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Dead Space Update 1.000.003 Shoots Out This January 30

Motive Studio has released Dead Space update 1.000.003, which is the game’s first-ever post-launch patch! Given the game is close-ended, don’t expect any DLC from it, as this is mostly for fixes. Read on for what’s new in the Dead Space January 30 patch notes.

Dead Space Update 1.000.00 Patch Notes | Dead Space January 30 Patch Notes:

Size: 250MB

Here’s what EA has to say about today’s update:

Hey, #DeadSpace players!

Updates that address fixes to graphical issues have been pushed live to Steam and PS5. Updates for the EA app and Xbox are both in progress and should arrive within the week or sooner.

Yep, that’s about it. Hopefully, any other game-affecting bugs will be patched out soon. If any gameplay-related changes are spotted, we’ll update the article.

More Dead Space Reading:

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Alex Co

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

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The Division 2 Season 11: Reign of Fire Launches Feb. 7

Those looking forward to more The Division 2 events and content, you won’t have to wait long, as The Division 2 Season 11: Reign of Fire is now set to launch this February 7!

This was announced over on the official The Division Twitter account, where it also mentioned that a livestream is set on Feb. 6 where more details will be shared.

Those who want to watch what’s in store, you can check out the official The Division Twitch channel on Feb. 6. If you can’t watch it, don’t fret, as we here on MP1st will be covering whatever’s shown there. Chances are, there’s a title update tied to this and once we know more, we’ll let our readers know.

Hopefully we’ll get more than a cosmetic even with this new season. 

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Alex Co

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

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God of Rock Hands-On Preview – Fighting to the Beat

A genre mashup like few have attempted before, God of Rock is the kind of oddity that you need to experience to believe. Described as a rhythm-fighter game, it’s Street Fighter meets Guitar Hero with everything that is great about both franchises – heart-racing gameplay, a burst of combos to the face, a soundtrack to bang your head to, and a substantial dose of frustration as you fail your timing in succession. This is one for a true rockstar…scratch that, rock legend, as you need lightning-fast reflexes and skills worthy of Jimmi Hendrix on his best days.

We Will, We Will Hit You

The hands-on version that I could experience lacks a few notable features such as the story mode, which is planned for the official launch, but it offered more than enough to grasp the concept and enjoy the inner workings of what might seem a shallow game on first sight. Bolstered by the frantic speed at which notes zip along on the fretboard, this is an intricate game that requires a lot of practice to master. You won’t have to turn into Brian May to take down your opponent, but you must be deeply focused and bring a brilliant display of skills to the arena, otherwise a knockout will come your way.

This playable build included seven out of the planned dozen fighters, each one featuring an over-the-top synopsis that could suit a true rock icon. While most of them seem to be a mix of influences or an original take on a divine rock entity, one of them is a blatantly obvious tribute to Elvis Presley, right down to the voice work and name: King. It’s an eclectic bunch for sure, but it’s not all for looks either; their unique moves could make them more suitable to a particular playstyle, so it’s worth experimenting with the full roster before deciding on who to select.

God of Rock Preview

Contrary to Guitar Hero and Rockband, God of Rock doesn’t include any popular songs in its soundtrack. Instead, it opts for a completely original set comprised of over 40 tracks. From what I could gather, these are instrumental only, so you shouldn’t expect any catchy sing-along chorus; however, there are some hard-hitting tracks with enough riffs to get those speakers blasting and your neighbors knocking on walls, making for a solid trade-off. Despite the laudable work placed on an entirely original and fairly diverse selection of tunes, there’s no avoiding the fact that some of the mainstream appeal is lost along the way, as genre fans might have been anticipating a few radio hits. How this will weigh on the overall public reception is something we’ll have to wait and see.

Nailing the timing for the notes is part of what makes a successful music battle, but a flawless execution of the special abilities is key. This is where the fighting game inspiration comes in with a loud bang, together with combos that you should memorize and fully master to deliver with impeccable timing. There are three levels of Special Moves, a Super, and an Ultra move. You can do a Reversal on your opponent’s Special move by paying close attention to the center dial and delivering a Special of higher level. Bar for the odd exception, every Special has a cooldown time, so spamming these is out of the equation.

Each battle starts with the typical fighting game introduction, as both contenders stylishly walk into the arena and unleash their mighty one-liners. On top of the screen lies the two health bars and the actual factor that defines your victory or defeat, since your goal is not to effectively complete the music, but to take out your rival. The fighters occupy most of the screen, but you truly want to be focused on the bottom part where the fretboards are, the spot where the button prompts come and go in the blink of an eye.

Play It Again, Sam

God of Rock Preview

This is where one of my issues with God of Rock lies. It takes an almost uncanny ability to be able to pay any attention to the fighters, as you concentrate your efforts on the musical notes. Since you technically have no control whatsoever over your character, you might as well disregard it entirely and solely focus on the rhythm part of the game.

Picture the battle scenes as the exact same thing as the bands playing in Guitar Hero – an elaborate but non-interactive choreography that delightfully enlivens the scene for spectators, but you, the player, may entirely ignore it. In fact, this is downright recommended during the first hours of practice since you will need all your focus to fully grasp the mechanics and win some battles in medium difficulty.

And practice you will need because God of Rock is extremely tough to master. Apart from the memory aspect involving all the skills and counters that you must trigger at the right time, the simple act of hitting the musical notes with brilliant accuracy can be a frustrating exercise. It seems hard, almost nail-bitingly difficult, and it can make you question your ability to pull it off. With training and the occasional shift to the easy mode if desperately needed, you eventually start feeling more comfortable and the combos will start chaining in a more natural way… let me stress the eventually part, because God of Rock is a doesn’t take any prisoners and certainly isn’t for those who give up easily.

For Those About to Rumble

God of Rock Preview

There’s an undeniable appeal to this surprising genre mashup that could easily capture the attention of any Guitar Hero fan, as it clearly veers towards the rhythm side of things, leaving the fighting portion as more of a cosmetic choice. With local and ranked online multiplayer, God of Rock ingeniously taps into the wildly competitive spirit of many gamers who will do their best to excel in these battles. Nonetheless, it’s impossible to ignore the lack of any mainstream tracks and the overall high difficulty, making this an even more niche game than it seemed at first. God of Rock ranks high on the originality scale, but despite some potentially exciting showdowns, this rhythm-fighter game still has to prove that it’s more than a one-trick guitar.


MP1st was given access to a preview build of God of Rock for our hands-on session. God of Rock is set to release on April 18, 2023 for PC, PS4, PS5, Xbox One, Xbox Series X, Nintendo Switch.

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Dead Space Remake Devs Interested in “Exploring Dead Space More,” Discussions Planned With EA

With the Dead Space remake being as good as it is, many players are looking to explore the world of Dead Space even further, and according to a recent interview, the devs over at EA Motive share the same sentiment.

In a GQ article, EA Motive Senior Producer Phil Ducharme and Creative Director Roman Campos-Oriola shared their thoughts on the recent Dead Space remake. In it, Ducharme reveals that he’s keen on “exploring Dead Space more,” with Campos-Oriola apparently on the same page.

There’s interest on my side and I think on Roman’s side – you can see his smile – in exploring Dead Space more. There are ideas, that’s for sure. We’re finishing this week, we’re going to be making sure that that launch goes well and that there are as few technical issues as possible. 

Ducharme also stated that they were planning to have talks with EA in the hope of figuring out the direction of the series moving forward.

We’re gonna be heading out on vacation and then we’ll sit down and we’ll have those discussions within EA to say, ‘Well, what’s next?’

If you haven’t tried it out yet, the Dead Space remake gives justice to the original 2008 game and then some, with modernized assets and a new secret ending. Check out our Dead Space remake guides if you plan on exploring the USG Ishimura yourself.

Source: GQ

Carlos Perez

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Report: PS5 Scalper Attempts to Return PS5 Units, Denied by Manager

With the PS5 being more easily accessible and readily available than ever before, it seems like scalpers have finally raised the white flag. A Reddit post reveals an apparent scalper “giving up” on selling PS5s at exorbitant prices in a photo.

Here’s the image in question, where a man is seen bringing multiple PS5 God of War bundles with him:

This Guy trying to return multiple PS5’S
byu/breecatt inmildlyinfuriating

What’s even more interesting is the fact that the scalper is seen attempting to return the PS5s, but according to one of the post’s comments, it seems he wasn’t very successful in the attempt.

Manager came out and told him he couldnt return them because he had already tried at other stores and they sent out a message to watch out for him.

It’s worth noting that Walmart, the store where this image was taken, has an extended holiday return policy. This states that “most items purchased in-store or online from October 1, 2022, through December 31, 2022, are returnable until January 31st, 2023.” Even if the PS5s seen here were bought up on the day of the God of War Bundle’s release, it still would have been covered by the grocery’s return policy. Either way, the exact reason is unknown. We’re not sure if the PS5s were simply not covered by this policy, or if the company decided to deny the returns for some other reason.

Scalpers have been a rampant problem in the video game hardware industry for quite some time. Until recently, the PS5 was difficult to obtain without buying a unit sold for hundreds of extra dollars. US lawmakers actually attempted to curb the scalping problem via a bill proposal, but with PS5s being easy to find now, this should hopefully get rid of PS5 price gouging for good.

Carlos Perez

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Rainbow Six Siege Servers Down Again This January 30 (Update 2)

Uh-oh! After experiencing issues this weekend, it seems the Rainbow Six Siege servers are down again this January 30! Players have reported that they cannot connect to the game’s servers right now, and it seems to be affecting all plaforms.

Rainbow Six Siege Servers Down Status and Updates for January 30:

Update 2: Ubisoft has announced that all server issues have been sorted.

Update: Ubisoft has acknowledged the server issues!

Hello everyone. We’re aware of an issue currently affecting connectivity and are working towards resolving this. We apologize for any inconvenience caused and appreciate your patience. Please be sure to check this thread for future updates. Thanks.


Here are the reports from players being posted right now:

Genuine question, last day servers stayed up the whole day?
byu/iBF1303 inRainbow6

Are the servers down for a second day in a row? Is there an update I’m missing?
byu/figgynumber50 inRainbow6

fucking Ubisoft at it again with their potato servers, Really going up on par with EA ans their fucking servers
byu/ConversationWeird794 inRainbow6

So far, Ubisoft hasn’t acknowledged the outages, but we’re guessing that will change soon. Once we know more info about it, we’ll be sure to update the article. 

If you can (or can’t) connect, leave a comment below and let us know which platform you’re playing on and where you’re connecting from. 

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Alex Co

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

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Possible New Uncharted Game Teased in PS5 “Live From PS5” Ad Video

A new Uncharted game may have just been teased in PlayStation’s latest advertisement trailer. The brief tease was part of a larger set of mini-trailers for games both already out and soon to be released.

While only appearing for a split second, fans were quick to notice brief footage of what appeared to be a torch-bearing girl walking toward a pedestal. Take a look:

Last year, it was rumored that another studio would be working on the next Uncharted game (via Metro). This claim actually lines up with the recent news that Naughty Dog is “moving on” from the Uncharted franchise. While the studio behind the hit The Last of Us games seems to have put the Uncharted games behind it, it seems as though there’s still a story to tell, at least by another developer. Again, this is a rumor, so take this with a grain of salt.

Interestingly enough, we may also know who the girl in the trailer is. The original main character, Nathan Drake, actually has a daughter named Cassie, and while Nathan has effectively retired from treasure hunting, that doesn’t mean Cassie isn’t able to take up the mantle for her father. You even get to play as Cassie for a while, which may have been some sort of foreshadowing. 

Of course, this is all speculation. For all we know, the footage could be of some other treasure-hunting game or something similar. Still, the possibility is there, so be on the lookout for any potential Uncharted teasers in the near future. 

Carlos Perez

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Xbox Games With Gold Free Games for February 2023 Revealed

Players who have Xbox Live Gold or Xbox Game Pass Ultimate subscriptions will once again be able to add a couple of games to their library. For the month of February, two will become available: For the King and Guts N Goals.

For the King will be available all month from February 1 to 28, whereas Guts N Goals will follow later, starting February 16 all the way to March 15. 

Here are the game’s trailers and official descriptions:

For the King

Xbox Store Link

For The King is a strategic RPG that blends tabletop and roguelike elements in a challenging adventure that spans the realms. Set off on a single player experience or play cooperatively both online and locally. None before you have returned from their journey. Will you put an end to the Chaos?

Guts N Goals

Xbox Store Link

This isn’t your standard game of soccer. This is Guts ‘N Goals, where soccer balls can be hockey pucks, and you use a bat instead of your feet to score goals.

Choose from over 30 unique heroes and get ready to play the world’s game like never before!

Be sure to claim the games during their availability periods to add them to your library!

Source: Xbox News

Carlos Perez

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Fallout 76 Servers Down and Experiencing Login Issues This January 30 (Update)

In news that will most likely upset Fallout 76 players, the game’s servers are once again experiencing issues! For the third time in less than a week, players are seeing Fallout 76 servers down reports surface this January 30, with players seemingly unable to login!

Fallout 76 Servers Down Status and Updates for January 30:

Update: Bethesda has announced that issues have been resolved:

Bethesda has confirmed that the outage is happening, and on all platforms!

Investigating

Impact Description: Fallout 76 outage for Logins on PC, PlayStation 4, and Xbox One.

Current Status: Fallout 76 is experiencing issues with Logins on PC, PlayStation 4, and Xbox One.

The last outage happened this January 27, with the game suffering through crashing issues this past weekend. Bethesda has said they are investigating this crashing issue, but it looks like they have bigger fish to fry at the moment.

Same as always, once we know more about the server status or anything new, we’ll update the article.

Source: Bethesda Status

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Alex Co

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

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MultiVersus Update 1.19 Punches Out This January 30 (Update)

Player First has pushed out MultiVersus update 1.19, which is a hotfix and not a major update to the game. Read on for what’s new in the MultiVersus January 30 patch notes.

MultiVersus Update 1.19 Patch Notes | MultiVersus January 30 Patch Notes:

Update: Here’s what got changed according to Player First chief Tony Hunyh:


So far, the studio hasn’t mentioned what got changed, only that they are hotfixing the hotfix:

Once the official patch notes are out, we’ll update the article. Player First has been very open when it comes to changes, and we’re expecting today’s patch notes out to be available soon.

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Alex Co

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

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Modern Warfare 2 and Warzone 2 Update 1.014 Released for Fixes This Jan. 30

Infinity Ward and Raven Software have released Call of Duty: Modern Warfare 2 and Warzone 2 update 1.014 on both last-gen and next-gen platforms! This brings a host of fixes to the game, which are listed in the official Modern Warfare 2 and Warzone 2 January 30 patch notes.

Modern Warfare 2 and Warzone 2 Update 1.014 Patch Notes | Modern Warfare 2 and Warzone 2 January 30 Patch Notes:

Size: 350MB (PS5), 1GB (Xbox)

General

Crashes

  • This update contains several fixes to reduce the number of known crashes. We continue to prioritize increased stability and crash fixes across all platforms.

BUG FIXES

  • Fixed an issue that showed Weapon Decals and Stickers as blocked.
  • Fixed an issue where using Spotter Scope could cause target markers to persist when aimed down sights with a Weapon.
  • Fixed an issue allowing the Sentry Gun to be placed inside a tank to eliminate enemies.
  • Fixed an issue where Gun Screens weren’t showing correctly on the Gunsmith UI tile.
  • Fixed an issue in the Gunsmith where Players could be kicked back to the main menu when creating a custom knife.
  • Fixed an issue in Gunsmith that could cause knife variants to display incorrectly.
  • Fixed an issue that prevented some Players from saving a custom mod while trying to select a Camo.
  • Fixed an issue causing some Players to crash when dismissing a notification.
  • Fixed some issues Players were having with accessing and leaving the Firing Range.

Navigation Improvements

  • Addressed various issues with the Social menu to improve navigation and functionality.
  • Fixed an issue preventing some users from navigating through the Friends/Recent tab after scrolling over the top row.
  • Fixed an issue where Calling Card previews are not displaying correctly in the challenge completion animation.
  • Fixed a UI issue causing text overlap in the After Action Report.

WARZONE 2.0

BUG FIXES

  • Fixed an issue where deploying a Recon Drone near water could cause some Players to lose movement.

DMZ

  • Fixed an issue causing the Rewards section of the Faction Mission menu to display incorrectly.
  • Addressed a number of issues impacting the functionality and navigation of equipping and previewing Insured Weapons.
  • Fixed an issue where Players could not access Gunsmith to change camos when equipping a Launcher in an Insured Weapon slot.

As for Season 2, it’s set for release this February 15! Go check out some of the confirmed changes incoming with that patch right here.

Source: Call of Duty

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Alex Co

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

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Sony: People Should Have a Much Easier Time Finding a PS5 at Retailers Worldwide, Release New “Live From PS5” Highlights Trailer

Are you looking to a buy a PS5 but don’t want to buy from scalpers? If so, you should have a much easier time trying to acquire one according to Sony.

In a new post on the PlayStation Blog, Isabelle Tomatis, Vice President of Brand, Hardware and Peripherals at Sony Interactive Entertainment mentioned, “To all our fans: thank you for your patience as we navigated unprecedented demand for the PS5 console amid global challenges. If you’re looking to purchase a PS5 console, you should now have a much easier time finding one at retailers globally.”

In addition to that, a new “Live From PS5” highlights trailer was released as well, which showcases different PS5 games mixed in with live-action actors. 

https://www.youtube.com/watch?v=TXwhpK4y-5Q&embeds_euri=https%3A%2F%2Fblog.playstation.com%2F&embeds_origin=https%3A%2F%2Fblog.playstation.com&feature=emb_logo

Tomatis also talked about the release of PlayStation VR2, and the games that will be available at launch! In total there are over 30 games for PSVR2 planned during its launch window. You can read more about that here.

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Alex Co

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

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Sifu Update 1.17 Smashes Out This January 30 (Update)

Sloclap has released Sifu update 1.17 (PS5 version 1.017), and this should implement bug fixes and small quality of life improvements. Read on for what’s new in the Sifu January 30 patch notes.

Sifu Update 1.17 Patch Notes | Sifu Update 1.017 Patch Notes | Sifu January 30 Patch Notes:

Update: Sloclap has revealed what got changed in today’s patch!


Sloclap hasn’t acknowledged today’s patch just yet other than teasing Title Update 4:

What’s also in the cards is voiceover support for Cantonese, which the studio is rolling out to give thanks to what inspired them before.

We’re on the lookout for the official patch notes, and once we have them, we’ll update the article accordingly. As for Title Update 4, it’s marked to be released sometime in Q1 2023, and will include new outfits, new modifiers and the biggest addition of all, arenas. 

For those on other platforms, Sifu is headed to Xbox and Steam in March along with the Arenas update.

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Alex Co

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

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Battlefield 2042 Update 1.26 Preload Fires Out for Patch 3.2

Battlefield 2042 update 1.26 is now out as a preload on PlayStation platforms, and brings the massive update 3.2 list of changes to the game. Note that this can be downloaded now, but can only be installed tomorrow, January 31. Read on for the full BF2042 update 1.26 patch notes below.

Battlefield 2042 Update 1.26 Patch Notes:

Size: 4.8GB (PS5)

What’s new in Update 3.2?

Here is an overview of the changes and improvements in this update:

  • Play as the familiar Assault, Engineer, Recon and Support as we Return to the Class system
  • Customize your class with Class Equipment, Class Gadgets and Weapon Proficiencies
  • Map Rework: Breakaway
  • New Vault Weapons: M39 EMR, MTAR-21, PP-2000
  • New Suppressor, Long-range Scope and Thermal Scopes
  • The Active Protection System becomes available for the M1A5 and T28
  • Below Radar arrives for Air Vehicles
  • Exclusive Rewards for Year 1 Pass, Gold and Ultimate owners

What’s New ?

Return to the Class System

Representing the most substantial change to Battlefield 2042 so far, the Return to the Class System introduces familiar gameplay by bringing back the structure and class identity that you’re used to from previous Battlefield titles.

Classes

Each Specialist has now been assigned to a familiar Battlefield Class that signifies the expected gameplay behavior of that particular Specialist.

We have also taken our previously open pool of Equipment and Gadgets and assigned them to particular Classes to further encourage the role of Class gameplay, while simultaneously adding structure to assist with the readability of encounters while you’re on the Battlefield.

Here’s a quick overview of which Specialists, Class Equipment and Class Gadget apply to each Class:

Assault: Dozer, Mackay, Sundance, Zain

Class Equipment: Med Pen

Class Gadgets: C5 Explosive, IBA Armor Plate, M18 Claymore, Smoke Launcher

Engineer: Boris, Crawford, Lis

Class Equipment: Repair Tool

Class Gadgets: AT Mine, C5 Explosive, EOD Bot, FM-148 Javelin, FXM-33 AA, Recoilless M5 

Recon: Casper, Paik, Rao

Class Equipment: Insertion Beacon

Class Gadget: C5 Explosive, M18 Claymore, Prox Sensor, SOFLAM, Tracer Dart, T-UGS 

Support: Angel, Falck, Irish

Class Equipment: Defibrillator

Class Gadget: Ammo Crate, Health Crate, M18 Claymore, Smoke Launcher

Weapon Proficiencies

The Return to the Class System also introduces Weapon Proficiencies. A set of optional and passive benefits that encourages using the Weapon Archetype for your Class during gameplay.

Assault + Assault Rifles: 3 Extra Magazines

Engineer + LMG: Improved Dispersion while Crouched or Prone

Recon + Sniper Rifles: Immediate, constant and steady scope

Support + SMG: Faster Draw Time

Weapon Proficiencies will help you understand what setup may work best for each particular Class, while also adding back Class Identity to the Battlefield.

Breakaway

Featuring some of the most visible and extensive changes to take place on our map reworks, Breakaway has been streamlined and reduced in size to encourage more intensive encounters than you have previously experienced.

Areas of Improvement

Glacier Top: Previously a wide open expanse with little cover to protect yourself, the penguins have created an outpost settlement with buildings to battle through as you establish control of the immediate area.

Ice Shelf: Extensive improvements have been made to the overall Ice Shelf area of Breakaway, featuring a new flag on top of the Glacier, and new routes to encourage flanking between the glacier and the relocated Oil Rig.

Oil Rig: One of our favorite playspaces has been relocated to the foot of the Glacier, allowing for more frantic combat encounters as it’s much closer to the action than before. New ways to assault the Oil Rig have been established, and new paths and cover have been included throughout the deck.

Snow Cave: Nestled within the glacier you will find a Snow Cave that features a downed MV-38 Condor, precious resources are scattered throughout this location as your team works to secure this new Capture Point

Workers Village: Military presence and fortification has increased throughout this area. Cleaner navigation and shorter distances between Capture Points should ensure the action remains ever flowing across the Workers Village. Rumor has it that the workers in this village also throw the best parties. But so far we haven’t been invited yet.

Thermal Scopes

There was one clear winner when reviewing which type of attachment we could release next throughout Season 3: Thermal Scopes.

While they are no stranger to Battlefield – we’ve had them in previous games – technical and engine improvements have allowed us to show these scopes in a way that we haven’t done before. Previous titles had these scopes changing the entire screen. But with Battlefield 2042 we can now isolate this effect to only show within the scope itself, alongside showing multiple hotspots for a single item… use a Thermal Scope on Twin-Engine aircraft and you’ll see what we mean!

With this Update, Zain shall also be able to utilize thermals with his XM370A Airburst Launcher.

On the balance front we have also made several steps to ensure that these attachments bring appropriate gameplay for today’s Battlefield. That means that some expectations of how these attachments work in real-life do not equate to a fun gameplay experience. Fun is always our priority when introducing new things to the Battlefield. So as an example, tactical smoke from gadgets, grenades or vehicles will be opaque to Thermal Scopes. While smoke and steam that originates from the environment will be transparent.

TR-1 Thermal 1.25x: This scope is ideal for close-range combat, its compact screen will provide valuable info while operating in dark staircases or tight corridors.

Equippable with: 12m Auto, AC-42, AK-24, AM40, Avancys, Ghostmaker R10, K30, LCMG, M5A3, MCS-880, MP9, NVK-S22, PBX-45, PKP-BP, PP-29, Rorsch Mk-4 and SFAR-M GL

T4 Thermal 2.5x: The mid-range option out of the three new scopes, whose black and white screen finds optimal use when engaging players in warehouses or container parks.

Equippable with: AC-42, AM40, Avancys, BSV-M, DM7, GVT 45-70, M5A3, PKP-BP, Rorsch Mk-4, SFAR-M GL, SVK, VCAR

2038 Thermal 6x: Perfect for long range engagement, and for finding opposition snipers who are hiding away in a bush.

Equippable with: BSV-M, DM7, DXR-1, NTW-50, Rorsch Mk-4, SVK, SWS-10

New Suppressor: NVK-Box Suppressor

What’s better than a suppressor? Two welded together, of course. Specifically designed for the NVK-S22, the ‘box’ will allow you to add a little bit of sneak to your ventures into close-quarters combat.

Active Protection System for M1A5 and T28

As previously announced in our Dev Notes blog for Vehicles, the Active Protection System is now available on the M1A5 and T28.

Below Radar arrives for Air Vehicles

Flying below 30 meters from the ground will now ensure that you’re immune to lock-ons from Vehicle-based weaponry.

We are also reducing the height limits for Helicopters. Previously we have seen some instances of pilots flying high and unleashing havoc with very little response as lock-on launchers were unable to reach that high. This tweak helps bring those helicopters down to the ground (literally).

This change does not currently affect Jets, or missiles that are already fired. We will continue to review your feedback in the meantime.

New Vault Weapons: M39 EMR, MTAR-21, PP-2000

The M39 EMR, MTAR-21 and PP-2000 have been added to the All-Out Warfare arsenal.

M39 EMR

Significantly lighter than the “OG” M14, this rifle comes with match-grade 7.52mm long range ammo and a standard 8X Rifle Scope to position it as an adaptable, medium range Sniper Rifle. 

MTAR-21

A compact Bullpup Assault Rifle chambering 5.56x45mm NATO rounds. Being popular for its ambidextrous setup, its heavy modularity and reliability, this medium-range AR is the proof that size deceives. The MTAR-21 also arrives within Battlefield Portal as part of this Update.

PP-2000

This modern SMG features a 40-round magazine, lightweight frame and a high rate of fire. Coupled with its high muzzle velocity, even the smallest of ammo rounds pack a punch. 

Exclusive Rewards for Year 1 Pass, Gold and Ultimate owners

Good news for our Year 1 Pass, Gold and Ultimate owners that missed out on unlocking the Tier 0 Premium Battle Pass rewards for Season 1 or Season 2. You’ll find that these are now unlocked for you upon logging into the game for the first time once the update is live!

This includes the following items:

Season 1:

  • “All-Seeing Eyes” Legendary Specialist Set for Angel
  • “Light Bringer” Legendary Weapon Skin for AC-42
  • “Ghost Assassin” Player Card Background
  • “Omniscient” Player Card Tag

Season 2:

  • “Undeniable” Legendary Specialist Set for Boris
  • “Red Eye” Legendary Weapon Skin for DXR-1
  • “The Mountain King” Player Card Background
  • “Wolverine” Player Card Tag

Owners of the versions listed above will also receive Specialists Lis and Crawford immediately upon login.

CHANGELOG

AI Soldiers

  • Fixed an AI issue in TDM where AI remains standing still while the player is in a downed state or in the deploy screen.
  • ixed an AI issue that should improve vehicle navigation around palm trees.
  • Fixed an issue where AI doesn’t avoid the fire from tank wreckage.

Battlefield Portal

Due to the scale of changes taking place with the Return to the Class system, some of your creations may need to be updated as part of this update.

  • Fixed an issue where Caspian Border and Battle of the Bulge are displayed incorrectly on the world mini-map in the loading screen.
  • Fixed an issue with 1942 era Conquest where the opposing team had less aircraft than the other.
  • Fixed an issue where “Frag” text in bottom right HUD (Inventory) was flickering when using the Defibrillator with the Assault Class
  • Bad Company 2 – Tracer Dart Gun – fixed an issue with Tracer Dart Gun, where the lock on icon would sometimes expand when aiming at vehicles
  • Bad Company 2 – Gadgets – fixed an issue where Mortar Strike lock in area gets stuck on top of the buildings
  • Bad Company 2 – fixed an issue with Tracer Lock on UI remaining present on screen after the player returns to the Deploy screen
  • Bad Company 2 – improved player collision with the M1114.
  • Battlefield 1942 – updated the Preview video of Binoculars in the collection screen menu to properly showcase its functionality
  • Battlefield 3 – Gadgets – SOFLAM – fixed an issue where the the target does not get highlighted anymore, after the target is acquired once
  • Bad Company 2 – fixed an issue where Mortar Strike Gadget was spotting enemies automatically when it should not
  • Bad Company 2 – fixed an issue with the Tracer Dart Gun where the lock-on is no longer active after canceling it

Modifiers

  • Added 2 new modifiers for disabling 2042 era Gadget and Throwable restrictions. This makes it possible for 2042 era Classes to equip any non-Class Gadget if you enjoyed this playstyle. This change does allow access to Class Gadgets, which are moved to a separate slot.
  • Added WeaponProficiencies to the Gadget Restrictions part of the Battlefield Portal website.
  • Added the Proximity Sensor to the OpenGadget selection list and deprecated it in the Throwables selection list.

Rules Editor

  • Fixed an issue where Crawford was appearing with the wrong name in the Rules Editor
  • Added a new InventoryClassGadgets selection list block that allows you to access Gadgets from the new Class Gadget slot. The Class Gadgets that were previously in the InventoryOpenGadget selection list have been removed.

Gadgets

  • Fixed an issue where two Grenade trails can be seen after throwing one Grenade
  • Added multiple gadgets from portal into the hands of our 2042 Specialists:
    • EOD Bot, Tracer Dart Gun, M18 Claymore, FGM-148 Javelin & T-UGS.
  • Moved the Repair Tool, Insertion Beacon, Defibs and Medpen Gadgets to the new Class Gadget slot.
  • Manually equipped defibrillator revive range (and damage) increased to match the range for interaction revives.
  • Fixed an issue where SFX and VFX would appear incorrectly when a grenade is thrown through trees and bushes.
  • Fixed issues with Throwing knife dealing no damage if the thrower is killed, significantly reducing the likelihood of it happening.
  • Fixed a visual issue where the sparks when repairing the Nightbird with the repair tool, would appear at a distance from the vehicle .
  • Fixed an issue with Throwing Knife disappears when throwing them at trees.

Ammo Crate

  • Insertion beacons now get resupplied by Ammo Crates.
  • The Ammo Crate can now resupply the Tracer Dart & M18 Claymore.

C5

  • Fixed an issue where C5 was not always displayed to other players.

EOD Bot

  • Adjusted the EOD Bot’s collision to fix an issue where the gadget’s arm would poke through walls.
  • Updated the game hints on the EOD Bot for both when holding the gadget and controlling it.
  • Updated the acceleration and turning angles of the EOD Bot to be more responsive.
  • Lowered EOD Bot’s health from 400 to 300.
  • Added an impulse modification to the EOD Bot so that when it gets shot with bullets it doesn’t push the EOD Bot around.
  • Fixed an issue that caused the EOD Bot to blow up when gently ramming a tank.

FGM-148 Javelin

  • Updated the first person screen and crosshair of the FGM-148 Javelin, it also showcases more info about the gadget and its current mode.
  • Reduced the reload duration of the FGM-148 Javelin by 10%.
  • Reduced the damage of the FGM-148 Javelin to most tanks and aircraft when in Direct Attack mode (top-down attack remains unchanged). 
  • The FGM-148 Javelin now has longer lock forgiveness and has had its max range extended from 250m to 450m.
  • Added a contextual game hint for when in hipfire and when zooming with the FGM-148 Javelin.
  • Fixed an issue that allowed the FGM-148 Javelin to be fired in hipfire.
  • Fixed an issue that prevent the FGM-148 Javelin from using its top-down attack.
  • Fixed an issue that caused the FGM-148 Javelin Direct Attack to miss its target if it locked too close.
  • Adjusted the trajectory of the top-down FGM-148 Javelin attack to be more akin to the real behavior.
  • Added tooltip in the HUD to help you learn how to use the FGM-148 Javelin.
  • The FGM-148 Javelin can now lock-on-to empty vehicles.

FXM-33 AA Missile

  • Increased acceleration and top speed of the projectile slightly.
  • Added a contextual game hint for when in hipfire and when zooming.
  • The FXM-33 AA Missile can now lock on-to empty vehicles
    • Dev Comment: As with the Recoilless M5, these alterations are to aid Engineers in their role to combat vehicles.

Insertion Beacon

  • The Insertion Beacon can now only be spawned upon 4 times before self-destructing
  • The Insertion Beacon no longer self-destructs if the owner spawns on it.
  • Fixed issues with not being able to spawn on Insertion Beacon that are put in tight places.
    • Dev Comment: Every Recon Specialist will now be carrying an Insertion Beacon. These changes are to ensure that usage of the Insertion Beacon does not disrupt the flow of a match as a result of that.

M18 Claymore

  • Updated the M18 Claymore in-world icon to use the same one as in menus.
  • The M18 Claymore is now using the same deploy flow as the Insertion Beacon & Irish’s construction kit. This allows us greater control over where you can place the gadget.
  • M18 Claymore has been scaled up 33% to help players to spot them more easily within the environment.
  • M18 Claymore Blast Radius lowered from 6m -> 5m.
  • M18 Claymore Laser Length lowered from 3m -> 1.75m.
  • Minimum activation speed to trigger the M18 Claymore reduced from 3.8 m/s -> 3ms.
  • M18 Claymores can no longer be deployed too close to ladders, ziplines or hanging ropes.
  • Adjusted the VFX of the lasers on the M18 Claymore to stand out more when close.
  • M18 Claymore will now continue to stay in the world after the player who placed it has died, so long as they don’t place new ones.
  • Any placed M18 Claymores will be removed from the world if the player switches their loadout
  • Lowered the health of the M18 Claymore so that it’ll explode in one shot.
    • Dev Comment: We have scaled up the size of the M18 Claymore and adjusted the Laser VFX to ensure that they stand out more in the hope that it’ll alleviate concern that these gadgets are hard to spot. Watch where you’re walking though!

Med Pen

  • Reduced the amount of charges to 1 to balance it for the new Class Gadget slot.
  • Reduced the time it takes to initiate healing with the Med Pen from 2s -> 1s.
  • Reduced the health per second of the Med Pen from 50 -> 35.
  • Fixed an issue that allowed the player to zoom in with the Med Pen.
  • Fixed an issue that caused shockwaves from explosions to interrupt the Med Pen.
  • Pressing the button to switch to the Med Pen when already at full health should now play a sound effect to tell you that you can’t switch to it right now.
    • Dev Comment: These alterations are to improve the responsiveness of the Med Pen whilst also taking balancing into consideration as Assault now receives this as their Class Gadget.

Recoilless M5

  • Increased the acceleration and top speed of the projectile.
    • Dev Comment: We anticipate there to be less launchers on the field at any one time after this update. We’ve increased the acceleration and top speed of the projectiles to aid Engineers as part of this system change.

Prox Sensor

  • Moved the Prox Sensor to the Open Gadget slot.
    • Dev Comment: The Gadget was too powerful in the Grenade slot and had a very large pickrate in the Grenade slot, this move is to reduce Prox Sensor spam to drive toward a healthier meta.

SOFLAM

  • The “Designated” UI is now only visible if you have a gadget that can lock on or currently hold the SOFLAM in your hands.

T-UGS

  • Updated the animation to now fold out the legs of the T-UGS when you equip it,
  • Substantially lowered the vertical scanning of the T-UGS to be more in line with All Out Warfare verticality.
  • Adjusted the crosshair of the T-UGS.
  • Changed the icon for the T-UGS in the world and menus to more accurately show off the gadget.
    • Dev Comment: While the T-UGS has received some general polish as indicated above, lowering the verticality check significantly from 500m > 30m results in a healthier gameplay experience. Some of our Battlefield Portal maps do not contain a lot of verticality, whereas Battlefield 2042 locations do and we believe it’s not healthy for gameplay to spot someone 500m above you and be rewarded score for that but should also help in a reduced amount of spotting taking place.

Tracer Dart Gun

  • Launchers can now lock onto the Tracer Dart when shot into environmental objects.
  • The “Designated” UI is now only visible if you have a gadget that can lock on or currently hold the Tracer Dart Gun in your hands.
  • Fixed an issue that prevented the Tracer Dart from smashing glass windows.
  • Adjusted the Tracer Dart Gun’s crosshair.
  • Fixed an issue where it would not be possible to switch to the Tracer Dart when out of ammo.

Gameplay Flow & Social Elements

  • As part of the Return to the Class System, we have revamped the Loadout UI on the Deploy Screen, resulting in a more compact approach while also including buttons to quickly switch between your last selected Soldier in each Class.
  • The Soldier Selection UI on the Deploy Screen now includes relevant information about your specialist Trait, Class Gadget, Weapon Proficiency and more.
  • Added Class Iconography to the Squad List, Scoreboard and Player Name Tags to help with identifying what Classes other players are playing.
  • Players that are not alive are now slightly faded out on the Scoreboard and their Class Icon becomes an “x” to reflect that change too.
  • Implemented a new “Classes” screen in the main menu, this is your go-to place to learn about the Classes, Specialists, their Traits and Gadgetry and also your new home for editing your Loadouts as they are now tied to each Class. The previous Loadout screen has been removed to reflect this overall change.
  • Added a new slot to the Inventory HUD (bottom right whilst in a match) for your Class Gadget.
  • Added a Weapon Proficiency Icon that is displayed in the Kill Card, Inventory HUD and Weapon Selection UI when the Class + Weapon archetype synergy is fulfilled.
  • Changed the Squad Leader Icon to now resemble a star, because delivering instructions to your Squad Mates alongside successful coordination should give you a star, you MVP you.
  • Changed the order of the tabs within the “Collection” menu so “Specialists” is no longer first. This is because the new Classes Screen is the new goto place for customizing Specialists and their Loadouts, so we wanted to make it quicker to customize Vehicles instead.
  • Added a new biography submenu to the “Specialists” collection screen aimed at helping you get to know the Specialists, their backstories and what they stand for.
  • Added a new charge-up crosshair for the manually equipped defibrillators to show when they are on cooldown after use and also convey that you revive with more health the longer you hold.
  • The inventory HUD now greys out a gadget if it’s not currently usable. For example the Med Pen when you are already at full health.
  • Renamed the “Utility” weapon category to “Tactical”.
  • The button prompt to switch to your primary or secondary in the inventory HUD on controllers is now hidden for the one you currently have equipped, to better show you which one you will switch to when pressing the contextual button.

General Improvements and Progression

Controller default mappings have been updated to accommodate the addition of the new Class Gadget slot. This means that a few actions have also been moved around. We encourage taking a moment to update your controls and familiarize yourself with these changes before jumping into a game. The below changes are representative of one particular controller scheme, and may differ depending on your choice of peripheral.

  • Class Gadget: Added to Dpad UP
  • Grenade Throw: Moved to LB (Was previously Dpad UP By default)
  • Plus Menu: Moved to Y and now requires you to hold the button for a short duration before opening (was previously LB by default).
  • Default Navigation has changed to Dpad Up/Down/Left/Right (was previously Y/X/A/B by default).
  • Fixed an issue where “Show HUD Prompts” setting in options did not work
  • Optimized mouse input processing to ensure that the input is processed at a steadier rate and avoiding mouse input events processing spikes.
  • Fixed an issue where the Origin in-game overlay caused a negative impact on processing of the mouse input even if the overlay was not actually active.
  • Improved the quality of death animations from explosions
  • Improved the soldier ragdoll experience after a melee takedown
  • Fixed an issue where the correct animation wasn’t playing in first person when traversal sprinting with a one handed gadget
  • Improved transitions between sliding and prone states.
  • Show distance (in meters) on long range kills in the kill feed
  • Improved responsiveness of melee attack animations
  • Improve melee takedown registration on fast moving targets.
  • Fix for takedowns not working on fast moving elevators
  • Resolved scenarios of Specialists being stuck in a downed state after being revived from a melee takedown.
  • Made improvements to correctly portray the Blood Splatter when shooting enemy combatants.
  • Moving whilst aiming down scopes should no longer interrupt the action of holding your breath.
  • Fix for soldiers in vehicles preventing the vehicle from receiving damage from explosions
  • Added an option called “Damage Numbers Visibility” under DISPLAY > CROSSHAIR > HIT INDICATOR.
    • Dev Comment: This feature is experimental and turned OFF by default. When enabled, the damage dealt to enemies will be visible in the “Skull Train feed” (bottom center of the Screen) to let the player know how much damage was dealt.
  • Fixed an issue where Aiming Down-Sights immediately after bashing through a door could cause problems with the weapon animations.
  • Added brand new physical landing animations when jumping or falling, different animations should now play when hitting the ground from different fall heights – don’t go too high, you may splat.
  • Fixed an issue where the soldier could sometimes slightly move through the ground when hitting the ground at high speed.
  • Improved fall damage calculation consistency.
  • Improved the jumping experience on Gen4 Consoles (XB1, PS4).
  • Fixed an issue where you could freely rotate the camera during insertion and see inside of your own body.
  • Fix for downed characters in Hazard Zone changing their positions and directions suddenly multiple times in a row.
  • Fixed issue where soldiers sometimes got stuck when jumping onto the edge of objects.
  • Updated the visual look of UI directional damage indicators.
    • Dev Comment: The new visual look will make it easier to judge the amount of damage taken and when taking multiple hits from the same player, let us know your thoughts!
  • Fixed an issue where it wouldn’t be possible to perform a melee attack when jumping.
  • Supporting teammates by resupplying, healing or repairing now gives you score. This is shown in a new column in the scoreboard.
  • Fixed issue where repairing the Ranger would reward Healing XP instead of Repairing. XP. The Ranger might be a No-Pat’s best friend, but it’s not an actual puppy.
  • Changed the default unlocked weapon and gadgets to ensure all classes have access to a gadget and weapon with their proficiency from the start.

Hazard Zone

Note: Class Gadgets and Weapons Proficiencies have been added to Hazard Zone. Players will retain the option to purchase any Weapon or Gadget as part of the pre-round, independent of which Class you are playing.

  • Fixed an issue where a player could spawn under the map.
  • Fixed an issue where several up-links were placed in positions they can’t be interacted with.

Maps

  • Manifest
  • Fixed a clipping issue while prone on the platform between the stairs and the cabin of the guard tower.
  • Fixed an issue where fire remains after tire piles are destroyed.
  • Fixed a collision issue at Sector A4 allowing some players to get out of bounds.
  • Fixed an issue where ramps under static objects can still be activated.
  • Fixed an issue in Breakthrough where MD540 Nightbird placed in out of bounds can be used by the players.
  • Repositioned Light Post on the Road leading to Weather Station.
  • Fixed an issue where parts of the destroyed CCTV’s remain floating after the wall is destroyed.
  • Fixed an issue where signs will remain floating after the fences are destroyed.
  • Fixed an issue at A1 where players can clip through roof support of A1 building.
  • Fixed texturing issues near the cliffs at the A1 flag.
  • Fixed an issue with floating assets near the dumpsters.
  • Fixed an issue with floating assets behind some containers near E1 flag.
  • Fixed culling issue on zipline hanging rope near road.
  • Fixed an issue with floating containers near the water.
  • Fixed an issue where the extended collision for sandbag walls in one of the destroyed states can lead to a broken prone stance.
  • Fixed an issue where after destroying the emitting assets on the pillars, the light remains without a source.
  • Fixed several floating assets next to the Caju building.
  • Fixed an issue where a tarp is clipping with the asphalt inside a flag area.
  • Fixed an issue where the rope gadget is half-buried.
  • Fixed an issue where several bushes are floating before the zipline.
  • Fixed an issue where there is a flickering gap in the corner of a room at the ground floor in the Caju building.

Kaleidoscope

  • Fixed an issue where players can get inside the elevator shaft and inside the building when standing close to the elevator door near F1.
  • Fixed a spawn issue where contested spawns on A1 / A2 are inside of the Capture Point area.
  • Fixed an issue where the bridge control panel is highlighted in green.
  • Expanded the capture area for C2 flag during the last sector on Breakthrough Large
    • Dev Comment: We were noticing that when coming up against a very strong attacking force, the only response for Defending Teams was to park vehicles within the lobby area in order to succeed against Attackers. This change should allow for more breathing space for both teams on this flag point.

Spearhead

  • Fixed an issue where players can get stuck after walking in craters made by explosions.
  • Fixed an issue where players can get stuck when walking into the space between some covers in the A1 flag area.
  • Fixed an issue where jets are not destroyed upon crashing into the rocks.
  • Fixed an issue where deployed gadgets are not destroyed by moving platforms.
  • Fixed a weather issue where cloud animation is inconsistent when the weather is changing.
  • Fixed some level of detail issues for both factories.
  • Fixed an issue where a line of light appears when players approach the walls inside the building.
  • Fixed level of detail issues at C1 for the roof panel when in a destroyed state.
  • Fixed an issue where the factory interior walkways are leading towards walls.
  • Made improvements to initial spawns during the insertion phase of the match.

Stranded

  • Fixed an issue where the UI overlay menus on Stranded are darker than on other maps.
  • Fixed an issue with incorrect spawning on Gun Master Game Mode on the FFA layout.
  • Fixed an issue where dying inside the ship will result in the camera being overexposed for a brief period of time.
  • Fixed an issue where in Tactical Conquest 8v8 each team has only 1 spawn point which can lead to one team being spawn camped.

Soldier

  • Fixed an issue where holding down Control to crouch and opening the Call-in Tablet at the same time forced the player to stand up.
  • Fixed an issue where the running animations were not correctly displaying when sprinting and sliding with one handed weapons
  • Adjusted the way the interaction revive works to be closer to the manual revive behavior.
  • Adjusted the blood effect when hitting soldiers. The effect will now be more transparent and not as “bright” in dark spaces.
  • Soldier health starts automatically regenerating 1 second after being revived at the regular passive health regeneration rate (5HP/s)
  • Squad Revives for non-Support Specialists now gives 25 HP back on revive instead of 50.
  • Fire-Mode can now be toggled when Aiming Down Sights.
  • Underbarrel toggle can now also be toggled when Aiming Down Sights, but will require holding the button.
  • Locking onto targets is no longer interrupted if the target vehicle becomes empty during the locking-on phase, countering some pesky behavior by some drivers/pilots.
  • Made improvements to the locking-on target acquisition behavior, small objects in-front of intended targets should be less likely to obstruct locking on.
  • Parachute: Lowered the cooldown between being able to deploy your parachute after recently cutting it from 1s to 0.6s
    • Dev Comment: This is to help alleviate an issue in which players would cut their parachute and plummet to the floor without being able to redeploy the chute, hopefully this now results in less splat.

Specialists

Angel

  • Changed Angel’s Loadout Crate to allow you to customize each individual slot in your loadout.
  • Reduced the number of magazines Angel’s Supply Bag resupply down to 3 per pouch.
  • Angel’s Loadout Crate can now resupply the M18 Claymore, MAV (Battlefield Portal), and T-UGS
  • Added two interact behaviors to the Loadout Crate so now if you only press the button you will resupply ammo for your weapons and gadgets. If you keep holding the button you will open up the full loadout customization menu.
    • Dev Comment: We’ve heard some of your questions and feedback about Angel’s Loadout Crate and while we’ll continue to assess your reactions, we have in the meantime adjusted the Loadout Crate and applied some Balancing Adjustments to the Ammo.

Boris

  • The SG-36 Sentry Gun no longer overlays targets but instead highlights their name tags for Boris and his squad mates.
  • The SG-36 Sentry Gun ammo caliber has changed and can now deal damage to heavy vehicles.
    • Deals about 0.6-0.8% dmg per shot.
  • Reworked the SG-36 Sentry Gun’s target prioritization. It will now focus target vehicles primarily, unless infantry is within 25m of the Sentry Gun.
    • Dev Comment: These alterations push Boris further into an Engineer role of Anti-Vehicular combat. This should also change the behavior of his Sentry Gun and therefore alleviate some frustrations you have about it being Anti-Infantry.

Casper

  • Fixed an issue where Casper was unable to deploy the OV-P Recon Drone while prone in bushes

Crawford

  • Crawford has been moved from Support to the Engineer Class.
  • Crawford has received a new Trait: Critical Repair, which provides faster repair for vehicles and gadgets that are at critical health.
  • Crawford’s Mounted Vulcan bullet caliber has changed and can now deal damage to all vehicle categories.
  • Crawford’s Mounted Vulcan now deals 0.1% damage per bullet to tanks at a fire rate of 1200 RPM.
  • Fixed an issue that prevented Crawford’s Mounted Vulcan from being repaired.
    • Dev Comment: As we’ve explained throughout the development of the Return to the Class System, we agree that Crawford is better suited as an Engineer given his stationary playstyle.

Dozer

  • Fixed an issue where you could not destroy Boris’  SG-36 Sentry Gun using Dozer’s SOB-8 Ballistic Shield.

Falck

  • Falck’s Combat Surgeon Trait is now active with the manually equipped defibrillator. This allows Falck to charge the defibrillator faster to perform a full health revive compared to Irish or Angel.

Irish

  • Irish has been moved from Engineer to the Support Class.
    • As a Support, Irish now has access to the Defibrillator Class Gadget, and is able to revive any teammate.
  • As part of Irish’ repositioning to an Engineer role we have replaced his Trait with the Cache Point, which was previously attributed to Crawford. This Trait provides successfully revived players with additional Gadget Ammo.
  • Irish’ APS-36 Shootdown Sentinel can now be repaired by Engineers.
  • The APS-36 Shootdown Sentinel will now be able to intercept Javelin Missiles.
    • Dev Comment: Alongside the repositioning of Crawford, we also agree that Irish is better suited as a Support through his ability to put down cover whilst close to the frontline, and using that benefit to pick up fallen teammates.

Lis

  • Increased Lis’ G-84 TGM maximum range from 450m -> 600m.
  • Reduced the ground vehicle range of Lis’ armor hunter trait from 175m -> 125m.
  • Reduced the air vehicle range of Lis’ armor hunter trait from 400m -> 300m.
  • Increased the speed of Lis’ G-84 TGM when boosted from 100m/s -> 150m/s.
  • Increased the hitbox of Lis’ G-84 TGM by 20% (will help in shooting it down as its incoming).
  • Increased turning angles of Lis’ G-84 TGM.
  • Lowered the turning angle of Lis’ G-84 TGM when boost has been activated.
  • Fixed an issue where Lis G-84 TGM Projectiles dealt no damage to the enemy when shot at their legs.
  • Fixed an issue that caused Lis’ G-84 TGM to have a 1 second delay before initiating a reload after exiting the missile view.
  • Fixed an issue that caused Lis’ G-84 TGM boost mode to not use the correct acceleration modifier unless the boost key was held down.
  • Fixed an issue that caused Lis’ TGM to travel through soldiers legs.
  • The Armor Hunter Trait will now only trigger when the G-84 TGM is equipped.
  • Added a contextual game hint for when in hipfire and when zooming.
  • Fixed an issue where Lis’ G-84 TGM missile moved considerably slower diagonally when using a controller.
    • Dev Comment: Most of these changes reflect the overall Rocket Launcher balancing that we are committed to as part of the Return to the Class System. With Lis only being able to use her G-84 TGM we have made some balancing passes to ensure competence remains when compared to other Anti-Vehicle options available to you.

Mackay

  • Mackay’s Grapple Hook Range changed from 30m to 24m
  • Mackay’s Nimble Trait bonus movement speed has been reduced when zoomed in particular with heavy weapons (AMR, LMG, Sniper Rifle). Bonus movement speed with Assault Rifles, DMRs, and Lever Action Rifles has also been reduced but SMGs and Pistols will still have similar speeds.

Rao

  • Fixed an issue where Rao’s Signal Hacker gadget had “lowering gun logic” which lead to him lowering his hand and gadget when close to walls and objects
  • Hacked targets should now be targetable by teammates, similar to targets painted by the SOFLAM, to allow more synergies with the Engineer class. Launchers like the Recoilless will now be able to lock-on to hacked targets via this method.
  • Increased cooldown after hacking a vehicle from 5s -> 8s.
  • Increased the time it takes to hack a vehicle from 1.5s -> 2.25s.
    • Dev Comment: The overall changes impacts the way some players may have been playing as with Rao, in that it had often been a hacking + lock on launcher combo. As Rao now no longer has the ability to use Shoulder-launched Missile Launchers, the changes listed above are to allow for that synergy to still exist as we feel it’s an important part of teamplay / squad play behavior.

Sundance

  • Fixed an issue that sometimes caused Sundance’s Smart Explosives to display the wrong icon.

Zain

  • Fixed an issue where Zains’ Perseverance trait VFX would override the “Return to Combat Screen” when stepping out of bounds.
  • Fixed a minor collision issue with Zain’s Gadget when equipped on his back.
  • Fixed an issue with the XM370A Airburst Launcher reload animation, where it was out of sync when reloading.
  • As part of the rollout of Thermal Scopes, Zain will also be able to use thermals with his XM370A Airburst Launcher.

Vehicles

  • Increased the damage of Air to Ground Missiles to Light and Medium Transport Vehicles.
    • Air-to-Ground Missile replenish rate decreased from 20 -> 16.
    • Air-to-Ground Missile will no longer stop reloading when you hold fire.
  • The LCAA Hovercraft will no longer visually lose its Light Machine Gun when viewed at a distance of 30+ meters.
  • The EBLC-RAM’s Insertion Beacon will now always spawn you on foot.
  • VFX now plays on all mines deployed by the M5C Bolte.
  • KA-520 Super Hokum now has a wreckage after being destroyed.
  • You can no longer kill passengers in a LATV4 by shooting under the vehicle.
  • Fixed an issue where aim sensitivity is too high when zooming in with a vehicle weapon.
  • Fixed an issue that would incorrectly reset the camera view when freelooking whilst using Southpaw layout settings.
  • Range meters in spotter seats no longer always show 200+ as distance when aiming at vegetation.
  • Fixed the roll camera for Jets when conducting a 90° spin.
  • Fixed an issue that prevented aircraft landing gear from automatically deploying when trying to land on certain objects, occasionally resulting in damage to the aircraft when colliding with the object.
  • VFX will now trigger for grenades that are thrown towards a vehicle armed with Active Protection from close range.
  • Occupied Helicopters will no longer start spinning around when destroyed on the ground.
  • Fixed an issue that would cause vehicle engine sounds to play after it has been destroyed.
  • Aircraft Flare Countermeasures will no longer continue to fire if the vehicle is destroyed while the ability is active.
  • Vehicles can only lock-on when they have ammo available to do so.
    • Dev Comment: This is to ensure that we reduce unnecessary lock-on warning spam, while also adding further readability to the game.
  • Descriptions for all tank turrets have been updated.
  • Helicopters will now stall at -200 meters from the set maximum height of the level, as indicated in our Height Limits comments.
  • As indicated within our Dev Note’s from the Vehicle Team, Turret Speeds for the M1A5 and T28 have now improved.
  • Locking against laser designated targets with vehicle weapons now uses correct locking settings.
    • Dev Comment: This should result in vehicles receiving a boost in time to lock on, and lock range increases for laser-pointed targets.

EMKV90-TOR

  • Fixed an issue that would cause Threat Detection SFX to be played outside of the EMKV90-TOR.
  • Fixed an issue that would cause vegetation to not be pushed down when driving the EMKV90-TOR.
  • Further improvements to align EMKV90-TOR shots with its crosshair.
  • Fixed an issue that would cause the EMKV90-TOR to not deal any damage to the very top of an enemy vehicle.

KA-520 Super Hokum and MV38-Condor

  • Replenish rate of ammo 50mm Cannon Pod for Transport Helicopters reduced from 6 -> 4.5 seconds.

MD540 Nightbird

  • Blast Damage reduced from 40 -> 25.
  • Replenish Rate reduced from 2.5 -> 2.
  • Ammo count lowered from 16 -> 10.

RAH-68 Huron and YG-99 Hannibal

  • The Stealth Bomb crosshair will no longer display for Helicopters over 400m above the ground.
  • Stealth Helicopters will now have the repair and flare equipment under the same slot. It’s dangerous to go alone, choose wisely.
  • Air-to-Ground Missiles can no longer be manually reloaded.
  • TOW Missiles time to gain control reduced to 0.1
    • Dev Comment: This should help make TOW launchers feel more consistent and responsive to use, let us know!

Weapons

  • Fixed an issue that would allow for continuous shooting while in burst mode of the M93R.
  • Fixed an issue which would cause Specialist hands to clip through several M240B scopes while reloading.
  • Realigned the beam of the flashlight on the NVK-S22 when viewed from 3rd person perspective.
  • Realigned the beam of the flashlight on the Avancys when viewed from both 1st and 3rd person perspective.
  • The correct crosshair now displays for Slug Shell ammunition.
  • Removed tracers from appearing when using the Subsonic Magazine on the NVK-P125.
  • Improved the NVK-P125’s burst fire animation.
  • Fixed an issue that would cause a weapon to appear to fire from 3rd person perspective when the player throws a grenade.
  • Bipods will now remain open if switching to and from other weapons.
  • Fixed the MP443’s empty reload animation.
  • Aim Assist snap is now functional when set to 100 on PS5.
  • Highlights are now present on an enemy weapon after pick-up.
  • The aborted reload on the 12G Automatic is now consistent with other weapons.
  • Increased weapons idle sway across the board
  • Fixed 2.5x Zoom Aim Sensitivity option not properly applying to 2.5x Scopes
  • Fixed an issue where the in-game customization menu would move out of screen when the player’s weapon is close to a wall.
  • Updated ADS movespeed for gadgets, weapons (especially Battlefield Portal weapons that were often much slower than AOW weapons), also adjusted base speed.

Expect a slew of steath changes made by DICE as well. Once we know that, we’ll be sure to let our readers know. You can keep track of all our Battlefield 2042 stories via our Battlefield game hub.

Source: EA

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Alex Co

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Battlefield 2042 Update 1.000.029 Preload for Update 3.2 Now Live

DICE has deployed Battlefield 2042 update 1.000.029 as a preload on PS5 before the patch’s official release tomorrow, January 31! Players will be able to download the beta to prep the game for tomorrow’s massive list of changes. Thankfully, the complete patch notes are available below thanks to DICE’s reveal last week.

Battlefield 2042 Update 1.000.029 Patch Notes:

Size: 4.8GB (PS5)

What’s new in Update 3.2?

Here is an overview of the changes and improvements in this update:

  • Play as the familiar Assault, Engineer, Recon and Support as we Return to the Class system
  • Customize your class with Class Equipment, Class Gadgets and Weapon Proficiencies
  • Map Rework: Breakaway
  • New Vault Weapons: M39 EMR, MTAR-21, PP-2000
  • New Suppressor, Long-range Scope and Thermal Scopes
  • The Active Protection System becomes available for the M1A5 and T28
  • Below Radar arrives for Air Vehicles
  • Exclusive Rewards for Year 1 Pass, Gold and Ultimate owners

What’s New ?

Return to the Class System

Representing the most substantial change to Battlefield 2042 so far, the Return to the Class System introduces familiar gameplay by bringing back the structure and class identity that you’re used to from previous Battlefield titles.

Classes

Each Specialist has now been assigned to a familiar Battlefield Class that signifies the expected gameplay behavior of that particular Specialist.

We have also taken our previously open pool of Equipment and Gadgets and assigned them to particular Classes to further encourage the role of Class gameplay, while simultaneously adding structure to assist with the readability of encounters while you’re on the Battlefield.

Here’s a quick overview of which Specialists, Class Equipment and Class Gadget apply to each Class:

Assault: Dozer, Mackay, Sundance, Zain

Class Equipment: Med Pen

Class Gadgets: C5 Explosive, IBA Armor Plate, M18 Claymore, Smoke Launcher

Engineer: Boris, Crawford, Lis

Class Equipment: Repair Tool

Class Gadgets: AT Mine, C5 Explosive, EOD Bot, FM-148 Javelin, FXM-33 AA, Recoilless M5 

Recon: Casper, Paik, Rao

Class Equipment: Insertion Beacon

Class Gadget: C5 Explosive, M18 Claymore, Prox Sensor, SOFLAM, Tracer Dart, T-UGS 

Support: Angel, Falck, Irish

Class Equipment: Defibrillator

Class Gadget: Ammo Crate, Health Crate, M18 Claymore, Smoke Launcher

Weapon Proficiencies

The Return to the Class System also introduces Weapon Proficiencies. A set of optional and passive benefits that encourages using the Weapon Archetype for your Class during gameplay.

Assault + Assault Rifles: 3 Extra Magazines

Engineer + LMG: Improved Dispersion while Crouched or Prone

Recon + Sniper Rifles: Immediate, constant and steady scope

Support + SMG: Faster Draw Time

Weapon Proficiencies will help you understand what setup may work best for each particular Class, while also adding back Class Identity to the Battlefield.

Breakaway

Featuring some of the most visible and extensive changes to take place on our map reworks, Breakaway has been streamlined and reduced in size to encourage more intensive encounters than you have previously experienced.

Areas of Improvement

Glacier Top: Previously a wide open expanse with little cover to protect yourself, the penguins have created an outpost settlement with buildings to battle through as you establish control of the immediate area.

Ice Shelf: Extensive improvements have been made to the overall Ice Shelf area of Breakaway, featuring a new flag on top of the Glacier, and new routes to encourage flanking between the glacier and the relocated Oil Rig.

Oil Rig: One of our favorite playspaces has been relocated to the foot of the Glacier, allowing for more frantic combat encounters as it’s much closer to the action than before. New ways to assault the Oil Rig have been established, and new paths and cover have been included throughout the deck.

Snow Cave: Nestled within the glacier you will find a Snow Cave that features a downed MV-38 Condor, precious resources are scattered throughout this location as your team works to secure this new Capture Point

Workers Village: Military presence and fortification has increased throughout this area. Cleaner navigation and shorter distances between Capture Points should ensure the action remains ever flowing across the Workers Village. Rumor has it that the workers in this village also throw the best parties. But so far we haven’t been invited yet.

Thermal Scopes

There was one clear winner when reviewing which type of attachment we could release next throughout Season 3: Thermal Scopes.

While they are no stranger to Battlefield – we’ve had them in previous games – technical and engine improvements have allowed us to show these scopes in a way that we haven’t done before. Previous titles had these scopes changing the entire screen. But with Battlefield 2042 we can now isolate this effect to only show within the scope itself, alongside showing multiple hotspots for a single item… use a Thermal Scope on Twin-Engine aircraft and you’ll see what we mean!

With this Update, Zain shall also be able to utilize thermals with his XM370A Airburst Launcher.

On the balance front we have also made several steps to ensure that these attachments bring appropriate gameplay for today’s Battlefield. That means that some expectations of how these attachments work in real-life do not equate to a fun gameplay experience. Fun is always our priority when introducing new things to the Battlefield. So as an example, tactical smoke from gadgets, grenades or vehicles will be opaque to Thermal Scopes. While smoke and steam that originates from the environment will be transparent.

TR-1 Thermal 1.25x: This scope is ideal for close-range combat, its compact screen will provide valuable info while operating in dark staircases or tight corridors.

Equippable with: 12m Auto, AC-42, AK-24, AM40, Avancys, Ghostmaker R10, K30, LCMG, M5A3, MCS-880, MP9, NVK-S22, PBX-45, PKP-BP, PP-29, Rorsch Mk-4 and SFAR-M GL

T4 Thermal 2.5x: The mid-range option out of the three new scopes, whose black and white screen finds optimal use when engaging players in warehouses or container parks.

Equippable with: AC-42, AM40, Avancys, BSV-M, DM7, GVT 45-70, M5A3, PKP-BP, Rorsch Mk-4, SFAR-M GL, SVK, VCAR

2038 Thermal 6x: Perfect for long range engagement, and for finding opposition snipers who are hiding away in a bush.

Equippable with: BSV-M, DM7, DXR-1, NTW-50, Rorsch Mk-4, SVK, SWS-10

New Suppressor: NVK-Box Suppressor

What’s better than a suppressor? Two welded together, of course. Specifically designed for the NVK-S22, the ‘box’ will allow you to add a little bit of sneak to your ventures into close-quarters combat.

Active Protection System for M1A5 and T28

As previously announced in our Dev Notes blog for Vehicles, the Active Protection System is now available on the M1A5 and T28.

Below Radar arrives for Air Vehicles

Flying below 30 meters from the ground will now ensure that you’re immune to lock-ons from Vehicle-based weaponry.

We are also reducing the height limits for Helicopters. Previously we have seen some instances of pilots flying high and unleashing havoc with very little response as lock-on launchers were unable to reach that high. This tweak helps bring those helicopters down to the ground (literally).

This change does not currently affect Jets, or missiles that are already fired. We will continue to review your feedback in the meantime.

New Vault Weapons: M39 EMR, MTAR-21, PP-2000

The M39 EMR, MTAR-21 and PP-2000 have been added to the All-Out Warfare arsenal.

M39 EMR

Significantly lighter than the “OG” M14, this rifle comes with match-grade 7.52mm long range ammo and a standard 8X Rifle Scope to position it as an adaptable, medium range Sniper Rifle. 

MTAR-21

A compact Bullpup Assault Rifle chambering 5.56x45mm NATO rounds. Being popular for its ambidextrous setup, its heavy modularity and reliability, this medium-range AR is the proof that size deceives. The MTAR-21 also arrives within Battlefield Portal as part of this Update.

PP-2000

This modern SMG features a 40-round magazine, lightweight frame and a high rate of fire. Coupled with its high muzzle velocity, even the smallest of ammo rounds pack a punch. 

Exclusive Rewards for Year 1 Pass, Gold and Ultimate owners

Good news for our Year 1 Pass, Gold and Ultimate owners that missed out on unlocking the Tier 0 Premium Battle Pass rewards for Season 1 or Season 2. You’ll find that these are now unlocked for you upon logging into the game for the first time once the update is live!

This includes the following items:

Season 1:

  • “All-Seeing Eyes” Legendary Specialist Set for Angel
  • “Light Bringer” Legendary Weapon Skin for AC-42
  • “Ghost Assassin” Player Card Background
  • “Omniscient” Player Card Tag

Season 2:

  • “Undeniable” Legendary Specialist Set for Boris
  • “Red Eye” Legendary Weapon Skin for DXR-1
  • “The Mountain King” Player Card Background
  • “Wolverine” Player Card Tag

Owners of the versions listed above will also receive Specialists Lis and Crawford immediately upon login.

CHANGELOG

AI Soldiers

  • Fixed an AI issue in TDM where AI remains standing still while the player is in a downed state or in the deploy screen.
  • ixed an AI issue that should improve vehicle navigation around palm trees.
  • Fixed an issue where AI doesn’t avoid the fire from tank wreckage.

Battlefield Portal

Due to the scale of changes taking place with the Return to the Class system, some of your creations may need to be updated as part of this update.

  • Fixed an issue where Caspian Border and Battle of the Bulge are displayed incorrectly on the world mini-map in the loading screen.
  • Fixed an issue with 1942 era Conquest where the opposing team had less aircraft than the other.
  • Fixed an issue where “Frag” text in bottom right HUD (Inventory) was flickering when using the Defibrillator with the Assault Class
  • Bad Company 2 – Tracer Dart Gun – fixed an issue with Tracer Dart Gun, where the lock on icon would sometimes expand when aiming at vehicles
  • Bad Company 2 – Gadgets – fixed an issue where Mortar Strike lock in area gets stuck on top of the buildings
  • Bad Company 2 – fixed an issue with Tracer Lock on UI remaining present on screen after the player returns to the Deploy screen
  • Bad Company 2 – improved player collision with the M1114.
  • Battlefield 1942 – updated the Preview video of Binoculars in the collection screen menu to properly showcase its functionality
  • Battlefield 3 – Gadgets – SOFLAM – fixed an issue where the the target does not get highlighted anymore, after the target is acquired once
  • Bad Company 2 – fixed an issue where Mortar Strike Gadget was spotting enemies automatically when it should not
  • Bad Company 2 – fixed an issue with the Tracer Dart Gun where the lock-on is no longer active after canceling it

Modifiers

  • Added 2 new modifiers for disabling 2042 era Gadget and Throwable restrictions. This makes it possible for 2042 era Classes to equip any non-Class Gadget if you enjoyed this playstyle. This change does allow access to Class Gadgets, which are moved to a separate slot.
  • Added WeaponProficiencies to the Gadget Restrictions part of the Battlefield Portal website.
  • Added the Proximity Sensor to the OpenGadget selection list and deprecated it in the Throwables selection list.

Rules Editor

  • Fixed an issue where Crawford was appearing with the wrong name in the Rules Editor
  • Added a new InventoryClassGadgets selection list block that allows you to access Gadgets from the new Class Gadget slot. The Class Gadgets that were previously in the InventoryOpenGadget selection list have been removed.

Gadgets

  • Fixed an issue where two Grenade trails can be seen after throwing one Grenade
  • Added multiple gadgets from portal into the hands of our 2042 Specialists:
    • EOD Bot, Tracer Dart Gun, M18 Claymore, FGM-148 Javelin & T-UGS.
  • Moved the Repair Tool, Insertion Beacon, Defibs and Medpen Gadgets to the new Class Gadget slot.
  • Manually equipped defibrillator revive range (and damage) increased to match the range for interaction revives.
  • Fixed an issue where SFX and VFX would appear incorrectly when a grenade is thrown through trees and bushes.
  • Fixed issues with Throwing knife dealing no damage if the thrower is killed, significantly reducing the likelihood of it happening.
  • Fixed a visual issue where the sparks when repairing the Nightbird with the repair tool, would appear at a distance from the vehicle .
  • Fixed an issue with Throwing Knife disappears when throwing them at trees.

Ammo Crate

  • Insertion beacons now get resupplied by Ammo Crates.
  • The Ammo Crate can now resupply the Tracer Dart & M18 Claymore.

C5

  • Fixed an issue where C5 was not always displayed to other players.

EOD Bot

  • Adjusted the EOD Bot’s collision to fix an issue where the gadget’s arm would poke through walls.
  • Updated the game hints on the EOD Bot for both when holding the gadget and controlling it.
  • Updated the acceleration and turning angles of the EOD Bot to be more responsive.
  • Lowered EOD Bot’s health from 400 to 300.
  • Added an impulse modification to the EOD Bot so that when it gets shot with bullets it doesn’t push the EOD Bot around.
  • Fixed an issue that caused the EOD Bot to blow up when gently ramming a tank.

FGM-148 Javelin

  • Updated the first person screen and crosshair of the FGM-148 Javelin, it also showcases more info about the gadget and its current mode.
  • Reduced the reload duration of the FGM-148 Javelin by 10%.
  • Reduced the damage of the FGM-148 Javelin to most tanks and aircraft when in Direct Attack mode (top-down attack remains unchanged). 
  • The FGM-148 Javelin now has longer lock forgiveness and has had its max range extended from 250m to 450m.
  • Added a contextual game hint for when in hipfire and when zooming with the FGM-148 Javelin.
  • Fixed an issue that allowed the FGM-148 Javelin to be fired in hipfire.
  • Fixed an issue that prevent the FGM-148 Javelin from using its top-down attack.
  • Fixed an issue that caused the FGM-148 Javelin Direct Attack to miss its target if it locked too close.
  • Adjusted the trajectory of the top-down FGM-148 Javelin attack to be more akin to the real behavior.
  • Added tooltip in the HUD to help you learn how to use the FGM-148 Javelin.
  • The FGM-148 Javelin can now lock-on-to empty vehicles.

FXM-33 AA Missile

  • Increased acceleration and top speed of the projectile slightly.
  • Added a contextual game hint for when in hipfire and when zooming.
  • The FXM-33 AA Missile can now lock on-to empty vehicles
    • Dev Comment: As with the Recoilless M5, these alterations are to aid Engineers in their role to combat vehicles.

Insertion Beacon

  • The Insertion Beacon can now only be spawned upon 4 times before self-destructing
  • The Insertion Beacon no longer self-destructs if the owner spawns on it.
  • Fixed issues with not being able to spawn on Insertion Beacon that are put in tight places.
    • Dev Comment: Every Recon Specialist will now be carrying an Insertion Beacon. These changes are to ensure that usage of the Insertion Beacon does not disrupt the flow of a match as a result of that.

M18 Claymore

  • Updated the M18 Claymore in-world icon to use the same one as in menus.
  • The M18 Claymore is now using the same deploy flow as the Insertion Beacon & Irish’s construction kit. This allows us greater control over where you can place the gadget.
  • M18 Claymore has been scaled up 33% to help players to spot them more easily within the environment.
  • M18 Claymore Blast Radius lowered from 6m -> 5m.
  • M18 Claymore Laser Length lowered from 3m -> 1.75m.
  • Minimum activation speed to trigger the M18 Claymore reduced from 3.8 m/s -> 3ms.
  • M18 Claymores can no longer be deployed too close to ladders, ziplines or hanging ropes.
  • Adjusted the VFX of the lasers on the M18 Claymore to stand out more when close.
  • M18 Claymore will now continue to stay in the world after the player who placed it has died, so long as they don’t place new ones.
  • Any placed M18 Claymores will be removed from the world if the player switches their loadout
  • Lowered the health of the M18 Claymore so that it’ll explode in one shot.
    • Dev Comment: We have scaled up the size of the M18 Claymore and adjusted the Laser VFX to ensure that they stand out more in the hope that it’ll alleviate concern that these gadgets are hard to spot. Watch where you’re walking though!

Med Pen

  • Reduced the amount of charges to 1 to balance it for the new Class Gadget slot.
  • Reduced the time it takes to initiate healing with the Med Pen from 2s -> 1s.
  • Reduced the health per second of the Med Pen from 50 -> 35.
  • Fixed an issue that allowed the player to zoom in with the Med Pen.
  • Fixed an issue that caused shockwaves from explosions to interrupt the Med Pen.
  • Pressing the button to switch to the Med Pen when already at full health should now play a sound effect to tell you that you can’t switch to it right now.
    • Dev Comment: These alterations are to improve the responsiveness of the Med Pen whilst also taking balancing into consideration as Assault now receives this as their Class Gadget.

Recoilless M5

  • Increased the acceleration and top speed of the projectile.
    • Dev Comment: We anticipate there to be less launchers on the field at any one time after this update. We’ve increased the acceleration and top speed of the projectiles to aid Engineers as part of this system change.

Prox Sensor

  • Moved the Prox Sensor to the Open Gadget slot.
    • Dev Comment: The Gadget was too powerful in the Grenade slot and had a very large pickrate in the Grenade slot, this move is to reduce Prox Sensor spam to drive toward a healthier meta.

SOFLAM

  • The “Designated” UI is now only visible if you have a gadget that can lock on or currently hold the SOFLAM in your hands.

T-UGS

  • Updated the animation to now fold out the legs of the T-UGS when you equip it,
  • Substantially lowered the vertical scanning of the T-UGS to be more in line with All Out Warfare verticality.
  • Adjusted the crosshair of the T-UGS.
  • Changed the icon for the T-UGS in the world and menus to more accurately show off the gadget.
    • Dev Comment: While the T-UGS has received some general polish as indicated above, lowering the verticality check significantly from 500m > 30m results in a healthier gameplay experience. Some of our Battlefield Portal maps do not contain a lot of verticality, whereas Battlefield 2042 locations do and we believe it’s not healthy for gameplay to spot someone 500m above you and be rewarded score for that but should also help in a reduced amount of spotting taking place.

Tracer Dart Gun

  • Launchers can now lock onto the Tracer Dart when shot into environmental objects.
  • The “Designated” UI is now only visible if you have a gadget that can lock on or currently hold the Tracer Dart Gun in your hands.
  • Fixed an issue that prevented the Tracer Dart from smashing glass windows.
  • Adjusted the Tracer Dart Gun’s crosshair.
  • Fixed an issue where it would not be possible to switch to the Tracer Dart when out of ammo.

Gameplay Flow & Social Elements

  • As part of the Return to the Class System, we have revamped the Loadout UI on the Deploy Screen, resulting in a more compact approach while also including buttons to quickly switch between your last selected Soldier in each Class.
  • The Soldier Selection UI on the Deploy Screen now includes relevant information about your specialist Trait, Class Gadget, Weapon Proficiency and more.
  • Added Class Iconography to the Squad List, Scoreboard and Player Name Tags to help with identifying what Classes other players are playing.
  • Players that are not alive are now slightly faded out on the Scoreboard and their Class Icon becomes an “x” to reflect that change too.
  • Implemented a new “Classes” screen in the main menu, this is your go-to place to learn about the Classes, Specialists, their Traits and Gadgetry and also your new home for editing your Loadouts as they are now tied to each Class. The previous Loadout screen has been removed to reflect this overall change.
  • Added a new slot to the Inventory HUD (bottom right whilst in a match) for your Class Gadget.
  • Added a Weapon Proficiency Icon that is displayed in the Kill Card, Inventory HUD and Weapon Selection UI when the Class + Weapon archetype synergy is fulfilled.
  • Changed the Squad Leader Icon to now resemble a star, because delivering instructions to your Squad Mates alongside successful coordination should give you a star, you MVP you.
  • Changed the order of the tabs within the “Collection” menu so “Specialists” is no longer first. This is because the new Classes Screen is the new goto place for customizing Specialists and their Loadouts, so we wanted to make it quicker to customize Vehicles instead.
  • Added a new biography submenu to the “Specialists” collection screen aimed at helping you get to know the Specialists, their backstories and what they stand for.
  • Added a new charge-up crosshair for the manually equipped defibrillators to show when they are on cooldown after use and also convey that you revive with more health the longer you hold.
  • The inventory HUD now greys out a gadget if it’s not currently usable. For example the Med Pen when you are already at full health.
  • Renamed the “Utility” weapon category to “Tactical”.
  • The button prompt to switch to your primary or secondary in the inventory HUD on controllers is now hidden for the one you currently have equipped, to better show you which one you will switch to when pressing the contextual button.

General Improvements and Progression

Controller default mappings have been updated to accommodate the addition of the new Class Gadget slot. This means that a few actions have also been moved around. We encourage taking a moment to update your controls and familiarize yourself with these changes before jumping into a game. The below changes are representative of one particular controller scheme, and may differ depending on your choice of peripheral.

  • Class Gadget: Added to Dpad UP
  • Grenade Throw: Moved to LB (Was previously Dpad UP By default)
  • Plus Menu: Moved to Y and now requires you to hold the button for a short duration before opening (was previously LB by default).
  • Default Navigation has changed to Dpad Up/Down/Left/Right (was previously Y/X/A/B by default).
  • Fixed an issue where “Show HUD Prompts” setting in options did not work
  • Optimized mouse input processing to ensure that the input is processed at a steadier rate and avoiding mouse input events processing spikes.
  • Fixed an issue where the Origin in-game overlay caused a negative impact on processing of the mouse input even if the overlay was not actually active.
  • Improved the quality of death animations from explosions
  • Improved the soldier ragdoll experience after a melee takedown
  • Fixed an issue where the correct animation wasn’t playing in first person when traversal sprinting with a one handed gadget
  • Improved transitions between sliding and prone states.
  • Show distance (in meters) on long range kills in the kill feed
  • Improved responsiveness of melee attack animations
  • Improve melee takedown registration on fast moving targets.
  • Fix for takedowns not working on fast moving elevators
  • Resolved scenarios of Specialists being stuck in a downed state after being revived from a melee takedown.
  • Made improvements to correctly portray the Blood Splatter when shooting enemy combatants.
  • Moving whilst aiming down scopes should no longer interrupt the action of holding your breath.
  • Fix for soldiers in vehicles preventing the vehicle from receiving damage from explosions
  • Added an option called “Damage Numbers Visibility” under DISPLAY > CROSSHAIR > HIT INDICATOR.
    • Dev Comment: This feature is experimental and turned OFF by default. When enabled, the damage dealt to enemies will be visible in the “Skull Train feed” (bottom center of the Screen) to let the player know how much damage was dealt.
  • Fixed an issue where Aiming Down-Sights immediately after bashing through a door could cause problems with the weapon animations.
  • Added brand new physical landing animations when jumping or falling, different animations should now play when hitting the ground from different fall heights – don’t go too high, you may splat.
  • Fixed an issue where the soldier could sometimes slightly move through the ground when hitting the ground at high speed.
  • Improved fall damage calculation consistency.
  • Improved the jumping experience on Gen4 Consoles (XB1, PS4).
  • Fixed an issue where you could freely rotate the camera during insertion and see inside of your own body.
  • Fix for downed characters in Hazard Zone changing their positions and directions suddenly multiple times in a row.
  • Fixed issue where soldiers sometimes got stuck when jumping onto the edge of objects.
  • Updated the visual look of UI directional damage indicators.
    • Dev Comment: The new visual look will make it easier to judge the amount of damage taken and when taking multiple hits from the same player, let us know your thoughts!
  • Fixed an issue where it wouldn’t be possible to perform a melee attack when jumping.
  • Supporting teammates by resupplying, healing or repairing now gives you score. This is shown in a new column in the scoreboard.
  • Fixed issue where repairing the Ranger would reward Healing XP instead of Repairing. XP. The Ranger might be a No-Pat’s best friend, but it’s not an actual puppy.
  • Changed the default unlocked weapon and gadgets to ensure all classes have access to a gadget and weapon with their proficiency from the start.

Hazard Zone

Note: Class Gadgets and Weapons Proficiencies have been added to Hazard Zone. Players will retain the option to purchase any Weapon or Gadget as part of the pre-round, independent of which Class you are playing.

  • Fixed an issue where a player could spawn under the map.
  • Fixed an issue where several up-links were placed in positions they can’t be interacted with.

Maps

  • Manifest
  • Fixed a clipping issue while prone on the platform between the stairs and the cabin of the guard tower.
  • Fixed an issue where fire remains after tire piles are destroyed.
  • Fixed a collision issue at Sector A4 allowing some players to get out of bounds.
  • Fixed an issue where ramps under static objects can still be activated.
  • Fixed an issue in Breakthrough where MD540 Nightbird placed in out of bounds can be used by the players.
  • Repositioned Light Post on the Road leading to Weather Station.
  • Fixed an issue where parts of the destroyed CCTV’s remain floating after the wall is destroyed.
  • Fixed an issue where signs will remain floating after the fences are destroyed.
  • Fixed an issue at A1 where players can clip through roof support of A1 building.
  • Fixed texturing issues near the cliffs at the A1 flag.
  • Fixed an issue with floating assets near the dumpsters.
  • Fixed an issue with floating assets behind some containers near E1 flag.
  • Fixed culling issue on zipline hanging rope near road.
  • Fixed an issue with floating containers near the water.
  • Fixed an issue where the extended collision for sandbag walls in one of the destroyed states can lead to a broken prone stance.
  • Fixed an issue where after destroying the emitting assets on the pillars, the light remains without a source.
  • Fixed several floating assets next to the Caju building.
  • Fixed an issue where a tarp is clipping with the asphalt inside a flag area.
  • Fixed an issue where the rope gadget is half-buried.
  • Fixed an issue where several bushes are floating before the zipline.
  • Fixed an issue where there is a flickering gap in the corner of a room at the ground floor in the Caju building.

Kaleidoscope

  • Fixed an issue where players can get inside the elevator shaft and inside the building when standing close to the elevator door near F1.
  • Fixed a spawn issue where contested spawns on A1 / A2 are inside of the Capture Point area.
  • Fixed an issue where the bridge control panel is highlighted in green.
  • Expanded the capture area for C2 flag during the last sector on Breakthrough Large
    • Dev Comment: We were noticing that when coming up against a very strong attacking force, the only response for Defending Teams was to park vehicles within the lobby area in order to succeed against Attackers. This change should allow for more breathing space for both teams on this flag point.

Spearhead

  • Fixed an issue where players can get stuck after walking in craters made by explosions.
  • Fixed an issue where players can get stuck when walking into the space between some covers in the A1 flag area.
  • Fixed an issue where jets are not destroyed upon crashing into the rocks.
  • Fixed an issue where deployed gadgets are not destroyed by moving platforms.
  • Fixed a weather issue where cloud animation is inconsistent when the weather is changing.
  • Fixed some level of detail issues for both factories.
  • Fixed an issue where a line of light appears when players approach the walls inside the building.
  • Fixed level of detail issues at C1 for the roof panel when in a destroyed state.
  • Fixed an issue where the factory interior walkways are leading towards walls.
  • Made improvements to initial spawns during the insertion phase of the match.

Stranded

  • Fixed an issue where the UI overlay menus on Stranded are darker than on other maps.
  • Fixed an issue with incorrect spawning on Gun Master Game Mode on the FFA layout.
  • Fixed an issue where dying inside the ship will result in the camera being overexposed for a brief period of time.
  • Fixed an issue where in Tactical Conquest 8v8 each team has only 1 spawn point which can lead to one team being spawn camped.

Soldier

  • Fixed an issue where holding down Control to crouch and opening the Call-in Tablet at the same time forced the player to stand up.
  • Fixed an issue where the running animations were not correctly displaying when sprinting and sliding with one handed weapons
  • Adjusted the way the interaction revive works to be closer to the manual revive behavior.
  • Adjusted the blood effect when hitting soldiers. The effect will now be more transparent and not as “bright” in dark spaces.
  • Soldier health starts automatically regenerating 1 second after being revived at the regular passive health regeneration rate (5HP/s)
  • Squad Revives for non-Support Specialists now gives 25 HP back on revive instead of 50.
  • Fire-Mode can now be toggled when Aiming Down Sights.
  • Underbarrel toggle can now also be toggled when Aiming Down Sights, but will require holding the button.
  • Locking onto targets is no longer interrupted if the target vehicle becomes empty during the locking-on phase, countering some pesky behavior by some drivers/pilots.
  • Made improvements to the locking-on target acquisition behavior, small objects in-front of intended targets should be less likely to obstruct locking on.
  • Parachute: Lowered the cooldown between being able to deploy your parachute after recently cutting it from 1s to 0.6s
    • Dev Comment: This is to help alleviate an issue in which players would cut their parachute and plummet to the floor without being able to redeploy the chute, hopefully this now results in less splat.

Specialists

Angel

  • Changed Angel’s Loadout Crate to allow you to customize each individual slot in your loadout.
  • Reduced the number of magazines Angel’s Supply Bag resupply down to 3 per pouch.
  • Angel’s Loadout Crate can now resupply the M18 Claymore, MAV (Battlefield Portal), and T-UGS
  • Added two interact behaviors to the Loadout Crate so now if you only press the button you will resupply ammo for your weapons and gadgets. If you keep holding the button you will open up the full loadout customization menu.
    • Dev Comment: We’ve heard some of your questions and feedback about Angel’s Loadout Crate and while we’ll continue to assess your reactions, we have in the meantime adjusted the Loadout Crate and applied some Balancing Adjustments to the Ammo.

Boris

  • The SG-36 Sentry Gun no longer overlays targets but instead highlights their name tags for Boris and his squad mates.
  • The SG-36 Sentry Gun ammo caliber has changed and can now deal damage to heavy vehicles.
    • Deals about 0.6-0.8% dmg per shot.
  • Reworked the SG-36 Sentry Gun’s target prioritization. It will now focus target vehicles primarily, unless infantry is within 25m of the Sentry Gun.
    • Dev Comment: These alterations push Boris further into an Engineer role of Anti-Vehicular combat. This should also change the behavior of his Sentry Gun and therefore alleviate some frustrations you have about it being Anti-Infantry.

Casper

  • Fixed an issue where Casper was unable to deploy the OV-P Recon Drone while prone in bushes

Crawford

  • Crawford has been moved from Support to the Engineer Class.
  • Crawford has received a new Trait: Critical Repair, which provides faster repair for vehicles and gadgets that are at critical health.
  • Crawford’s Mounted Vulcan bullet caliber has changed and can now deal damage to all vehicle categories.
  • Crawford’s Mounted Vulcan now deals 0.1% damage per bullet to tanks at a fire rate of 1200 RPM.
  • Fixed an issue that prevented Crawford’s Mounted Vulcan from being repaired.
    • Dev Comment: As we’ve explained throughout the development of the Return to the Class System, we agree that Crawford is better suited as an Engineer given his stationary playstyle.

Dozer

  • Fixed an issue where you could not destroy Boris’  SG-36 Sentry Gun using Dozer’s SOB-8 Ballistic Shield.

Falck

  • Falck’s Combat Surgeon Trait is now active with the manually equipped defibrillator. This allows Falck to charge the defibrillator faster to perform a full health revive compared to Irish or Angel.

Irish

  • Irish has been moved from Engineer to the Support Class.
    • As a Support, Irish now has access to the Defibrillator Class Gadget, and is able to revive any teammate.
  • As part of Irish’ repositioning to an Engineer role we have replaced his Trait with the Cache Point, which was previously attributed to Crawford. This Trait provides successfully revived players with additional Gadget Ammo.
  • Irish’ APS-36 Shootdown Sentinel can now be repaired by Engineers.
  • The APS-36 Shootdown Sentinel will now be able to intercept Javelin Missiles.
    • Dev Comment: Alongside the repositioning of Crawford, we also agree that Irish is better suited as a Support through his ability to put down cover whilst close to the frontline, and using that benefit to pick up fallen teammates.

Lis

  • Increased Lis’ G-84 TGM maximum range from 450m -> 600m.
  • Reduced the ground vehicle range of Lis’ armor hunter trait from 175m -> 125m.
  • Reduced the air vehicle range of Lis’ armor hunter trait from 400m -> 300m.
  • Increased the speed of Lis’ G-84 TGM when boosted from 100m/s -> 150m/s.
  • Increased the hitbox of Lis’ G-84 TGM by 20% (will help in shooting it down as its incoming).
  • Increased turning angles of Lis’ G-84 TGM.
  • Lowered the turning angle of Lis’ G-84 TGM when boost has been activated.
  • Fixed an issue where Lis G-84 TGM Projectiles dealt no damage to the enemy when shot at their legs.
  • Fixed an issue that caused Lis’ G-84 TGM to have a 1 second delay before initiating a reload after exiting the missile view.
  • Fixed an issue that caused Lis’ G-84 TGM boost mode to not use the correct acceleration modifier unless the boost key was held down.
  • Fixed an issue that caused Lis’ TGM to travel through soldiers legs.
  • The Armor Hunter Trait will now only trigger when the G-84 TGM is equipped.
  • Added a contextual game hint for when in hipfire and when zooming.
  • Fixed an issue where Lis’ G-84 TGM missile moved considerably slower diagonally when using a controller.
    • Dev Comment: Most of these changes reflect the overall Rocket Launcher balancing that we are committed to as part of the Return to the Class System. With Lis only being able to use her G-84 TGM we have made some balancing passes to ensure competence remains when compared to other Anti-Vehicle options available to you.

Mackay

  • Mackay’s Grapple Hook Range changed from 30m to 24m
  • Mackay’s Nimble Trait bonus movement speed has been reduced when zoomed in particular with heavy weapons (AMR, LMG, Sniper Rifle). Bonus movement speed with Assault Rifles, DMRs, and Lever Action Rifles has also been reduced but SMGs and Pistols will still have similar speeds.

Rao

  • Fixed an issue where Rao’s Signal Hacker gadget had “lowering gun logic” which lead to him lowering his hand and gadget when close to walls and objects
  • Hacked targets should now be targetable by teammates, similar to targets painted by the SOFLAM, to allow more synergies with the Engineer class. Launchers like the Recoilless will now be able to lock-on to hacked targets via this method.
  • Increased cooldown after hacking a vehicle from 5s -> 8s.
  • Increased the time it takes to hack a vehicle from 1.5s -> 2.25s.
    • Dev Comment: The overall changes impacts the way some players may have been playing as with Rao, in that it had often been a hacking + lock on launcher combo. As Rao now no longer has the ability to use Shoulder-launched Missile Launchers, the changes listed above are to allow for that synergy to still exist as we feel it’s an important part of teamplay / squad play behavior.

Sundance

  • Fixed an issue that sometimes caused Sundance’s Smart Explosives to display the wrong icon.

Zain

  • Fixed an issue where Zains’ Perseverance trait VFX would override the “Return to Combat Screen” when stepping out of bounds.
  • Fixed a minor collision issue with Zain’s Gadget when equipped on his back.
  • Fixed an issue with the XM370A Airburst Launcher reload animation, where it was out of sync when reloading.
  • As part of the rollout of Thermal Scopes, Zain will also be able to use thermals with his XM370A Airburst Launcher.

Vehicles

  • Increased the damage of Air to Ground Missiles to Light and Medium Transport Vehicles.
    • Air-to-Ground Missile replenish rate decreased from 20 -> 16.
    • Air-to-Ground Missile will no longer stop reloading when you hold fire.
  • The LCAA Hovercraft will no longer visually lose its Light Machine Gun when viewed at a distance of 30+ meters.
  • The EBLC-RAM’s Insertion Beacon will now always spawn you on foot.
  • VFX now plays on all mines deployed by the M5C Bolte.
  • KA-520 Super Hokum now has a wreckage after being destroyed.
  • You can no longer kill passengers in a LATV4 by shooting under the vehicle.
  • Fixed an issue where aim sensitivity is too high when zooming in with a vehicle weapon.
  • Fixed an issue that would incorrectly reset the camera view when freelooking whilst using Southpaw layout settings.
  • Range meters in spotter seats no longer always show 200+ as distance when aiming at vegetation.
  • Fixed the roll camera for Jets when conducting a 90° spin.
  • Fixed an issue that prevented aircraft landing gear from automatically deploying when trying to land on certain objects, occasionally resulting in damage to the aircraft when colliding with the object.
  • VFX will now trigger for grenades that are thrown towards a vehicle armed with Active Protection from close range.
  • Occupied Helicopters will no longer start spinning around when destroyed on the ground.
  • Fixed an issue that would cause vehicle engine sounds to play after it has been destroyed.
  • Aircraft Flare Countermeasures will no longer continue to fire if the vehicle is destroyed while the ability is active.
  • Vehicles can only lock-on when they have ammo available to do so.
    • Dev Comment: This is to ensure that we reduce unnecessary lock-on warning spam, while also adding further readability to the game.
  • Descriptions for all tank turrets have been updated.
  • Helicopters will now stall at -200 meters from the set maximum height of the level, as indicated in our Height Limits comments.
  • As indicated within our Dev Note’s from the Vehicle Team, Turret Speeds for the M1A5 and T28 have now improved.
  • Locking against laser designated targets with vehicle weapons now uses correct locking settings.
    • Dev Comment: This should result in vehicles receiving a boost in time to lock on, and lock range increases for laser-pointed targets.

EMKV90-TOR

  • Fixed an issue that would cause Threat Detection SFX to be played outside of the EMKV90-TOR.
  • Fixed an issue that would cause vegetation to not be pushed down when driving the EMKV90-TOR.
  • Further improvements to align EMKV90-TOR shots with its crosshair.
  • Fixed an issue that would cause the EMKV90-TOR to not deal any damage to the very top of an enemy vehicle.

KA-520 Super Hokum and MV38-Condor

  • Replenish rate of ammo 50mm Cannon Pod for Transport Helicopters reduced from 6 -> 4.5 seconds.

MD540 Nightbird

  • Blast Damage reduced from 40 -> 25.
  • Replenish Rate reduced from 2.5 -> 2.
  • Ammo count lowered from 16 -> 10.

RAH-68 Huron and YG-99 Hannibal

  • The Stealth Bomb crosshair will no longer display for Helicopters over 400m above the ground.
  • Stealth Helicopters will now have the repair and flare equipment under the same slot. It’s dangerous to go alone, choose wisely.
  • Air-to-Ground Missiles can no longer be manually reloaded.
  • TOW Missiles time to gain control reduced to 0.1
    • Dev Comment: This should help make TOW launchers feel more consistent and responsive to use, let us know!

Weapons

  • Fixed an issue that would allow for continuous shooting while in burst mode of the M93R.
  • Fixed an issue which would cause Specialist hands to clip through several M240B scopes while reloading.
  • Realigned the beam of the flashlight on the NVK-S22 when viewed from 3rd person perspective.
  • Realigned the beam of the flashlight on the Avancys when viewed from both 1st and 3rd person perspective.
  • The correct crosshair now displays for Slug Shell ammunition.
  • Removed tracers from appearing when using the Subsonic Magazine on the NVK-P125.
  • Improved the NVK-P125’s burst fire animation.
  • Fixed an issue that would cause a weapon to appear to fire from 3rd person perspective when the player throws a grenade.
  • Bipods will now remain open if switching to and from other weapons.
  • Fixed the MP443’s empty reload animation.
  • Aim Assist snap is now functional when set to 100 on PS5.
  • Highlights are now present on an enemy weapon after pick-up.
  • The aborted reload on the 12G Automatic is now consistent with other weapons.
  • Increased weapons idle sway across the board
  • Fixed 2.5x Zoom Aim Sensitivity option not properly applying to 2.5x Scopes
  • Fixed an issue where the in-game customization menu would move out of screen when the player’s weapon is close to a wall.
  • Updated ADS movespeed for gadgets, weapons (especially Battlefield Portal weapons that were often much slower than AOW weapons), also adjusted base speed.

Expect a slew of steath changes made by DICE as well. Once we know that, we’ll be sure to let our readers know. You can keep track of all our Battlefield 2042 stories via our Battlefield game hub.

Source: EA

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Alex Co

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

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Modern Warfare 2 Update 1.14 Preload Released for January 30 (Update)

Infinity Ward has released Call of Duty: Modern Warfare 2 update 1.14 (PS5 version 1.014), which is available now as a preload before it can be installed later at 12 noon ET/9 am PT. Note that this is not the Season 2 patch that’s set to be released on February 15. Read on for what’s new in the Modern Warfare 2 January 30 patch notes.

Modern Warfare 2 Update 1.14 Patch Notes | Modern Warfare 2 Update 1.014 Patch Notes | Modern Warfare 2 January 30 Patch Notes:

Update: Here are the official patch notes for today’s update!

General

Crashes

  • This update contains several fixes to reduce the number of known crashes. We continue to prioritize increased stability and crash fixes across all platforms.

BUG FIXES

  • Fixed an issue that showed Weapon Decals and Stickers as blocked.
  • Fixed an issue where using Spotter Scope could cause target markers to persist when aimed down sights with a Weapon.
  • Fixed an issue allowing the Sentry Gun to be placed inside a tank to eliminate enemies.
  • Fixed an issue where Gun Screens weren’t showing correctly on the Gunsmith UI tile.
  • Fixed an issue in the Gunsmith where Players could be kicked back to the main menu when creating a custom knife.
  • Fixed an issue in Gunsmith that could cause knife variants to display incorrectly.
  • Fixed an issue that prevented some Players from saving a custom mod while trying to select a Camo.
  • Fixed an issue causing some Players to crash when dismissing a notification.
  • Fixed some issues Players were having with accessing and leaving the Firing Range.

Navigation Improvements

  • Addressed various issues with the Social menu to improve navigation and functionality.
  • Fixed an issue preventing some users from navigating through the Friends/Recent tab after scrolling over the top row.
  • Fixed an issue where Calling Card previews are not displaying correctly in the challenge completion animation.
  • Fixed a UI issue causing text overlap in the After Action Report.

WARZONE 2.0

BUG FIXES

  • Fixed an issue where deploying a Recon Drone near water could cause some Players to lose movement.

DMZ

  • Fixed an issue causing the Rewards section of the Faction Mission menu to display incorrectly.
  • Addressed a number of issues impacting the functionality and navigation of equipping and previewing Insured Weapons.
  • Fixed an issue where Players could not access Gunsmith to change camos when equipping a Launcher in an Insured Weapon slot.

As one might expect, Infinity Ward has not shared the patch notes for today’s update just yet, though we expect that to change within the day.

In the meantime, here are the confirmed issues being tackled by the studio via the official Trello board:

GLOBAL KNOWN ISSUES:

  • [All Platforms] We have temporarily disabled the ability to mark targets using the Spotter Scope while we investigate an issue.

BATTLE ROYALE KNOWN ISSUES:

  • We’re aware of an issue that can affect deployment of Nuke Bombsites during the Champion’s Quest when thrown near water.
  • We’re aware of an issue where the Birdseye Perk does not function as intended within Battle Royale.
  • We’re aware of bug that prevents Players from drowning while inside a Helicopter.
  • We’re aware of an exploit allowing Players to farm XP with the Suppression Mine.
  • [All Platforms] Restock: We’ve disabled the Restock Public Event while we investigate an issue causing loot dropped by Players to disappear.
  • [All Platforms] The Heavy Chopper has been disabled in Battle Royale while we investigate options to balance this vehicle for late game.
  • [All Platforms] High Alert Perk: We’re investigating an issue with the High Alert Perk causing the user’s screen to not pulse when in view of an enemy.
  • [All Platforms] Battle Rage & Dead Silence: Battle Rage and Dead Silence have been removed while we investigate an issue.
  • [All Platforms] Disabled Equipment XP: We’ve disabled XP earned for using the following items in Battle Royale – Flash Grenade, Stun Grenade, Stim, Shock Stick, Smoke Grenade, Suppression Mine
  • [All Platforms] Stuck Nuke: We’re investigating an issue causing Players to get stuck when attempting to activate the Nuke.
  • [All Platforms] Airstrike Killstreak: We’re investigating an issue where attempting to use the Airstrike Killstreak just as the Player finishes Reloading, the HUD will disappear.
  • [All Platforms] Gulag Respawn: We’re investigating an issue causing squad members returning from the Gulag to respawn further away from one another than intended.
  • [All Platforms] Most Wanted: We have disabled the Most Wanted Contract until further notice while we investigate an issue.
  • [All Platforms] Inconsistent AAR: We’re investigating an issue that is preventing the After Action Report from consistently appearing for Players. This does not impact XP gains.

MULTIPLAYER KNOWN ISSUES:

Ticket created, fix coming in future update:

  • We’re aware of an issue where some Players are prevented from matchmaking in the Ground War Playlist.
  • We’re aware of an issue where changing attachments mid kill cam can affect framerate.
  • We’re aware of a bug that can cause invincibility when using a Recon Drone/Sentry Gun exploit.
  • We’re aware of an exploit with the Deployable Cover allowing some Players to reach Out of Bounds areas.
  • We’re aware of an exploit with the Sentry Gun/Recon Drone that breaks some game mechanics.
  • We’re aware of an issue that may prevent activation of a Player’s Portable Radar if it can’t find a proper spot to land.

DMZ KNOWN ISSUES:

Ticket created, fix coming in future update:

  • We’re aware of an exploit that forces weapons into the Player’s full stash, and are working on a fix.
  • We’re aware of a bug allowing more than one Player to loot a captured Supply Crate at the same time.
  • We’re aware of a bug with the Spotter Scope that makes pings on an enemy permanent.
  • We’re aware of a bug allowing Players to persist past the game ending when using a Self Revive.

GUNSMITH KNOWN ISSUES:

  • We are investigating an issue where some players cannot acquire additional camos in Gold, Platinum and Polyatomic tiers if they have already acquired enough camos to unlock the next tier. For example, if you have 51 Platinum camos, you are unable to earn additional Platinum camos because 51 is the number you need to unlock Polyatomic.

Same as always, once the official patch notes are out, we’ll update the article. For the confirmed changes and fixes coming to Season 2, head on over here.

Update: Official patch notes have been added!

Source: Call of Duty

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Alex Co

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

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Dead Space Remake Alternate Ending How to Obtain – Marker Fragment Locations Guide

One of the newer features added to the Dead Space remake that wasn’t present in the original game is a secret alternate ending, and to get to it, players need to collect 12 different Marker Fragments scattered throughout the story when you play it a second time around. If you need help finding the markers, check out our quick Dead Space remake alternate ending guide where each Marker Fragment’s location is listed.

Do note that once your reach a certain point in the story, you won’t be able to backtrack for the Marker Fragments, so it’s recommended you collect them as you play through the story again. It’s also worth mentioning that the Marker Fragments only spawn in once you unlock New Game Plus, so if you haven’t finished the story just yet, you may want to do so first.

How to Get the Dead Space Remake Alternate Ending – Marker Fragment Locations Guide:

Marker Fragment 1

  • Available in: Chapter 1
  • Location: Hangar-Cargo-Tram Control

On a shelf behind some papers. You can destroy the papers by shooting at them or using melee attacks. 

Marker Fragment 2

  • Available in: Chapter 2
  • Location: Medical, Dr. T. Kyne – CSO

In a hidden room behind a bookshelf. Use kinesis to move the bookshelf away and access the room.

Marker Fragment 3

  • Available in: Chapter 3
  • Location: Engineering, Engine Room

You’ll find the Marker Fragment behind Power Sub-Station 03.

Marker Fragment 4

  • Available in: Chapter 4
  • Location: Bridge, Break Room

Enter the Break Room and you’ll find it by the wall near one of the candles.

Marker Fragment 5

  • Available in: Chapter 5
  • Location: Medical, Dr. C. Mercer

Enter Dr. C. Mercer’s office and you’ll find it on the desk.

Marker Fragment 6

  • Available in: Chapter 5
  • Location: Medical, Cryogenics

Found on top of the cryogenics chamber. You’ll need to use kinesis to reach for it.

Marker Fragment 7

  • Available in: Chapter 6
  • Location: Hydroponics

Use kinesis if you can’t seem to reach the Marker Fragment when you first come across it.

Marker Fragment 8

  • Available in: Chapter 7
  • Location: Mining, Mineral Processing Area

Head to the Mineral Samples room and enter it. You’ll need Security Clearance Level 3 to be able to enter the room.

Marker Fragment 9

  • Available in: Chapter 8
  • Location: Communications Hub, Communications Array

While solving the comms array puzzle, you can head over to the corrupted hole nearby and pick the Marked Fragment up from there. 

Marker Fragment 10

  • Available in: Chapter 10
  • Location: Crew Quarters, Deluxe Shift Bunks

Found on a desk next to some Credits.

Marker Fragment 11

  • Available in: Chapter 10
  • Location: Crew Quarters, Inquiry Desks

Found on one of the desks in the room.

Marker Fragment 12

  • Available in: Chapter 11
  • Location: Hangar-Cargo-Tram Control

Found in the southeast corner of the area, on a shelf.

How to Use Marker Fragments?

To actually unlock the secret ending in the Dead Space remake, you need to use the marker fragments. Head on over to Captain B. Mathius’ room in the Crew Quarters and inspect the table with candles on them. The Marker Fragments will be placed on the table and you’ll receive an ominous message. After that, play the game normally until you reach the ending, and this time, you’ll be treated to the secret ending instead.

Getting to the new secret ending for the Dead Space remake does require a bit of searching, but it’s a great way to spice up New Game Plus and serves as a treat for Dead Space fans old and new. Enjoy the secret ending!

Carlos Perez

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JoJo’s Bizarre Adventure: All-Star Battle R Update 1.50 Out for Balancing This Jan. 30

Developer CyberConnect2 has released JoJo’s Bizarre Adventure: All-Star Battle R update 1.50 today for all platforms. This update includes many gameplay balances. Check out the JoJo’s Bizarre Adventure: All-Star Battle R January 30 patch notes down below.

JoJo’s Bizarre Adventure: All-Star Battle R 1.50 Patch Notes | JoJo’s Bizarre Adventure: All-Star Battle R January 30 Patch Notes:

General Changes

HH Gauge

  • Adjusted that the HH gauge will not be stored  when a player is damaged by his own attack. Standardized with other characters to reduce imbalances as a result of jumping differences.
  • Fixes that the gauge which should be stored with attacking an opponent,

Character Specific Changes

Joseph Joestar

  • Command: Don’t you get it?
    • Made it move forward when it is activated.
    • Expanded range of successful counter. Reduces the possibility of being countered by attacks from above (e.g. jumping opponents), improves usability in neutral.
      • Adjusted to make it easier to success moves. It can be effective against attacks with a short reach, such as weak attacks.

Noriaki Kakyoin

  • HHA: I’ll need to punish you
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Hol Horse

  • HHA: Feed on these!
    • Made combo scaling applied to maximum of 50%.
      • Some attack wasn’t applied combo scaling so make common rule applied.

Akira Otoishi

  • While User Mode Normal attack: Standing heavy attack
    • Changed to 2 hits.
    • Change recoil reaction of 2 hits when Electricity Gauge is full.
      • Improves usability in neutral and in combos.
  • While Stand Mode Normal attack: Crouching medium attack
    • Increased move distance.
      • Improves usability in neutral and in combos.
  • Command: Kiss this!
    • Made it move forward in front of opponent when it is activated.
    • Change to 4 hits when Electricity Gauge is full.
    • Made flash cancel available when Electricity Gauge is full.
      • Improves usability in neutral and in combos.
  • Command: I’ll drag you in!
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Command: Gonna knock your ass out!
    • Increased speed of attack start up.
    • Sped up Stand animations end.
      • Improves usability in neutral and in combos.
      • Along with shorter animation, accelerated the timing of attack with Stand start up after Stand Rush.

Trish Una

  • Command: Nobody’s getting taken out today.
    • Made the position of Stand not to be displaced during Stand Rush.
      • Improves usability in neutral.
  • Command: Something soft is even more unbreakable than diamond!
    • Made the wall set by Trish Una disappeared when opponent makes Stylish Guard.
      • Improves stuck at the edge of the stage in certain situations.

Guido Mista

  • Normal attack: Standing medium attack
    • Shortened pushback on hit
      • Improves usability in neutral and in combos.
  • Normal attack: Standing heavy attack
    • Decreased recovery.
      • Improves usability in neutral.
  • Normal attack: Crouching medium attack
    • Shortened pushback on hit.
      • Improves usability in neutral and in combos.
  • Normal attack: Crouching heavy attack
    • Increased forward move distance.
      • Improves usability in neutral and in combos.
  • Normal attack: Jumping medium attack
    • Increased speed of attack start up.
      • Improves usability in neutral.
  • Normal attack: Jumping heavy attack
    • Adjusted hitbox.
      • Improves usability in neutral.
  • Special attack: Time to get to work!
    • Changed recoil animation when sets Stand.
      • → 4 or 5: Blow off
      • → 6: Blow off (passive is unavailable)
    • Change it available to activate with cancelling normal and special skill.
      • Improves usability in neutral.
  • Command: Gonna light you up!
    • Increased speed of weak and medium attack start up.
      • Improves usability in neutral.

Ghiaccio

  • Wake-up while Stand ON
    • Fixed so that one frame that cannot be canceled does not occur.
      • Improves usability in neutral.

Weather Forecast

  • Command: I’m blowing in!
    • Combo count (ground and aerial) modified internal processing to prevent hits exceeding the maximum number.
      • Standardized with other characters to apply common rule.
  • Special attack: Got you pinned!
    • Made it able to be pulled by in guard status when attacked while in guard.
    • Shortened recovery period. (When guarded, it is an advantageous situation.)
      • Instead of making guard possible, shortened recovery and improves usability in neutral.

Father Pucchi

  • While User Mode and Stand ON Mode Normal attack: Standing heavy attack
    • Extended invincibility period.
    • Increased damage.
      • Instead of extending invincibility period, increased damage to keep balance.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium attack
    • Changed Attack Types to high attack.
    • Increased speed of attack start up.
    • Extended invincibility period.
    • Increased damage.
      • Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
  • Command: A Stand power that can boil water…
    • Increased forward move distance.
    • Increased speed of attack start up.
    • Increased damage.
      • Improves usability in neutral.
  • Command: You shall be crucified!
    • Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
      • Standardized with other characters to apply common rule.

Father Pucchi (Final)

  • User Mode and Stand ON Mode 
    • Extended invincibility period.
    • Increased damage.
      • Instead of extending invincibility period, increased damage to keep balance.
  • While User Mode Normal attack: Jumping medium attack
    • Increased attack area.
      • Improves usability in neutral.
  • While User Mode Normal attack: Jumping heavy attack
    • Changed recoil animation.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching light attack
    • Extended the reach.
      • Improves usability in neutral.
  • While Stand ON Mode Normal attack: Crouching medium attack
    • Changed Attack Types to high attack.
    • Increased speed of attack start up.
    • Extended invincibility period.
    • Increased damage.
      • Fixed the Attack Type which was lower attack even the appearance was upward attack, and also to deal with opponents in the air, increasing speed of attack start up instead of extending invincibility.
  • Special attack: 14 Words *Pale Snake only
    • Made it success without long pressing at the first time.
      • Improves usability.
  • Command: You shall be crucified! *Pale Snake only
    • Combo count (light, medium, heavy) Modified internal processing to prevent hits exceeding the maximum number.
      • This was unintended and has been fixed.
  • Command: Be gone! *See Moon only
    • Decreased recovery of medium and heavy attack.
      • Improves usability in neutral.
  • Command: Here it comes! *Maiden Heaven only
    • Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
      • Standardized with other characters to apply common rule.
  • Maiden Heaven
    • Adjusted not to apply the deceleration compensation to the opponent’s character’s overall animation speed.
    • Adjusted not to apply the acceleration correction to the own overall animation speed.
    • Adjusted time count not to accelerate.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement which the match is still viable.
  • Step *Maiden Heaven only
    • Sped up animation.
    • Increase movement speed.
    • Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Dash *Maiden Heaven only
    • Sped up animation.
    • Increase movement speed.
    • Adjusted to disappear the body during animation. *Hitbox of Father Pucchi (Final) still exist. 
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Normal attack general *Maiden Heaven only
    • Increased speed of attack start up.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Command: Here it comes! *Maiden Heaven only
    • Modified internal processing of combo count to prevent hits exceeding the maximum number when hits made under specific way.
    • Standardized with other characters to apply common rule.
    • Increased speed of attack start up.
    • Increase movement speed.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable.
  • Command: Where is he?! *Maiden Heaven only
    • Increased speed of attack start up.
    • Increase movement speed.
    • Adjusted to reduce the one-sided situation after activating the skill and made into an enhancement that the match is still viable. 

Johnny Joestar

  • Command: The hole will attack you
    • Fixed the medium attack “hole (projectiles)” did not disappear and remained even when the attacker was hit by damage.
      • Standardized with other characters to apply common rule.

Gyro Zeppeli

  • While User Mode Normal attack: Standing medium attack
    • Fixed a large camera movement each time when it is activated.
      • Fixed to prevent camera sickness.

Ikuro Hashizawa

  • Easy Beat
    • Changed special move which activated by Easy Beat.
      • This was unintended at ver 1.4, and has been fixed.
  • Throw
    • Adjusted hitbox placement of forward throw align to back throw.
      • Standardized with other characters to apply common rule.

DLC Character

Character Select

  • Added paid DLC character Rudol von Stroheim.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Gallery Item

  • Added Gallery items.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

JoJo Glossary

  • Added items in JoJo Glossary.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Customize

  • Added customize option.
    • This update is for the addition of the paid DLC character Rudol von Stroheim.

Source: Bandai Namco

Damien Seeto

Home > News

Forspoken Review – Fits and Starts

Storytelling in video games has been around since the advent of the medium. From the earliest text adventures such as Zork to the early Final Fantasy games, Storytelling, when done well, can bring the player into an interesting world and can serve as the motivation to see the game through. Unfortunately, more often than not, storytelling in video games can be stilted, rote, and flat out poorly presented. And even worse, can make the gameplay suffer as a result.

Personally, I find the games that can tell a compelling story with interesting characters, to be few and far between. It pains me to say that SquareEnix and Luminous Productions drops the ball in this area, which wouldn’t be so bad if the game didn’t take so long to get going and didn’t have weird presentational issues that make progressing through it and getting to the “good stuff” even more of a chore.

Forspoken Demo

Upon starting the game we’re introduced to Frey Holland, a street-wise orphan in New York City who is being arraigned for what would be her “third strike.” We’re given some back and forth between the judge and Frey about some crime which can’t be all that serious considering the judge sentences her to 200 hours community service, but heavy-handedly advises Frey that she turns 21 soon and if she gets in trouble again she’ll be sent to prison.

We’re given control of Frey on the streets of New York, but are only presented with a linear path to proceed. Then the game stops again less than a few minutes later to give us another cutscene where Frey runs into the miscreants she has been doing some nebulous crimes with. They threaten Frey, Frey escapes and runs away down a linear path, then finally finds her way back to her barren apartment where she lives with her cat, Homer, and also has a duffle bag filled with cash. We’re given some lip service about how she is finally ready to leave and muses about wishing she could be like Alice in Alice in Wonderland – whisked away into a fantasy world. Hmmm. I wonder where this is going?

A series of events prevent Frey from leaving but she stumbles upon a mysterious set of bangles. Almost at once, she is sucked through a portal into Athia. A fantasy world besieged by video game plight which Frey names “the Break.” It turns human and monster alike into monsters that all want to kill Frey. Once again, Frey finds herself in another set of cutscenes where she’s treated as a demon by the local bureaucracy and the “chosen one” but a local girl.

forspoken cinematic trailer

I’m using this to illustrate just how much the game gets in your way in the opening hours to tell its story, which isn’t even one bit original. Renaming the standard impending “Video Game Apocalypse” something else doesn’t make it any less rote and generic. A lot of time is spent on this wholly unremarkable story when the game should be focused and getting me to the best aspects of the game which is combat and traversal. It’s compounded by these odd fade ins and fade outs, and moments where you can’t move at all before the game settles into a state where it releases the shackles. I can’t even count how many games give back control the moment a cut-scene ends because it’s standard. Not so here.

And I haven’t even touched on the dialogue. When interacting with other characters it’s not as bad, but the banter between Frey and Cuff is repetitive and banal. Frey’s confrontational personality makes her unlikable and Cuff sounds like a pretentious goof. Their relationship spends an awfully long time being antagonistic instead of supportive and since a lot of the dialogue repeats I started tuning it out completely.

Eventually you are set free in the world with very little guidance beyond a general direction you can head in to advance the story. In between, the world is pretty but barren with some standard video game tasks to do and interact with the open world. Eventually I lost motivation to seek these locations out because they didn’t do all that much to keep me alive in combat.

Forspoken

The best aspects of Forspoken are the traversal and combat. As you progress through the game/story, Frey gets access to more and more magic by killing the game’s big bad, the Tantas. These women have abilities tied to elements such as fire, water and light. Frey’s default magic is earth-based. Elemental based abilities are nothing new but I found them all fun to use and mix and match in combat depending on what type of enemy I was facing. All enemies are vulnerable or resistant to different types of magic, so switching between the two is key. The attack and support magics all complement each other really well. One thing I did appreciate is that while using support magic triggers a cooldown, each respective support magic has their own cooldown meter so when I used one, I could switch to another that was fully charged.

The world of Athia does give you several chances to explore however, since magic and abilities are tied to unlocking trees from beating Tantas, the open world is left for gear, stat upgrades, buffs in the form of nail polish and crafting materials used to change or imbue cloaks and necklaces with buffs and effects. Unfortunately I never felt like I was missing anything without doing these after a while, so I opted to beeline through the rest of the game.

forspoken pc system requirements

There’s also a lack of polish in Forspoken that is perplexing. Textures will pop in during cutscenes, and in the world, it never looks as beautiful as it could or should. We have open worlds already taking advantage of the PS5 so Forspoken not looking as good, being built for PS5 and PC, is a real bummer. It does have nigh instant load-times during fast travel so that’s a plus. Especially since I found myself exploring less and less. Particle affects during combat and traversal do look good, Reminding me of a lesser inFamous Second Son (which still looks better than most games even on current gen consoles).

Without a compelling story or likable protagonist, or a compelling world to explore, Forspoken only has its combat to rely on and while I always found that fun and engaging, it’s not enough to justify an open world for a decidedly linear game. It tries a lot of things and comes up short in most of them. There’s a really good game in Forspoken. It just needed to be refined, polished and edited.

Score: 6.5/10

Pros:

  • Combat and traversal are fluid and fun
  • Particle effects, mmm particle effects

Cons:

  • The story is rote and the presentation is poor
  • Lack of compelling reason to explore the open world once you’ve done at least one of every activity

Forspken review code provided by the publisher. You can read MP1st’s review and scoring policy right here.

Sean Mesler

Home > News

Battlefield 2042 Season 4 Map to Be Called “Flashpoint,” New Legendary Skins From Update 3.2 Leak Out

Just last week, we reported that DICE would be naming Battlefield 2042’s Season 4 as “Eleventh Hour.” Today, more details regarding the upcoming season has surfaced! Apparently, the Battlefield 2042 Season 4 new map will be called “Flashpoint.”

Once again unearthed by super reliable dataminer temporyal, details about it have been shared too. Aside from the map name, its history and even points of interest have been shared.

In addition to that, unreleased legendary skins that are planned for Update 3.2 this coming week have also leaked, too!

Speaking of update 3.2, it’s set to live this coming week (most likely Tuesday), and will bring the massive class rework! Read up about everything coming with the update in the official 3.2 patch notes.

Again, same with any other datamine and info that’s not announced via official channels, treat this with a grain of salt for now, but given how reliable temporyal has been, don’t be surprised if this is the real deal. 

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Alex Co

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