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BF3 Patch Details: Mortar Solutions, IRNV Glitch and Other Bugs To Be Fixed

Senior Gameplay Designer, Alan Kertz, looks to fans for feedback!

He recently revealed his thoughts on the infamous mortars in Battlefield 3, which have been receiving a lot of complaints lately. This is not so much because they are “over-powered,” but because they are often “spammed” and usually from an unreachable spawn zone.

One solution to this “annoyance” may lie with the recon class’ controllable MAV. Kertz recently thought out loud, “Seriously considering MAVs as a counter to Mortars. ECM jammers could destroy the Mortar with a few hits. Looking for feedback.” This could be seen as a particularly welcome solution considering it will allow more uses for the MAV. Let us know what you guys think down below!

For those curious, another bug that has been brought to his attention can be seen in this video. It involves the ability to use the IRNV optic’s vision while flying or driving any vehicle, making it rather easy to spot enemies. Kertz responded, “I’ll put it on the fix list, I know exactly what this is.” Expect a fix for this one in an upcoming patch.

Some other things DICE is looking into: more frequently are players experiencing spawning without a weapon. DICE has assured fans that they “are currently looking into this issue.” Fans have also been asking about colourblind mode and if will be incorporated any time soon. DICE responded, “we’re aware of this request and looking into it for future updates.” These updates have yet to be given a date but DICE promises “…SOON!! Please continue to be patient.”

For more Battlefield 3 news, keep an eye on MP1st by either liking us on Facebook or following us on Twitter! Don’t forget to let us know your thoughts in the comment section below!

More updates to come:

BF3 – Suppressed Weapon Bug, More Back to Karkand and Patch Details, Tac Light Nerfed

BF3 – Private Servers on Consoles? Server Slot Reservation on PC, and Dealing With Cheaters

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Modern Warfare 3 Weapon Guide #1 – M4A1, M16A4, SCAR, CM901, and Type 95

XboxAhoy makes some of the best weapon guides you’ll ever see. In fact he was hired to produce some videos for Call of Duty’s Elite service. On his YouTube channel, he kicked off his Modern Warfare 3 Weapon Express Guide with the first 5 unlocks in the assault rifles’ class, M4A1, M16A4, SCAR, CM901, and Type 95. Make sure to check out the stats of all the weapons in MW3.

M4A1

[youtube id=”0dZiQgA5ooI” width=”600″ height=”350″]

M16A4

[youtube id=”ELeEknH0Rho” width=”600″ height=”350″]

SCAR-L

[youtube id=”0qjZIZ0Vx-8″ width=”600″ height=”350″]

CM901

[youtube id=”pAsRo3K4iik” width=”600″ height=”350″]

Type 95

[youtube id=”YCN0HW0_TI0″ width=”600″ height=”350″]

If you’re passionate about multiplayer as much as we are, then please Like MP1st on Facebook and Follow @MPFirst on Twitter.

Click here to go to XboxAhoy’s Channel, subscribe to him if you liked what you saw.

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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MW3 Patch is Now Live on PS3 and 360 – More Issues to be Addressed Soon

Just a few days after Modern Warfare 3’s release, Infinity Ward patches the title on both Xbox 360 and PS3. Also, Robert Bowling, Infinity Ward’s Creative Strategist shed some light on issues that will be fixed at a later date.

Patch 1.03

When you fire up Modern Warfare 3, you’ll be notified that you need to update the title with a small patch, 4 MB. Robert Bowling, known as Four Zero Two, explains that the PS3 patch helped resolve “any ‘Out of Memory 14’ errors you may have seen”. Meanwhile, the 360 patch “includes improvements to matchmaking and fix for video uploads on SD [Standard Definition] TVs. Please note, if you’re unable to join up with your friends, then it’s “most likely” caused by the patch. Wait until everyone is on the same version in order to “matchmake” together.

In Future Patches or Hot Fixes

Robert noted that “wall breaching the tanker on Outpost” will be resolved via a hot fix. Cross country matchmaking has also been a notable problem that Robert is aware of. He explained “this may be an issue in smaller countries and are currently evaluating how to best address this for them.”

Make sure to follow MP1st on Twitter and Facebook to stay updated!

CoD 4 and MW2 Map Files Found in Modern Warfare 3?

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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MW3 – Elite Refunds Possible – Current Elite Status is “Intermittent”

Call of Duty: Modern Warfare 3 has been the biggest launch in the series yet and includes a brand new social network called Call of Duty Elite to bring these millions of fans together. However, as stated by officials, the Elite team is “having trouble scaling the service to meet demand.”

“Many of you are trying to get in and unfortunately, you can’t right now. You’re frustrated, we know it, and we know we need to fix it. Our teams have been working non-stop to identify issues and resolve them as quickly as possible.” With the Elite team and Beachhead Studios hard at work on ensuring quality of their service, they are also looking into ways of compensating fans who have been eagerly awaiting. “To ensure that every premium member receives their full money’s worth, we are immediately and automatically extending your membership to Call of Duty Elite by 30 days at no additional cost.” On top of this, “If you’re still considering becoming a premium member, we’re going to extend Founder eligibility until the end of the month, and you will also receive the additional 30 days of access.”

To stay updated on the server status of CoD Elite, the team has kindly provided a status page that you can find here at www.callofduty.com/elite/status. Currently, the status is set to “intermittent.” It may a good idea to bookmark this page, as well as follow MP1st on Twitter and Facebook to keep informed!

Make sure to also check out the official Elite FAQ in hopes of having some questions or concerns answered.

Dan Amrich, aka OneOfSwords, has been taking some heat from fans lately who are venting their frustrations regarding the Elite service. Interestingly, he advised one distraught fan in particular to “contact CS to find out refund options.” There hasn’t been any official statement from Activision or the Elite team regarding refunds, but if you’re seeking your money back, it might not hurt to try. This may also be the case for those under 18 who purchased a year’s subscription to Elite but do not have access.

While you wait for Call of Duty Elite to be back up and running, check the latest in Modern Warfare 3 news!

CoD 4 and MW2 Map Files Found in Modern Warfare 3?

Modern Warfare 3 Detailed Weapon Stats – From “Bullets to Kill” to “Gun Ranks”

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MP1st Staff

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Back To Karkand Maps to Have a Separate Playlist?

Update: DICE has put this issue to rest:
“Sorry about earlier B2K related confusion – B2K and BF3 maps can/will be part of the same rotations. Not like BC2 Vietnam.”

Conflicting reports about whether Back to Karkand maps will be included in the regular map rotation have surfaced.

Roughly 10 hours ago, DICE officially announced that “Back to Karkand will be a separate map rotation, much like BFBC2 Vietnam.” This makes sense as it would avoid the situation of a party made up of players with and without B2K having to be kicked out of a match due to some members not owning any of the maps. The Battlefield community is also large enough to handle two, or perhaps more separate playlists, something that didn’t work out too well for a game like Crysis 2.

However, in the same breath, Global Community Manager at DICE, Daniel Matros, stated the opposite when answering a fan asking the same question: will B2K maps be included in the normal map rotation? He answered, “that is the current plan, yes.” This statement is more recent than the first by about 6 hours.

We’re tempted to go with DICE’s official statement, even though it’s not as recent. It’s also fairly evident that there are two separate playlist options when selecting a server on the Battlelog, even though B2K is currently not available. What would you prefer? Would you like the Back to Karkand maps to be included in the regular rotation, or have their own playlist?

Some recent news you may have missed: More BF3 Patch Details, Tactical Light, Jets, Choppers, and Weapon Recoil Explained

Stay tuned to MP1st to get the latest on the upcoming Back to Karkand expansion pack. Follow us on Twitter and Facebook!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Title Updates and Patches

Resistance 3: Patch Notes 1.05, New Maps, and 5x XP Weekend

Insomniac games are gearing up for the release of Resistance 3 Online Patch 1.05. Many of the outcries of Resistance players are being addressed with this patch. As a bonus, starting this weekend you’ll be able to earn 5x the XP. That’s not all though, two new multiplayer maps Creek and The Granery, will also be available this weekend.

Highlights of the Patch

Several performance updates to fix network lag

  • Improved team balancing
  • All equipment and abilities are now purchasable at level 60
  • Leaper Corpse will now spawn fewer leapers
  • Improved the Move’s aim mechanic

Patch 1.05 Full Lilst

Deathcam:

  • Update and bug fixes to the deathcam system

Network

  • Updated Network error messages
  • Several performance updates to fix network lag
  • Improved load times for friends list
  • Refined Hero movement for improved network syncing

Lobby

  • Fixed issues related to the game host quitting out of a private game
  • The host will no longer lose the ability to start the game after completing a match and returning to the lobby

Matchmaking

  • Players will no longer be put into a Team deathmatch game while searching for Deathmatch or Deathmatch Small
  • Searching Deathmatch Small with a party of five or more will no longer cause the “Finding Game” screen to loop until the player backs out.
  • Improved team balancing

UI

  • Cleaned up overlapping text fields in the UI
  • The icon for “Double Bird” is now consistant across all menues
  • Fixes to the HUD while playing in Immersive mode

Party

  • Party is no longer allowed to create and enter a game with no opposing team
  • The party leader of parties with 3 players will can no longer result in the party leader being put into the staging screen while the rest of the party is disbanded.

MP Gameplay

  • All equipment and abilities are now purchasable at level 60
  • Players will no longer spawn invisible to other players
  • Suicides award enemies kills if the player is still wounded from their damage
  • Abilities will no longer lose functionality if they activate the ability at the same moment that they dies
  • Split screen players will no longer be on seperate teams
  • Players bodies will no longer hold onto weapons after being killed
  • Change to Chain Reaction final node time

Abilities

  • Leaper Corpse will now spawn fewer leapers
  • The bubble shield will now disapear when the EMP is used against it.
  • Dash now gives more consistent feedback when the player is unable to use it
  • The players head will no longer vanish when killed while performing a taunt
  • Assassin no longer displays the user as a friendly on the radar for DM games
  • Players will no longer lose berserks and abilities after playing a number of match making games
  • The player will no longer spawn with different genades than what was placed in the primary slot through grenadier

Weapons

  • The mutators secondary’s will deal damage regardless of the surface to which it is applied
  • Marksman turrets will function properly regardless of the surface to which it is applied
  • Wildfire lock-on disabled in between shots in MP

Art

  • Misc art, collision and volume fixes

Loc

  • Localization fixes and updates

Move

  • Improved the Move’s aim mechanic

Coop

  • Several bug and crash fixes
  • Co-op player can now watch videos normally
  • Fixes to progression stopping issues while playing campaign in coop

3D

  • Fixed the loading screen for 3D
  • Tracker footprints now appear for both eyes

Campaign

  • Misc fixes to campaign

Remnant

  • Remnant levels have been corrected
  • Improvements to the UI

Source: http://www.insomniacgames.com/update-on-patch-1-05-and-changelog/

Avatar photo

James Lara

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

Home > News

CoD 4 and MW2 Map Files Found in Modern Warfare 3?

Five maps from Call of Duty 4 and Modern Warfare 2 have been found in Modern Warfare 3‘s game files.

As it was the case with Modern Warfare 2, Infinity Ward might bring back some “classic” maps  from previous Modern Warfare titles to MW3. Four maps, Strike, Vacant, Crash, and Overgrown, were remastered with the MW2 engine from CoD 4, so it is not too far fetched that Infinity Ward and Sledgehammer Games would want to “remaster” some fan favorite maps and offer them as part of Elite’s monthly DLC drops and eventually the bundled Map Packs. Reddit user, SMKTZ, has revealed the map file for Modern Warfare 3. Interestingly, the map file contains four maps from CoD 4 and only one from MW2. Call of Duty 4 maps are Crash, Crossfire, Strike, and Overgrown along with Highrise from MW2. Bare in mind that you should take this leak with a grain of salt.

Crash, Strike, and Overgrown were remastered in MW2, so if this leak is to be believed then these three maps will be the only maps to feature in every Modern Warfare title. We, at MP1st, are more excited for Crossfire, our favorite CoD 4 map. It is odd that MW3 will be getting four maps from CoD 4 and only one from MW2, so it’s safe to bet that either the map files hold more secrets or Infinity Ward has other “classic” maps up its sleeve that it hasn’t created files for.

We highlighted the stand-out files in the image below for your convenience. Don’t forget to follow MP1st on Twitter and Facebook to keep up to date with our continuing Modern Warfare 3 coverage. Just to tease you, yesterday we posted a chart of the gun stats in MW3.

Besides these five, what other maps would you like to see in Modern Warfare 3?

Crash, Crossfire, Highrise, Strike, and Overgrown

Fahed Jaradat

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

Home > News

More BF3 Patch Details, Tactical Light, Jets, Choppers, and Weapon Recoil Explained

A wealth of information has recently surfaced regarding aspects of Battlefield 3 that DICE is looking into patching. Our friends over at Don’t Revive Me Bro were lucky enough to sit down with Battlefield 3’s Senior Gameplay Designer, Alan Kertz in their latest community podcast and talk about some of the things the DICE team is looking into.

We reported earlier that the tactical light in Battlefield 3 was going to receive a nerf, according to some images Kertz posted on his Twitter page. (You can check these images out here!) However, Kertz confirmed last night that the actual brightness of the light will not be nerfed, but rather the range. Up close, the light will still be as effective as it is currently. The further away you are from it, the less intrusive it will be.

Many PS3 fans have been voicing their concern over what seems to be a controller input lag issue and are asking why the controls were changed since the Beta. According to Kertz, the controls for Battlefield 3 are fine and have not been changed since the Beta. DICE is finding that other issues may be at work here. For example, certain TV set ups seem to affect input lag more than others. Kertz assured us that DICE is looking into the real source of the problem.

Kertz also mentioned that DICE is looking into the mobile AA vehicles. Currently, they prove to be extremely effective against jets and helis not because of their damage output, but because of their effects. Many fans find that these mobile AAs are too effective at knocking a jet’s or heli’s flight path off course, or making them too hard to control, causing them to crash easily.

On the subject of Jets, Kertz also mentioned that there were some Balance issues that still needed looking into. As it stands, if a tank, for example, is disabled, the driver has the ability to either hop out and repair if he is an engineer, or have a teammate repair his tank for him. Engineers can also repair disabled helicopters from the inside or if none are available, it’s still possible land and request repairs. This is obviously not an option in a jet. Landing them is still somewhat possible but usually proves to be fatal. Kertz admitted that this seems unfair hopes to see some changes made to the jets in this regard.

Some fans are beginning to notice that weapons in Battlefield 3 seem to have much more recoil when burst fired, as opposed to full-auto, something that wasn’t entirely the case in Bad Company 2. First, Kertz reminds us that this isn’t a sequel to Bad Company 2 and that DICE’s base to work off of was Battlefield 2. This was also the reasoning behind bolt-action sniper rifles only being a one-shot-kill to the head. Howerver, Kertz confirmed that weapons in Battlefield 3 do, indeed, have more recoil when burst fired. What players need to remember is that once you overcome the initial kick of firing in full-auto, the weapon is fairly steady, though extremely inaccurate. When burst firing, you need to deal with that initial kick every time you pull the trigger, making it harder to keep steady. However, your shots will be much more accurate since the first bullet of each burst will always hit dead on.

Do you think this is a fair trade-off? What do you think about the tactical light’s range being nerfed? How do you feel about the balance between jets, helis and AA vehicles? Let us know what you think in the comment section below and don’t forget to follow MP1st on Twitter and Facebook!

Also recently announced:

Possible Private Servers on Consoles, Server Slot Reservation on PC, and  Counter-Measures Against Cheaters

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

Modern Warfare 3 Detailed Weapon Stats – From “Bullets to Kill” to “Gun Ranks”

Would you like to know every little detail of your favorite guns in Modern Warfare 3?

Sneath from the Denkirson boards has posted a chart of every weapon in MW3 explaining the dynamics of each gun from “Bullets to Kill” to the “Drop” rate. The chart also includes the gun ranks for non-burst assault rifles, SMGs, and LMGs. Click on the chart below to full size.

Don’t forget to follow MP1st on Twitter and Facebook to stay up to date on everything Modern Warfare 3.

For a larger size of this image, click here.

My favorite gun is the SCAR at the moment, what about you?

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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Top 5 FIFA 12 Ultimate Team Annoyances

First off, I’ll start by saying I love Ultimate Team. The feel of opening a Gold Premium Pack to find a shiny Messi must be what it felt like for the Pokemon kids in school to find a shiny Charizard (I’m lead to believe these were rarer than rare…I wasn’t a Pokemon kid).  I have yet to obtain my Messi, but be assured, I will one day. With the way I’m musing about FUT, you might think that there is nothing I dislike about it, but alas, dear readers, this is a Top 5 annoyances list so in descending order from least annoying to most annoying, here they are:

5. Latency.

Every online game suffers from latency, so this is probably more of a generalization than a specific FIFA problem. But when latency hits FIFA it hits it hard, like a headbutt from Zinedine Zidane. Often I can be through on goal, one-on-one with the keeper, and a drop in latency later and the keeper has the ball. That being said, it doesn’t happen too often, so although it is an annoyance it can be forgiven.

4. Ronaldo.

If you ask any of my friends they will tell you I love Ronaldo; the guy is unbelievable with a ball. My problem with him in FUT is the exact same reason I love him in real life. He is incredibly awesome. And if you have amassed enough coins to buy him for your team then you most definitely deserve to use him. But I beg of you stop making a fool of me with him. If he’s scored 5 goals in the first half, I beg you, substitute him for someone else. Give me a chance.

3. The Impact Engine & Referee Decisions.

The Impact Engine to me is comical at best. Just search Youtube for Impact Engine Fails and you’ll see what I mean by this. The real annoyance with the IE I have is the outcome of these so-called realistic collisions, and the referee decisions. When the last defender brutally brings down an attacking opponent, without a doubt, it’s a red card. This is an iron-clad rule of football, but not on FUT, it isn’t. I have had at least 5 incidents I can think of where I have let a 4-word expletive slip out because a ref decided that being man-handled by a defender was acceptable, and that no penalty or free-kick should be awarded. This is because of the IE; I believe that EA should have added some sort of coding in that says if a player is brought down by impact from the IE, then it is not a foul, and for that I call shenanigans! Of course it could be sour grapes on my part, but dammit, I want some penalties.

2. The Trading and Auction System.

It works, don’t get me wrong. But what annoys me is the over-inflated prices for players. Much like the beautiful game in real-life, FUT has been taken over by greedy fat cats looking for profit. What could you possibly achieve from putting an 80 rated player on the market at 40,000 coins? I believe there should be a cap system; players rated 75-80 go for no more than 10,000 coins, and 80-85 go for no more than 20,000. Or something similar.

1. The Addiction Factor.

This is the mark of a well made game. I want to keep playing, all the time. I keep telling myself that if I win one more game I’ll have enough coins for a Gold Pack, and when I buy that Gold Pack, there is nothing but dross in it. Yet I keep going on buying them. I also found myself spending about £30 on X-Box points in the space of a weekend for the sole purpose of buying Gold Packs. FUT is my crack, I need help…

Feed back negative or positive is always welcome, and if you have any tips for me and FUT, please, please, please tell me.

Don’t forget to follow MP1st on Twitter and Facebook!

MP1st Staff

Home > News

MW3 – Must be Over 18 to Use Elite. This Could Change Soon

Call of Duty Elite is the perfect service for the hardcore CoD players, but its launch has been anything but smooth.

The service hasn’t been stable through the day even after increasing its capacity last night. The latest update from the Elite team is “teams working hard & increased reg. capacity 4x today; devs focused on ELITE stats access as more come online. Please hang in there.”  The other issue “potential” Elite users are facing is the age requirement. At the moment, you have to be of legal age in order to be a member of Elite. This is an issue that specially struck Hardened edition owners as they have already purchased their copies without knowing the age restriction. Activision customer support stated that “we are currently looking into this issue. We hope to have something for you [under age Elite members] soon.” It’s worth noting that Modern warfare 3 is rated M for Mature, at least on paper.

In other MW3 news,
Modern Warfare 3 Voice Chat Issues on PS3 and 360 Being Worked On
First round of the banning process have commenced

Have you managed to get in Elite? What are your first impressions?

Don’t forget to follow us on Twitter and Facebook for the latest Modern Warfare 3 news.

Fahed Jaradat

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

Home > News

BF3 – Private Servers on Consoles? Server Slot Reservation on PC, and Dealing With Cheaters

DICE took a step in the right direction when adding server browser functionality to the console version of Battlefield 3. However, one thing that is still left to be desired is the ability to create private matches.

Private matches have been an important part of first-person-shooters for a while now. They offer the ability to create relaxing environments to play laid-back matches with some close friends, or extremely competitive environments for clans to duke it out with each other. They offer players the ability to specifically tailor the game to their liking, in most cases.

Many fans have been on Mr. Daniel Matros‘ case recently, bringing up these issue with the console version of BF3. Thankfully, Matros responded by saying “we’ve brought it up for discussion in house.” He continued, “I totally understand that in all perspectives and the community’s voice is being heard in our halls.” This seems to be the trend lately, with DICE really taking fan feedback to heart. It looks as though Battlefield 3 is in good hands.

As for PC users wondering about the ability to reserve server slots, Matros had this to say: “Reserved slots will come eventually for servers on PC. Main thing is to ensure backend and server stability before taking on more things that might/might not break.”

Another frustration some players have been experiencing has to do with the loudout menus not saving properly in Battlefield 3. It’s a small detail, but something that should be looked into nevertheless. Senior Gameplay Designer, Alan Kertz, had this to say: “…I will take a look and see if I can’t make it a bit better.” He continued explaining, “This is a tricky one indeed. Not going to be an easy fix without breaking other things… discussions on going.”

Lastly, Matros comments on dealing with cheaters in Battlefield 3. “We ARE aware of a number of representatives of hacker/cheat groups being present on Battlelog and their accounts will be handled shortly.” However, when it comes to completely removing these cheaters from the leaderboards (which is what most players are concerned about), Matros said that it “requires a little backend engineering but it will be done.”

Are you missing private servers for Battlefield 3? Let us know your thoughts in the comment section.

Make sure to check out some other fixes that will be making it into Battlefield 3 shortly:

BF3 – Suppressed Weapon Bug, More Back to Karkand and Patch Details, and Tac Light Nerfed

To stay up to date on all things Battlefield 3 and other great multiplayer games, follow us on Twitter and Facebook!

 

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Modern Warfare 3 Voice Chat Issues on PS3 and 360 Being Worked On

Activision support reassures Modern Warfare 3 players that the in-game voice chat problems are being “looked into.”

Modern Warfare 3 players have been reporting that the in-game voice chat as being “muffled” and “choppy”. Xbox 360 players have the option to party up and use 360’s built-in voice chat system to avoid the issue. However, PS3 users have no option but to use the in-game system that’s riddled with problems. Activision customer support has commented on the issue by saying “we are currently looking into issues with in-game voice chat. We hope to have something shortly.”

Yesterday, Robert Bowling announced the first round of the banning process having commenced.

Have you been experiencing any voice chat problems? Please let us know in the comments’ section below.

Make sure to follow MP1st on Twitter and Facebook.

Fahed Jaradat

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

Home > News

Infinity Ward Drops the Ban Hammer on Cheaters and Boosters in MW3

In an attempt to mitigate cheating and boosting in Modern Warfare 3, Robert Bowling, Infinity Ward’s Creative Strategist, has announced that Infinity Ward is starting round one of the banning process.

Robert stated that the “1st round of bans [are] going out.” He went on to explain what the ban entails, “any player attempting to play unfairly or boost rank will be banned from leaderboards and from playing.”

This shouldn’t come as any surprise as Robert Bowling has recently told Chicagonow that handling cheaters and boosters is a “major focus” as MW3 developers have “put in tools that allow [them] to be reactive”. He explained, “we can edit leaderboards. We can prevent players from appearing on the leaderboards. We control their ability to play temporarily or permanently.”

Be sure to follow MP1st on Twitter and Facebook for the latest Modern Warfare 3 news.

Modern Warfare 3 Multiplayer Gameplay Videos on All 16 Maps

Fahed Jaradat

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

Home > News

BF3 – Suppressed Weapon Bug, More Back to Karkand and Patch Details, Tac Light Nerfed

More details about an upcoming patch as well as the Back to Karkand expansion pack for Battlefield 3 are being released.

We still don’t know exactly when a patch for BF3 will be rolling out, but Daniel Matros has stated “we will be coming out with a fixlist next week on things we are addressing and that will make it into the patch.” Make sure to stay tuned to MP1st as we will be posting these fixes as soon as they are available. Remember, you can follow us on Facebook or Twitter!

We’ve reported earlier on many things that DICE have stated they are currently looking into like changes to jets, pistols and the UMP-45, as well as changes to aiming and the PP-2000. Alan Kertz also confirmed earlier today that “some small buffs to SMGs and Pistols are coming…” Additionally, he was asked about the VAL and slugs for the shotguns, to which he responded, “…VAL I need to look into more. The slugs I am happy with.”

On top of this, it looks like everybody’s favorite weapon attachment, the tactical light, is also being looked into. Kertz released these three images earlier today, demonstrating the tac light’s current effectiveness, and what it could potentially be patched to look like.

Reference
Before
After

One fan expressed concern that it seems almost too toned down. Kertz explained that “It gets more blinding as you get closer.”

Making its rounds on the internet recently are Images of how the IRNV scope is affected by soldier camouflage patterns. You can check these out here. Some fans have been asking if this was in fact a bug, or an actual feature of Battlefield 3. Kertz asnwered, “Feature.”

Another large issue that has been brought to the attention of DICE is the current problem with suppressed weapons. As it turns out, not all of them are masked from the mini-map when adding a suppressor to the barrel. Nevertheless, Alan Kertz is on it. He had this to say earlier: “Suppressed guns should not make you appear on the minimap when firing, a few are broken, I am fixing those.” He added, “Thanks to some community reports, I’ve identified all the suppressed weapons that were bugged, and will see they get fixed.”

Lastly, a bit of the mystery behind the 10 Back to Karkand weapons (which you can check out here) have been revealed. Rather than all of them being unlocked from the get-go, it looks like players will need to unlock them by completing specific “assignments.” It seems that these assignments will consist of specific actions, rather than getting a certain number of kills, according to DICE.

If you haven’t seen the latest gameplay trailer, check it out here!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

MP1st Interview: Team2Bit on Fist Puncher, IGF, and Dreams of Multiplayer FFVII

In our continuing coverage of independent multiplayer game developers, we had the honor of spending some time with Team2Bit. Team2Bit is a studio consisting of brothers Jake and Matt Lewandowski, who are hard at work prepping their first release, Fist Puncher. Fist Puncher will be released on Xbox Live Indie Games in early 2012.

MP1st: Fist Puncher’s aesthetics and gameplay are immediately recognizable to classic gamers; what specific games provided the inspiration for the title?

Jake: The biggest influence is probably Double Dragon. I fell in love with the beat ’em up genre the first time I saw Hammer and Spike take some thug’s baseball bat and clobber him with it. Video games had finally captured the spirit of professional wrestling-style stage violence that teenage boys love so much.

River City Ransom is another influence, but it may be one of those games that you remember as more fun than it actually was. I think Castle Crashers is an amazing evolution of brawler games; it shows there is still plenty of fun to be had with this style of gameplay.

MP1st: In what ways are Team2Bit making Fist Puncher unique? Is it firmly rooted in nostalgia, or are there modern gameplay enhancements?

Jake: The processing power of the Xbox allows you to have a lot more going on onscreen at once, so there are larger fights than you would find in a game like this 20 years ago. You don’t have to worry about flickering sprites or frame rate drop when the third enemy steps out, so that’s nice.

Under the surface, Fist Puncher takes a more ambiguous stance on violence than some of its predecessors. The world has changed a lot since those games, and I wanted to reflect that. Many people have become disenchanted with the idea that problems are black and white, that there are good guys and bad guys  and the good guys can just fight their way to a decisive victory. I’m not saying we’ve replaced the kick and punch buttons with empathize and negotioate buttons, but there are points in the game where you get different results if you choose to try more conventional approaches. It’s fun to pull back the curtain of video game reality from time to time and look at the absurdity behind the concept – taking to the streets and fighting everyone you see just sounds like a good way to get yourself arrested or shot.

If we can get it together, there is still a possibility of online gameplay as well. It wasn’t planned at first, but we’re getting many requests so it may make its way on to our feature list after all.

MP1st: Given the blessing/curse of a massive AAA studio and an unlimited budget, what kind of multiplayer game might your studio produce?

Matt: We’ve always been big fans of old console RPG’s like Shining Force, Dragon Warrior, and Final Fantasy. It would be interesting to take the typical multi-character, turn-based RPG and allow individual players to control one or more party members. It would probably require more of a real-time component, but imagine how incredible a game like Final Fantasy VII would have been with a multiplayer mode.

 

MP1st: What are the unique challenges in developing a multiplayer brawler? How might those challenges differ from, say, an RPG, or a platformer?

Jake: The biggest challenge was definitely the graphics. I was initially resistant to making a brawler because you need to create a massive amount of content to make the game feel dynamic and avoid redundancy. The worst brawlers are the ones where you keep fighting different colored versions of the same guy on ddifferent colored versions of the same street for 10 levels. In Fist Puncher each of the 8 playable characters have 50+ sprites and there are 30 levels with unique settings. The enemies are constructed from several different layers of sprites so there is a good deal of variation. There is an intended simplicity in the look of the game, but that allowed greater depth in what you encounter.

MP1st: Fist Puncher looks like a hilarious romp through classic gaming archetypes; is there anything on the agenda after FP launches? Any other grand game ideas or platform support?

Matt: Fist Puncher will be our first release so we’re putting in a ton of time and energy to really polish the game and make it as fun and playable as possible. We’re also hoping to springboard off some of the positive feedback we’ve received about a few of the characters (Dr. Karate seems to resonate well with gamers) and create a couple of small, web-based Fist Puncher tie-ingames done in Flash. Depending on how Fist Puncher does on XBLIG, we might pursue a wider PC release through a venue like Steam. As for the future, nothing is set in stone yet, but we have been brainstorming on some ideas for a continuous side-scrolling platformer. It is a crowded genre that already has some brilliannt indie games (BIT.TRIP.RUNNER, Canabalt, etc.) so we’d like to develop a title with a unique theme and gameplay. Regardless of which direction we take, we plan to continue working with retro aesthetics while incorporating modern gameplay ideas and influences.

Jake on IGF: We’ve just released a current build of Fist Puncher to the 2012 Independent Games Festival. We’re lucky to have such a prestigious event in the indie game community right in our backyard; there’s few opportunities to meet so many talented developers in one place. the competition is definitely fierce; if you look at the past winners, Minecraft, Limbo, Monaco, Fez, and Alien Hominid, and you can see that the bar has been set very high. We’re just happy to put our work on the table and have it evaluated by people who know good games when they see them. It’s inspiring to imagine all the hours people invest to make their games great and get them submitted to IGF each year. It really makes you want to keep working at perfecting the craft.

Stay tuned to MP1st for more independent multiplayer game coverage. Our interview series will continue soon with Trine 2 developers Frozenbyte. Check out our last interviews with Gigatross Games, Blue Isle Studios, and Autumn Games.

Graham

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

Home > Features

5 Features Next Gen Multiplayer Will Fail Without

With all of the hullabaloo and “leaked” news stories lately regarding the impending release of the next generation of consoles, it’s hard to believe we’ll have to wait much longer to get our grubby mitts on the Playstation 4, Xbox 720(?), and, of course, the already-announced Wii U.

Multiplayer games have proven to be system-sellers, and keep players invested for countless hours, and their wallets invested for countless DLC. When the next generation officially rolls out, though, we should be expecting some pretty impressive upgrades, both to the hardware and the software (no matter if it’s first party or third). The following list of enhancements and requisites will go a long way to help the next generation of multiplayer be the best yet. Now, there’s no accounting for a terrible game, and a steady framerate, tasty graphics, and progression won’t fix poor gameplay or production values.

Without further ado: 5 features that will guarantee success for the next generation of multiplayer.

Dedicated Servers

Dedicated servers. For every multiplayer release. I don’t care if it’s a downloadable game that only costs the player 10 bucks; if it has multiplayer, it needs dedicated servers. Current titles such as Gears of War 3 and Battlefield have shown that dedicated servers can exponentially decrease the amount of lag and host advantage often found in multiplayer games (especially shooters). I understand that dedicated servers can be costly to maintain, but that is a price developers (and publishers) should have to incur in order to present the most balanced and accessible multiplayer game possible to their paying customers. Dedicated servers should be a guaranteed feature for every multiplayer game in the next console generation.

Ahead of the game.

Server Lists

Most multiplayer gamers play favorites – favorite maps, guns, skins, perks, etc. It’s hard to play your favorites when the game randomly selects levels, or the group of players competing with you consistently vote for maps other than the ones you want to play. This may seem like a minor frustration, but it causes major problems when players start to drop out  of games because they don’t care for the map. I’ve done it numerous times. Killzone 2 featured an excellent server list that offered players control over map selection and variation, weapon selection, and game mode and time limits. For some inexplicable reason, this feature was cut for Killzone 3, and the game was a lesser title because of that loss. Modern multiplayer games have given players an incredible amount of choices and options; they need to make sure we’re getting to choose the most important thing: where we play.

Oh, how we miss you, Killzone 2. You gave us so many options.

Steady Framerate

Next generation multiplayer games should all run at a steady 60fps, never dipping for any reason. Does running at 60fps make a game “better”? No, not inherently. But a consistent framerate does. And if Games have been able to lock in a solid 30fps for the past who-knows-how-many years, then the next generation of technology and game development should be able to lock in 60fps across the board. Above 60fps, it’s hard for the human eye to consistently tell a difference in frame rate, but the difference between 30 and 60 is very noticeable.

Among select other titles, Rage ran at 60fps, but suffered other performance problems on both the PC and consoles.

Bot Support

Bots were a standard feature in multiplayer shooters for a number of years, and then became less ubiquitous when online console multiplayer expanded post-2000. While a number of core titles still feature bot play (the Killzone series, the exemplary Gears of War 2 & 3, and Call of Duty to an extent), many franchises suffer from not supporting online bot play. Any online Gears of War 3 player can relate to you the importance of bot play; if a player drops, he is instantly replaced with a competent bot. Halo is a remarkable series, but when people quit (and they do, often), the teams are imbalanced for good. There’s no replacement soldiers to fill in the gaps. every online (and offline) multiplayer title should feature bot play; its benefits are obvious. Bots can be used for practice, fun custom matches, as a break from online douche-baggery (bots don’t cheat, tea bag, or scream in your mic), and to help keep online teams on an even keel.

Shoot, Perfect Dark had bot support in 2000. What's the deal, guys?

Post-Launch Support

See that phrase in bold, right above this question? It does not say DLC. It says post-launch support. Developers need to cultivate legions of fans and regular players in order to establish an identity in the crowded online multiplayer realm, and the best way to do this is to regularly support their titles for an extended period (I’m talking more than a year) after they launch. Bungie have proven to be the modern masters of post-launch support, regularly updating playlists, tweaking mechanics, and incorporating new (free) content created by both their designers and the Halo community. They have passed the reins to 343 Industries, but we can expect that same kind of brand dedication when they release their rumored sci-fi MMO shooter in a a few years. Developers: support your game with updates, patches, and tweaks on a regular and continual basis. Complement these updates with paid DLC, but your primary focus should be providing free support for your title. Trust me, it will garner you many fans and long-term players.

Cliffhanger is one of the many maps freely incorporated into Halo: Reach's playlists post-launch.

What am I missing? What multiplayer features are a “must” for developers and publishers to focus on for the next generation? Let me know in the comments or on Facebook or Twitter!

Graham

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

Home > Features

Budget MP: Brink Review

A few months ago, a game was released that was met with very mediocre reviews. It was faulted for having too few maps (8 in total excluding DLC) and very few modes (the lack of a standard deathmatch mode is a glaring weakness). However, one thing that almost everyone could agree on was the fact that it offered a unique multiplayer experience. That game is Brink.

Since I’ve seen this game listed between $20-$40 in recent weeks, I thought I’d do a small review for everyone who can’t decide whether or not to pick it up.

Brink is set in the fictional world of the Ark and features two warring factions, the Resistance and the Security, who are fighting for control of the Ark. Each multiplayer level has one side completing objectives such as blowing up certain targets, rescuing and escorting prisoners to safety, and hacking into terminals for information while the other team defends these objectives and tries to prevent their opponents for completing these tasks.

Each faction is made up of 4 different classes, each with its own strengths and weaknesses:

  • Medics can boost the health of their teammates, revive incapacitated teammates, and heal the escort during the rescue missions
  • Operatives can disguise themselves as enemies, highlight foes for their teammates, and are used to hack terminals during objectives
  • Soldiers provide teammates with ammo, carry class specific molotovs, and are used to destroy targets during objective missions
  • Engineers can increase their teammates weapon damage, place hidden minds, and are used to deactivate certain targets during objective missions

Each class has its own special uses and having a blend of them on your team is crucial for your team to be successful. Also, switching between classes is a breeze using special, in-game terminals located throughout the levels.

Brink also uses AI bots to fill any gaps in multiplayer matches, however these bots are rarely useful aside from providing you with the odd ammo clip or health boost and are best served as meat shields and should not be depended upon to complete objectives.

One of Brink’s best features is the Parkour system which allows players to jump, climb and slide their way around levels. Each of Brinks three body types (Heavy, Medium and Light) offer various mobility, however the lighter you go, the lower your health, so it pays to experiment a little to find the type that best suits your playing style.

Player customization is another huge aspect of Brink, each time you level up you unlock new clothes, weapon attachments, and skill points that you can use to make your character unique. There are also a few challenge maps that are used to unlock certain weapon upgrades such as larger magazines, muzzles, and speed slings (which help you switch weapons faster).

Now with that covered, it’s time to talk about Brink’s flaws. Aside from the terrible AI I mentioned earlier there are a few more issues I’d like to address. First and foremost: level variety. 8 maps is respectable for a game that has a robust single player campaign included, but when your main focus is multiplayer, I’d expect to see at least a dozen maps, if not more. Secondly, the stat tracking in this game is atrocious. Instead of showing you your kills, assists, and deaths, it gives you a 20+ character code that you have to input into their website in order to view your stats…ridiculous. Finally, there’s the small issue of multiplayer variety. There are essentially two modes: co-op challenges and freeplay. Challenge maps have you completing objectives against varying levels of skilled AI bots (I wish the AI bots in the online modes were this good) while freeplay is essentially the single player campaign with human players occupying both factions and teams take turns doing offence and defence after each game.

Now, to the numbers.

MP1st Staff

Home > Features

Modern Warfare 3 Multiplayer Gameplay Videos on All 16 Maps

With Modern Warfare 3 just around the corner, we thought that these 16 Modern Warfare 3 videos would help you get a feel of all the maps available at launch. Of course, there will be monthly DLC drops for elite members that will pack in new maps. If you like small, chaotic maps (e.g. Shipment and Nuketown), then the first video on Dome is a must watch for you.  Interestingly, “the small, chaotic” map in World at War was also called Dome.

Without further ado, here are the 16 videos with no particular order:

Disclaimer: These videos are mainly from recent leaked footage and some from CoD XP. If any of them gets taken down, let us know in the comments’ section below.

1. Dome

[youtube id=”09Vqwx2lr5U” width=”600″ height=”350″]

2. Interchange

[youtube id=”bQr0fhuvAcY” width=”600″ height=”350″]

3. Bootleg

[youtube id=”Seb9SsVdo_c” width=”600″ height=”350″]

4. Underground

[youtube id=”S3Qfpn-js9I” width=”600″ height=”350″]

5. Resistance

[youtube id=”n0Vy5-MyJM8″ width=”600″ height=”350″]

6. Mission

[youtube id=”q9RHfp68wMo” width=”600″ height=”350″]

7. Seatown

[youtube id=”t2rOp77Hg_c” width=”600″ height=”350″]

8. Bakaara

[youtube id=”k_4ITk6wNMs” width=”600″ height=”350″]

Take a break to follow us on Twitter and Facebook for full coverage of Modern Warfare 3.

Fahed Jaradat

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

Home > Features

Battlefield 3 Co-op Weapon Grinding “Getting Nerfed”

Battlefield 3 is all about the multiplayer; more specifically, the competitive multiplayer. It’s where most of the fun and addicting moments are had. It’s so fun and addicting, in fact, that it’s all too easy to forget about the two other modes BF3 offers: single player and co-op. Personally, I really enjoyed the SP experience, but I can easily see why gamers would want to forgo it in order to spend more time unlocking sweet stuff in the competitive MP. However, you may have noticed by now that some of the sweetest stuff you can unlock in the MP is only achievable through the co-op game mode. This is possible by accumulating high scores with your partner throughout the 6 missions that are initially available.

Please check out MP1st’s Battlefield 3 Co-op Review!

At first, this sounds like a reasonable attempt to entice players to try co-op with others, until you realize exactly how much time you need to spend here in order to unlock some of the later MP weapons. For example, if we take the engineer’s SG553, you’ll notice it takes 378000 co-op points to unlock while the total XP points needed for the engineer’s first service star is only 145000. It would make sense if we were forced to earn that many points with the engineer class in the MP, but instead, we are forced to grind in the co-op. And, let’s be honest here, no one should have to play each co-op mission more than once or twice in order to unlock every weapon. There are just simply more important things to do in Battlefield 3.

On to some interesting news. If you’ve been neglecting the co-op, but still have the intention to eventually unlock those weapons, it might be a good idea to hold off for a while. Fredrik Thylander, Senior Designer at DICE, was recently asked if it was intentional that we would have to grind this much in order to unlock those weapons. He surprisingly responded, “nope. And its getting nerfed.” No further details have been provided, but it looks like we’ll finally soon be seeing more players with the G3A3 on the battlefield. This will most likely come in the form of a patch which seems to already be in the works. You can check out details here!

Changes to Aiming, PP-2000, and More Patch Details

Jets and Pistols and UMP-45 Adjusted

For now, I leave you with a list of all the MP weapons achievable through co-op, how many points it takes to unlock them and their descriptions from the Battlelog. These scores should be changing in the (hopefully) near future!

Don’t forget to follow us on Twitter and Facebook!

General:
MP412 REX

Co-op Score: 63000

Developed for export in Russia (REX stands for Revolver for Export), the MP443 is a compact .357 Magnum handgun with an interesting tilt open and auto extraction design. While not as powerful as the .44 Magnum, the .357 Magnum round from the MP412 offers excellent stopping power and the compact package offers a slightly higher rate of accurate fire.

 

MP7

Co-op Score: 189000

Another contender for the newly developing PDW market the MP7 is currently in service with the German Bundeswehr and the Norwegian Armed Forces. The MP7A1 includes an improved stock, additional safeties, and added rails for mounting lights, lasers, and sights. The weapon is also capable of being suppressed, giving it excellent close combat stealth performance.

 

93R

Co-op Score: 315000

A modified version of the M9 pistol, the 93R is able to fire in 3 Round Bursts. The 93R is equipped with a forward folding fore grip and an extended barrel which is ported to reduce recoil. Trained shooters are able to fire busts in rapid succession, and the pistol is typically seen in service only with elite special purpose units.

 

Assault:
KH2002

Co-op Score: 126000

This Iranian developed Assault Rifle is essentially a bullpup conversion of the M16. The KH2002 is intended to replace the G3 in service with the Iranian armed forces, though there is speculation that it may be years before the rifle is ready for full deployment. The KH2002’s short length lends itself well to close combat, but prevents it from mounting any underslung weapons.

 

G3A3

Co-op Score: 441000

The G3 rifle is one of the most widely fielded Assault Rifles in the world. Multiple versions of the G3 exist, and it has been used in countries around the world, including Sweden where it was known as the AK4. This particular G3 is the A3 variant, with a fixed stock. The long barrel and firing heavy 7.62x51mm NATO round enable the G3A3 to reach out at longer ranges than most other Assault Rifles, but at the cost of heavy recoil.

Engineer:
SG553

Co-op Score: 378000

A Carbine variant of the Swiss Army’s standard SG550 rifle, the SG553 improves over its predecessor the well-known SG552 by including integrated rails for mounting accessories. A Carbine with excellent ergonomics, the SG553 is capable of Automatic, 3 Round Burst, and Semi-Automatic fire and is an excellent close range weapon.

 

Recon:
M39 EMR

Co-op Score: 252000

The M39 Enhanced Marksman Rifle (EMR) is a highly modernized M14 designed to be utilized by USMC designated marksmen. Issued with match-grade 7.62mm NATO long range ammunition the M39 is significantly lighter and more accurate than the original M14. The M39 is limited to Semi-Automatic fire, but supports a number of accessories including a standard Rifle Scope (8x).

David Veselka

Musician, Gamer, Geek. Subscriber

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