99 on PS3, Xbox 360, and PC.

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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Battlefield 3 Gets Another Double XP Weekend

Battlefield 3 users across all platforms will be able to enjoy Double XP this weekend in celebration of the launch of Battlefield 3: Close Quarters which just went live for Xbox 360 and PC Premium members, a week earlier for PS3 Premium members. This event, however, will include both Premium and non-Premium members.

Here are the dates and times that you can start earning Double XP, according to the Battlelog.

From June 16th at:

  • 00:01 AM PDT
  • 03:01 AM EST

Until June 17th at:

  • 11:59 PM PDT
  • 2:59 AM EST (June 18th)

This event will take place across all maps and game modes including Back to Karkand and Close Quarters.

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 3: Close Quarters Now Live for Xbox 360 and PC Premium Members

Update: For Xbox 360 users, going to “My Soldier” in the main menu should prompt a message to appear stating, “Congratulations. You have unlocked Battlefield 3 Close Quarters.” From this point on, I was able to join and play Close Quarters matches.

Battlefield 3’s latest DLC Close Quarters “has been propped for Premium Users” on the Xbox 360 according to DICE global community manager Daniel Matros. This means it should slowly be rolling out, most likely region by region, to all Battlefield 3 Premium owners on the Xbox 360. If it has not appeared in the in-game store yet, where players must go in order to download the expansion pack, it should shortly.

So, far only a few PC users have reported troubles accessing the Close Quarters DLC, but for the most part, it should also now be available to all Battlefield 3 Premium PC users.

Non-Premium PlayStation 3 users can expect Close Quarters to drop June 18th while non-Premium Xbox 360 and PC users can look forward to its release on June 26th.

Make sure to check out the Battlefield 3: Close Quarters launch trailer here and don’t forget to leave your thoughts about the DLC in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 3 – Tentative Future Update Including Balance Changes and other Fixes

DICE senior gameplay designer Alan Kertz is at it again, suggesting tweaks and balance changes that may make it into Battlefield 3 in the near future.

Publishing his suggestions on Reddit, Kertz is looking to tweak a number of weapons, including their recoil, range and reload times. He also mentioned a fix for the recently discovered AUG M320 smoke glitch that was introduced in the latest patch as well as a few vehicle changes.

You can check out his comments and a list of tweaks below. Let us know what you think in the comments!

Here is a list of potential fixes for a future update. I’ve been scouring the feedback from Battlelog, Symthic, Reddit, Twitter and other places. As usual, this is not exhaustive, nor is this a guarantee we will perform these changes. Instead this is a request for feedback from our community. Currently I cannot see any substantial reason to make balance changes the weapons added in Close Quarters. The only weapon that has received substantial OP/UP feedback is the M417, which I feel is working exactly as it is intended: a good mid range run and gun weapon which lacks the long range accuracy of the MK11/SVD and has worse mobility than the SKS.

Additionally, the discussion about aim assist changes has been interesting, though I find that players are mostly commenting on should aim assist be allowed or not. Players have suggested zoom spamming over powers aim assist after the update, however the update only changed how a the assist helps a player stay on a moving target not how aim assist works when zooming. Further more the videos players have shown attempting to show zoom spamming as a valid tactic fail to actually get the crosshairs on target, as the system is designed to only assist the player and the player will need to do the rest. In fact the videos demonstrate a system which accomplishes exactly what it is designed to do. Finally, some players have worried about quick scope snipers using zoom spamming, however high zoom scopes on all weapons prevent this tactic by not including any zoom assist, the player has to do this skill shot on all his own. I recognize this is a hot topic for highly skilled players, and I feel currently the new aim assist settings provide enough assistance to players without eliminating the skill element.

Change list:

  • A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.
  • Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
  • Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7, M4A1
  • Short reload reduced: FAMAS, M39 EBR, M416, PP-19, QBU-88;
  • Short and long reload increased: ASVal
  • Long reload increased: P90
  • Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg
  • Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
  • Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
  • Increased the min damage of the M1911 to make it fit better between the Magnums and the M9/MP443
  • Reduced the M93R’s damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
  • Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
  • SG553: Horizontal recoil reduced to help make this weapon more controllable.
  • MG36: Vertical recoil reduced to make this weapon more controllable.
  • M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3.
  • 44 Magnum: Rate of fire reduced slightly to highlight this sidearm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.
  • M16A3: Recoil amounts slightly increased.
  • M4A1: Recoil amounts slightly increased.
  • G36: Vertical and First Shot recoil amounts reduced.
  • The bonuses provided by a number of bipods have been increased: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
  • Added Burst Fire to the M5K as an available option.
  • Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
  • Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
  • Slightly reduced the range penalty for the suppressor on the SCAR-H.
  • The radius for maximum damage of the 40mm LVG has been slightly increased. The overall damage level and range remain the same.
  • Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.
  • Fixed Jets not getting bonuses on Laser Designated targets.
  • Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.
  • Fixed helicopter weapons being unable to destroy equipment with splash damage.
  • Increased the damage helicopter and jet rockets do to helicopters and jets and infantry.
  • Increased the damage helicopter gunners and IFVs do to helicopters and jets.
  • Slightly increased the damage of the AA vs infantry, AA is significantly less effective than even the coaxial LMG on tanks, making it extremely vulnerable. AA should be effective against a single infantryman but not over powering.

Thanks, Rubén

David Veselka

Musician, Gamer, Geek. Subscriber

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Halo 4 War Games – MLG Tournament Footage, More on Weapons, Vehicles and Spartan Ops

343 Industry’s David Ellis details a few extra bits of Halo 4 multiplayer info regarding weapons, vehicles, Spartan Ops and more.

In a recent Q&A session on the NeoGAF Forums (via Gameranx), Ellis revealed that there are still plenty of weapons, weapon modifications and other sub-items that have yet to be shown and that were not presented at this year’s E3. So, Halo 4 fans can look forward to further details in the coming months. For now, you can catch some of the new weapons showed off at this year’s E3 demo.

Vehicles will also have seen a rather significant change from Halo: Reach, according to Ellis. Two examples given were that vehicle health has been tweaked and that the Banshee has been altered as well. In what ways, exactly, he was unable to reveal.

Halo 4’s lore seems to seep into the multiplayer in more ways than one. We’ve already learned that the UNSC Infinity from Halo 4’s campaign will be the hub of all multiplayer action in the game, but Ellis has also revealed that there are lore-based reasons for the teams being named “Team Demon” and “Team Fury”.

Halo fans looking for replayability in Halo 4’s Spartan Ops need not worry. According to Ellis, there will be different ways to replay Spartan Ops aside from either changing your loadout or changing the difficulty. No further details we given.

If you haven’t yet, make sure to check out a list of Armor Abilities, Tactical Packages and Support Upgrades that will help you to dispatch your foes more efficiently in Halo 4’s multiplayer.

Below, we’ve also included some top-notch Halo 4 MLG tournament  footage for your enjoyment as commentators Shibby and Walshy sit down with Halo 4’s lead multiplayer designer Kevin Franklin. Here, Franklin walks us through some of the tournament footage while detailing aspects of Halo 4’s multiplayer gameplay – a great watch for all Halo multiplayer fans.

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David Veselka

Musician, Gamer, Geek. Subscriber

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Rumor – Black Ops II for Wii U Releasing This Fall?

According to the latest issue of Nintendo Gamer magazine, Call of Duty: Black Ops 2 appears to be headed to Nintendo’s new console Wii U.

The magazine has the game set to release in November, but keep in mind that Nintendo has yet to reveal when the Wii U launches. Black Ops II will release on PC, Xbox 360, and PS3 on November 13th.

Earlier today, GameIndustry published an interview with Treyarch and Activision on whether Black Ops II for the Wii U is on the cards. Eric Hirshberg, Activision Publishing CEO, had this to say on the subject, “We take out time to get our ducks in a row before pulling any trigger. We don’t have announcements today but we will be supporting Wii U.”

He went on to state that Activision was “there with second screen enhancements with Call of Duty Elite last year and one of the primary uses we’re finding comes through the tablet and through the smartphone.”

He added, “People are using it as that sidecar as they’re playing… People are using it in that between games way that I think now you’re seeing that kind of rhetoric with the controller from Nintendo as well as the SmartGlass presentation from Microsoft. So it’s great that others are jumping on board and enhancing that idea but it’s something we were doing last year with Elite.”

Treyarch’s Mark Lamia weighed in on the Wii U discussion, expressing the studio’s interest  in the new console.

He noted, “I think it’s interesting to think about all the platforms. Just in general, that’s part of my job as a studio head, working with Activision on assessing where our creative can live. How can people experience it? We obviously have been a Nintendo developer for many years and have created many Call of Duty games on the Nintendo platform. [Wii U] is clearly a more powerful platform than its predecessor and… they have obviously a unique controller and interface.”

Lamia seemed to be quite intrigued by the kind of experience the Wii U’s Pro Controller can offer Call of Duty players.

“And they announced a Pro Controller which appears to be a controller that would be really good for first person shooter games. It just so happens that’s what we specialize in. So that’s an interesting development and then they have that touch display device and you think about the kinds of things you might be able to do and – without getting into specifics – I absolutely have given it consideration and thought. We’re game developers and it’s a new piece of hardware and technology, so we’re always thinking about that stuff.”

He conluded when GI pressed him for more answers, “It’s difficult to say because it’s something we’re not talking about. I’m intentionally being elusive because we’re not talking about it!”

Would you be interested in a Wii U version of Black Ops II? Let us know in the comments below.

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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Battlefield 3: Armored Kill – All Console Maps Will Have 5 Flags, No Urban Maps, More on the AC-130

Battlefield 3 Lead Designer Gustav Halling clarifies some exciting new details regarding the upcoming, vehicle-based expansion pack, Armored kill.

Great news for console players! “All AK maps have 5 flags on consoles,” according to Halling’s Twitter account. Playing 5-Flag Wake Island in the Back to Karkand expansion pack will probably give you a good idea as to the type of gameplay you can expect in Armored Kill.

Halling also clarified that “there are no urban maps in AK.” So, you can most likely forget maps like Sharqi Peninsula, even though it was somewhat vehicle-heavy, and say hello to wide-open maps like Caspian Border, Operation Firestorm and Kahrg Island.

Halling’s co-worker and Lead Designer Niklas Fegraeus recently had some interesting things to say about Armored Kill’s maps, which you can read up on right here, including more details on everyone’s most anticipated new feature/vehicle, the AC-130 gunship.

Speaking of the AC-130, we recently learned that it will not be pilot-able and will, instead, fly “on-rails.” To some, this came as a disappointment as many Battlefield fans were excited to be able to pilot such a devastating aircraft. Some still hope for change and also accuse consoles of being the factor holding back the DICE team from being able to make it happen. However, Halling made it clear, “I am not changing that, it’s not because of consoles. My design makes it balanced without making the weapons weak.”

While you’re here, you might be interested in these amazing Armored Kill screens or this exciting gameplay footage.

We want to hear from you in the comments. How do you think 5-flag maps will play out on the consoles which have smaller player counts?

David Veselka

Musician, Gamer, Geek. Subscriber

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Rumor – Major Black Ops II Multiplayer Changes, Will Use A Point Allocation System

Before delving into today’s intel, here’s the back story on how we verified it. Last night, a Call of Duty: Black Ops II multiplayer rumor was going around that Treyarch is doing away with the fixed slot system in Create a Class in favor of a point allocation system.

This was outed by Garnet Lee on this week’s Weekend Confirmed podcast, which was taken down and re-uploaded with the Black Ops II multiplayer discussion edited out. As I promised on the forums, I managed to get a hold of the original podcast from NeoGAF user, ace3skoot. Now having listened to the original version of the podcast, I can confirm what Garnet Lee spilled regarding his experience with Black Ops II multiplayer.

Recently, several publications were shown Black Ops II’s multiplayer at E3 2012 behind closed doors. Through that multiplayer session, the new HUD was also leaked, you can check it out through here. In terms of what stood out in the session, and here are the findings:

The Create-a-Class section in multiplayer received a major overhaul. Instead of having different slots for primary, secondary weapons and such, Black Ops II uses an overall point allocation system, where players receive ten points to spend on guns, attachments, perks, equipment and so on. Think Homefront or Counter-Strike in the vein of having a set amount of resources to use on your loadout.

This allows players to completely customize their character in multiplayer. It also goes in line with what Game Director David Vonderhaar teased in a recent behind the scenes video.

Vonderhaar explained, the multiplayer mode’s new “create a class is sweet” because it now enables you to “choose what’s the most important things to you, and forget about  the things that are not important.” He went on to note, “This will open up doors for playstyles you have not seen. It’s going to be fantastic.”

For instance, you can pick two primary weapons with their attachments, but this leaves you with only one perk to choose, as primaries, obviously, take up more points than secondaries, grenades, or perks.

Another scenario is to jack up your loadout with perks, leaving you with only a knife in your arsenal so that when you pick up a gun, you’d be loaded for bear.

In addition, a new wager match type of mode was on display. A massive free-for-all mode, where players only have a machine pistol and an EMP grenade. Players have to hack drones (turrets and the like) in order to  to get them to fight on your side. Players can get more EMP grenades by scavenging them from fallen enemies.

Be sure to follow us on Twitter and Facebook to keep up with the latest Black Ops II 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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BF3: Armored Kill and MoH: Warfighter E3 2012 Multiplayer Footage

A lot of great games were shown E3 this year, including some of our most anticipated shooters like Battlefield 3: Armored Kill and Medal of Honor: Warfighter.

You may have read up on these games in some of our recent coverage like EA Origin’s live chat with Armored Kill designer Niklas Fegraeus or an interview with Warfighter Creative Director Kristoffer Bergqvist, but did you get a chance to see the gameplay?

Below, we’ve compiled some of the footage from the same interviews for your viewing pleasure. Check them out and let us know what you think about the gameplay so far in Armored Kill and Warfighter.

Don’t forget to vote for your favorite E3 2012 shooter on the right side-bar!

Battlefield 3: Armored Kill Gameplay

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Medal of Honor: Warfighter Gameplay

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David Veselka

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Halo 4 – Armor Abilities, Tactical Packages and Support Upgrades Detailed

Learn more about the armor abilities, tactical packages and support upgrades available in the multiplayer modes of Halo 4.

Halo multiplayer is back in full force this November 6th with Halo 4. If you haven’t yet, make sure to check out some of the latest footage from Halo 4’s War Games and Spartan Ops game modes.

Below, we’ve got a list of all the armor abilities you’ll be able to get your hands on in Halo 4’s multiplayer. Players can also be on the lookout for various tactical packages and support upgrades to give them an MP edge which are also detailed below as seen of Halo 4’s official website. Check them out and let us know which armor ability you are most looking forward to in the comments!

Armor Abilities

Thruster Pack

Designation: M805X Forward Acceleration System/Fulcrum Mitigating
Manufacturer: Lethbridge Industrial

  • The thruster pack will allow players to quickly move across the map, making them a harder target to hit and giving them an edge in mobility.

Hardlight Shield

Designation: Z-90 Photonic Coalescence Emitter/Aegis
Manufacturer: Unknown/Forerunner Origin

  • This full-size aegis-class, anti-personnel defensive shield will fuse particles of light into a rigid, dissipative barrier to protect players from incoming fire.

Promethean Vision

Designation: Z-5080 Short-Range Spectrum Augmenter/Vision
Manufacturer: Unknown/Forerunner Origin

  • This short-range full-spectrum enhancement armor ability will allow players to detect shapes and movement through solid barriers.

Hologram

Designation: T-27 Responsive Holographic Form Emulator
Manufacturer: Materials Group

  • This decoy generates a realistic holographic copy of the player, deceiving others and giving you the jump on the enemy.

Tactical Packages

Shield Package

  • Reinforce personal energy-shield emitters. Players equipping this package will notice a much quicker shield recharge rate.

Firepower Package

  • Override regulated loadout limitations. This package will grant players the ability to carry two primary weapons.

Support Upgrades

Ammo Upgrade

  • Override default Mjolnir safety and capacity protocols and exceed the suggested ammunition loads. Player will be supplied with extra ammunition.

Sensor Upgrade

  • This upgrade will increase the range and sensitivity of the motion sensor, granting players a better sense of enemy locations.

Awareness Upgrade

  • Increase awareness by adjusting the armor system’s HUD-distributed display mechanics. Here, the default motion sensor will be integrated into all scoped weapon smart-links.

Armor Customization

  • Player will be able to customize their Spartan IV armor in a number of ways. Some armor sets can only be acquired by earning in-game Commendations, Challenges or other Waypoint goals.

Ordinance Drop

  • Ordinance will be dropped on to the field during multiplayer matches in the form of weapons or power-ups which will then be marked on the HUD for all nearby personnel to see. Players will also be able to call in their own personal ordinance in some War Games matches.

David Veselka

Musician, Gamer, Geek. Subscriber

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Watch Dogs Blends “Multiplayer, Online, and Single Player” in Groundbreaking Ways, Releases in 2013

“Watch Dogs is going to revolutionize the way players interact with each other,” said Ubisoft’s Co-Founder and CEO, Yves Guillemot at the publisher’s E3 2012 presser.

Ubisoft’s Watch Dogs was certainly one of E3 2012’s standouts, and here’s everything you need to know about it. First and foremost, in case you missed the stunning E3 trailer and gameplay demo, be sure to catch it below:

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Here’s the raw gameplay from Aiden Pearce’s perspective. Same as the footage above, except you don’t see Bixxel_44’s involvement at the end.

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Did you notice the cube head dude with the QR code flashing in the club?

Well, Side Mission discovered that the code leads to DeMarco’s site, Dot Connexion. Perhaps, this is the first part of an Alternate Reality Game Ubisoft has in the works.

On the game’s official Twitter account, Ubisoft Montreal confirmed that Watch Dogs’ E3 demo was indeed running on PC. The studio also confirmed a 2013 release window for the title. Watch Dogs will launch on PC, PS3, and Xbox 360.

In terms of whether Watch Dogs will also release on next-gen consoles, creative director Jonathan Morin seemed open to the possibility in a recent Polygon interview. But, of course didn’t confirm or deny if the title is currently slated for next-gen.

“We’re a multiple platform game, but as we grow and push the contents to its limits, if there’s other opportunities that show up, and it improves the experience, then we’ll surely listen very carefully.”

Speaking to VG247, Watch Dogs’ producer Dominic Guay of Ubisoft Montreal revealed that the studio built a new engine just for Watch Dogs in order to achieve the level of detail the team is trying to accomplish.

“If you’re just making the same thing everybody else doing, what’s the point? So to create a new type of experience, designers need new tools and a new engine and we did just that. We have a very strong engineering team and we built the new engine to give the designers new abilities and new things we could do and that’s how we can have so much detail and so much density in our Chicago.”

As you noticed from the Ubisoft’s E3 press conference footage, there was a second character in the game’s world, “Bixxel_44”. The character was controlled by Dominic Guay while Aiden Pearce’s story unfolded. That part had to do with the game’s multiplayer component, and how players interact with one another in Watch Dog’s world.

Guay continued,

Online is the DNA of Watch Dogs. It’s super important to us. Our motto is everything is connected, and connection is power So we couldn’t announce our game and not at least tease online, but it was a tease, I’ll be honest. So, basically, Jonathan Marin was playing Aiden Pearce at the conference, and I was playing another character who hacked into him and had his own objectives, and we crossed paths. Basically two players crossing paths with their own objectives. So, hopefully that gives you an idea of where we’re going with this. We definitely want to blend in multiplayer, online, and single player in ways that haven’t been done before.

What are your thoughts on Watch Dogs? Would you rather play it on PC, current consoles, or next-gen?

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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Guerrilla Games Working On an “FPS/Action Game”

Guerrilla games, known for their work on the Killzone series, have for quite some time now been confirmed to be working on a new IP. No details have been released, though a recent job listing dug up by PSLS reveals some new details related to either the new IP or a brand new Killzone. The studio houses 160 developers, so even two projects could be in the pipeline.

So far what’s been suggested by the job description is that the game will be an FPS action title. Guerrilla games is also looking for people who have had experience with Multiplayer design.

We want you to contact Guerrilla HQ if:
You’ve worked on (and completed) one or more FPS/action games as a Senior Game Designer

…

You have past experience designing combat systems in the FPS/action genre

…

You have extensive knowledge of and affinity for Online/Multiplayer design.

How do you guys feel about a new Killzone? After all, they did leave it at a cliffhanger.

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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.

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E3 2012 – Medal of Honor: Warfighter Creative Director on 10v10, 6v6 and Hardcore Game Modes, More on Score Chains

Creative Director on Medal of Honor: Warfighter Kristoffer Bergqvist breaks down what we can expect from Warfighter’s multiplayer this October 23rd as Danger Close shows off some gameplay on floor of this year’s E3.

Shown off on the E3 floor this year was Warfighter’s Sector Control multiplayer game mode on the map Somalia, explains Bergqvist in a recent E3 2012 interview. “Most of our modes support 10v10 (20-man rounds). Other game modes are a little bit more competitive and they were scaled back to 6v6, so even less than that, to make each role more pivotal.” It looks like players can expect a much more tactical and less frantic multiplayer in Warfighter where emphasis is placed on your role and how you handle that role as a team member.

Bergqvist revealed that Global Warfighters is based on the real-world competitiveness between world-wide Tier 1 Operator units. He recalls, “working with the real-world operatives really closely, they always kept talking very highly about the other forces they met when they were deployed.” However, “we always heard about the competitiveness between these forces, and we felt like we want to get this in game, where the Navy Seals can go against a team of Polish GROM to really battle out who is the best.”

As we previously learned, Score Chains will be returning in Warfighter but “they are based more on score than actual kills,” according Bergqvist. He continues, “you can heal your teammates, capture objectives, all of that and you will get these rewards.” You can take a look at some of the Score Chain rewards we discovered in our latest Medal of Honor: Warfighter multiplayer trailer analysis.

More on the topic of game modes, Bergqvist explains, “we’ve been designing all our modes working with the special operatives to get as an authentic experience as possible. We also have a mode that we call Real Ops that is similar to the traditional hardcore mode in that we remove some of the HUD elements and give you the most authentic experience possible.” So, players will be able to look forward to a much more authentic way to play Warfighter’s multiplayer this fall.

Do you think Danger Close made the right move in keeping the game modes at a smaller player count? Will you be trying out Real Ops for that more authentic experience? Let us know in the comments below!

Make sure to catch some of the latest Medal of Honor: Warfighter footage right here.

David Veselka

Musician, Gamer, Geek. Subscriber

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First Ghost Recon Future Soldier Double XP Weekend Announced

Ubisoft and Red Storm have announced the first double XP weekend for Ghost Recon Future Soldier. This will mark the first event in several “regular special online events” scheduled for the community.

The event starts “at 2 pm UTC on Friday, June 8th, and last until 2 pm UTC on Monday, June 11th”  for PS3 and Xbox 3, announced Ubisoft on Facebook.

  • PDT: Friday June 8th at 7 am – Monday June 11th at 7 am
  • EDT: Friday June 8th at 10 am – Monday June 11th at 10 am
  • BST: Friday June 8th at 3 pm – Monday June 11th at 3 pm
  • CET: Friday June 8th at 4 pm – Monday June 11th at 4 pm
  • Sydney: Friday June 8th at 23:59 – Monday June 11th at 23:59

In other GRFS news, the PC edition has been delayed again.

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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Ghost Recon Future Soldier PC Delayed, Key Features Listed

Ubisoft has pushed back the release date for the PC version of Ghost Recon: Future Soldier for another two weeks, to June 29th in the UK (26th in NA and June 28th for the rest of EU).

Ghost Recon: Future Soldier, which released on consoles on May 22nd, was originally set to launch on PC next week. Ubisoft didn’t offer an explanation as to why the game was delayed. However, the publisher did highlight some “key PC features,” in a recent dev blog:

  • Support of DirectX 11 allow the addition of stunning visual details through displacement mapping and additional global illumination effects;
  • More complex materials through the use of parallax occlusion mapping, gloss maps, and specular maps;
  • Improved dynamic lighting;
  • Volumetric lighting effects;
  • Soft shadows;
  • Improved post-processing with better HDR and motion blur;
  • Playable with keyboard and mouse, or with wired and wireless Xbox 360 pads;
  • Will be available via digital distribution;
  • Windows XP* patch coming shortly after release.

The publisher also noted that the Campaign and Guerrilla mode can be enjoyed with up to three friends, PC version doesn’t neither split-screen nor LAN support, and the multiplayer component features “4 game modes focused on objectives and cooperation and can be played up to 12 players.”

You can find the recommended specs through here.

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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E3 2012 – Battlefield 3: Armored Kill, New AC-130 Details, Bandar Desert Is The Biggest Map, and More

Niklas Fegraeus, Game Designer at DICE, answers questions about the highly anticipated upcoming Battlefield 3 DLC, Armored Kill. For those who don’t know, Armored Kill will have players battling it out over land and air in epic, vehicle-based combat on some of the largest maps Battlefield has ever seen.

We caught our first glimpse of Armored Kill footage in the recent Battlefield 3 Premium trailer as well as in these jaw-dropping screens of the map Bandar Desert.

Below, we’ve rounded up some of the most important information about the Battlefield 3: Armored Kill DLC from a recent EA Origin live chat with Niklas Fegraeus.

General:

  • Five new vehicles will be available
  • Each new vehicle will have its own career of unlocks.
  • Four maps will be available – all really big and with diverse environments and themes.
  • Bandar Desert is the largest map in Battlefield history (demonstrated in the live chat).
  • It will also have a very high flight ceiling.
  • No comment if more cinematic events will be returning, though players will see some “cool stuff.”
  • Armored Kill will introduced the new game mode Tank Superiority. Details are being left for later.

AC-130:

  • To use the AC-130, you need to capture the base that harbours it.
  • Once captured, you can spawn into the gunner position or simply use it as a mobile spawn point.
  • It will respawn like any other normal vehicle. Though if the opposing enemy team has captured the base, it will spawn for them instead.
  • It will have two positions: the 25mm auto-cannon and the 120mm “big” cannon.
  • You can spawn and paradrop from the AC-130 even if all the gunner positions are occupied.
  • Gunners on the AC-130 do have the option to deploy flares if they are being locked onto by other vehicles or weapons.
  • Players can also jump into a 360 degree AA turret.
  • The AC-130 will serve two roles: suppressing ground units or controlling the air space.
  • It flies on it’s own path and is not very mobile. Use friendly fighter jets to protect it.

Tank Destroyer:

  • A new tank destroyer class of vehicles is being introduced.
  • It is basically a faster moving tank with lots of firepower, although only lightly armored.

ATV:

  • 2-man ATV quad bikes will return (as in Bad Company 2) which will allow for driver and gunner positions.

AA Vehicles:

  • There will be no new AT or AA infantry weaponry, but players can take control both mobile artillery and tank destroyers.
  • Mobile AA is a very vulnerable vehicle yet powerful. Its best defense other than teamwork is good positioning.
  • It’s meant to be challenging but rewarding – not just a point and click weapon.

Let us know in the comments what excites you most about Armored Kill. Is it the larger maps, the Tank Superiority game mode or the AC-130 gameplay?

David Veselka

Musician, Gamer, Geek. Subscriber

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Call of Duty XP 2012 Not Happening

Last year, Activision started a new convention for its marquee series, Call of Duty. Call of Duty experience (XP) 2011 was set in L.A. and gave fans the first look at Modern Warfare 3’s multiplayer. In CoD XP 2011, attendees also had access to a paintball arena based on Modern Warfare 2’s scrapyard, developer panel discussions, $1 million Black Ops tournament, and more.

Many gamers expected Black Ops II’s multiplayer reveal to take place at COD XP 2012, which was rumored to take place in London. However, this year Activision isn’t planning on hosting the event, but the publisher left the door open for future conventions beyond 2012.

“Last year’s Call of Duty XP was a great way to celebrate our Call of Duty community and reveal Call of Duty Elite,” an Activision spokesperson told Polygon. “Each year we try to surprise and delight our fans and this year we are planning to host some new experiences for our fans around the globe including at Gamescom later this summer in Cologne, Germany. While its possible we may host another XP in the future, we don’t have plans to hold the event this year.”

Thanks, Activision’s OneofSwords and Charlie Intel.

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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