Thursday, August 1, 2019

PUBG SEASON 4 PC Update 4.1 Patch Notes

 PUBG SEASON 4 PC Update 4.1 Patch Notes




Hello players!

Welcome to PUBG SEASON 4! Quick note before we start! As we take a glimpse into Erangel’s past, it’s the perfect time to talk about the future of PUBG’s seasonal content. Going forward, game updates will revolve around new seasons, which will feature new content, skins, gameplay updates, and Survivor Pass with plenty of missions and rewards to enjoy and enrich your experience on the Battlegrounds. This also means we’ll be naming our updates a little differently. For example, this is the first update of Season 4 on PC, so it will be referred to as “PC Update 4.1” in the patch notes. Season 4 will launch on consoles in late Summer!

PUBG SEASON 4 unveils a stunning new visual update for Erangel and reaches back into the undiscovered history of the infamous island that captured the world’s attention with Battle Royale. Erangel, which has a special home in the hearts of many of us, now features refreshed buildings, upgraded graphics, and some revelations as to the island’s combat-scarred history.

Our Executive Producer, Head of Development Division, TS Jang has made a special message to players to introduce Season 4:

PUBG SEASON 4 is here and holds some of the best updates to PUBG so far. Now, let’s dive into PC Update 4.1!
Erangel Visual Update

“Everyone is searching for themselves. That search ends here. Welcome to the Battlegrounds.”

Since launch, millions of players have dropped into Erangel to take part in PUBG’s heart-pounding take on Battle Royale. It’s with that same passion that we dove into this visual update with the goal of bringing our most classic map in line with our more recent offerings, all without losing the magic that made it a fan favorite in the first place. To the players that helped us fine tune the island during our recent testing, we salute you. This island is your home, too. From standard complexes to major landmarks like Mylta Power, we’ve improved the graphical quality of Erangel’s various areas and terrains across the board.

There are plenty of secrets to find and updated areas to explore once you drop in, but here’s a quick look at some areas with major updates compared to previous versions of the map:

Military Base

    We’ve updated existing terrain, signage, and buildings and have added a small number of buildings to some areas as well.
    To better illustrate Erangel’s history, terrain elements have been added or revised.
        Trenches, blast marks, camo nets, and abandoned tanks have been added across different areas of the map.

    Based on player feedback gathered during the testing period, we’ve made the following changes:
        Grass density and color saturation have been reduced.
        Overall brightness has been reduced.

Survivor Pass 4: Aftermath

“Explore the Battlegrounds like never before!”

Along with the new season comes an all-new Survivor Pass! Survivor Pass 4: AFTERMATH reveals the past and present of Erangel through skins and items from the island’s broad history. There are over 100 rewards to unlock by completing a variety of missions and leveling up your pass. Brand new to AFTERMATH is the addition of a cooperative mission system where players can work together to complete mission goals and earn rewards. The mission change system has also been improved, allowing players to use BP to swap out more missions than before.

Pick up Survivor Pass 4: AFTERMATH today and explore the Battlegrounds like never before!

Survivor Pass Period
    Survivor Pass 4: AFTERMATH begins July 23rd PDT and runs through until October 15th PDT ending with the live server maintenance (12 weeks in total).

Premium Pass and Level-up Items

    The Survivor Pass and Level-up Items will be on sale until the season ends.
        Level-up items can be purchased in 5, 20, 30, and 50 level amounts and are available in the in-game store.

New Cooperative Mission System

    Survivor Pass 4: AFTERMATH has a new cooperative mission system that allows players to work together towards milestones and rewards.
    You can view the mission progression gauge on the mission tab, and receive rewards when each step is completed.
    There are 5 phases in total, each with a unique reward upon completion.

Improved Mission Change System


    You can swap out up to 3 daily missions per day for free. BP can be used to swap out additional daily, or even weekly missions.
    Players who complete all 3 daily missions can use 1,500 BP to get a new set of daily missions to complete.
    When unlocking new rewards, a prompt will now allow you to go directly to the appearance tab by clicking the button in the popup.

General Mission Details

    Mission update schedule
        Daily Missions: Reset daily at 7:00PM (PDT).
        Weekly Missions: Reset weekly at 7:00PM every Wednesday (PDT).
        Premium, Season, and Challenge Missions: Available for completion for the duration of PUBG SEASON 4.
    Premium Missions: These are additional missions for those who purchase the Survivor Pass. Rewards are granted upon completion of a set of missions.
    Season Missions: These missions are available throughout the duration of PUBG SEASON 4, with 5 mission sets (2 for free / 3 for pass holders) and grant new rewards.

Survival Title System Season 4
“Rise up. Take your time, take chances.”

Survival Title Season 4 has arrived with new season rewards!

    Survival Title System Season 4 begins once PC Update 4.1 hits live servers.
    Survival Points (SP) earned from the previous season are soft-reset.
        Your previous SP is reset, although it’s taken into account when determining your starting SP for the new season.
    SP gains have been increased significantly in Erangel, Miramar and Vikendi to make SP earned more fair across all maps with a similar time played.

Gameplay

“Equal opportunity looting.”

For PUBG SEASON 4, we rebalanced many of the game’s weapons and vehicles. The patch includes balance adjustments to not only existing weapons and items, but also our first rebalance on vehicles. As always, we will be listening to feedback on the balancing, so please let us know how the all the changes feel together.

There are a whole lot of changes in this patch, so be sure to check out everything below! Because knowing is about fifty percent of the battle.

Weapon & Item Balance Update

Buffs

    Increased base damage of Kar98k from 75 to 79.
    Increased per pellet base damage of S12K from 22 to 24.
    Increased per pellet base damage of Sawed-off from 20 to 22.
    Increased per pellet base damage of S686, S1897 from 24 to 26.
    Increased effective damage over distance for all SMGs.
    Slightly increased damage multipliers for SMGs:
        Torso 1.05 (previously 1.0), Limb 1.3 (previously 1.25).
    Increased damage multipliers for Crossbow:
        Torso 1.4 (previously 1.0), Limb 1.2 (previously 0.9).
    ADS zoom for default crossbow sight increased by 3%.
    Laser sight attachment dispersion multiplier for pistols was decreased from 0.5 to 0.3 (non-ads shooting with pistols will now be 70% more accurate when laser is attached).

Nerfs
    Reduced base damage of M24 from 79 to 75.
    Reduced base damage of Beryl M762 from 47 to 46.
    Reduced base damage of AKM and Groza from 49 to 47.
    Reduced base damage of M416, G36, QBZ, SCAR-L and AUG from 43 to 41.
    Reduced maximum bullet travel distance of all shotguns from 1000 m to 150 m.

Changes
    Duckbill attachment now distributes bullets vertically instead of horizontally.
    Crossbow will now have a visible tracer following the trajectory of the bolt for easier aiming.
    Added top rail to Uzi to allow Red Dot and Holographic Sights attachments.

Vehicle Balance Update

Buffs


    Improved handling of RWD vehicles (Buggy, Mirado, Rony, Motorbike, Snowbike, Snowmobile, Scooter, Tukshai).
    Regular and three-seater motorbikes stabilization improved.
    Increased maximum speed of Scooter from 90 to 105 kph.
    Greatly improved handling of Buggy and Increased Buggy’s wheels durability by 50%.
    Increased max speed of Buggy from 92/115 to 100/125 kph (no boost/boost).
    Increased HP of UAZ from 900 to 1200.
    Increased HP of Tukshai from 500 to 1000 as well as increased max speed of Tukshai from 70 to 85.

Nerfs

    Decreased HP of Mirado from 1000 to 900.
    All motorbikes will now consume roughly 50% more fuel than before.
    Decreased acceleration and boost multiplier rate for Dacia. Maximum speed will stay the same.
    Dacia and Mirado vehicles speed will now be reduced by around 15% when driving on surfaces like sand, mud, grass, dirt.
    When driving on rocky surface with any vehicle, friction will be decreased by 10% making them more difficult to control.
    Introduced BRDM-2 specific vehicle damage modifiers per game mode.
        Increased damage taken in Solo mode by 80%.
        Increased damage taken in Duo mode by 40%.

Changes

    Implemented new Buggy and Mirado sounds.
    Visual effect while using boost has been removed and replaced with high RPM engine sounds.
    Improved aiming while inside vehicles to be more steady.
    Improved the FPP camera view inside most vehicles.

New Features

    Added auto-acceleration to vehicles (identical to auto-run feature)
    Auto-Acceleration can be activated with ‘=’ key just like auto-run.
    Added “locking” mechanism to BRDM-2.
        Only teammates will be able to enter BRDM-2.
        When all teammates exit the BRDM-2, it will unlock, allowing any player to enter.
    Added Car Audio feature to play preset music while inside a car.
        Only the driver can control this feature.
        Car audio will stay turned on even after players exit the vehicle.
        Turning the audio On/Off while inside a vehicle will play random music every time.
        Use F5 key to play or stop the music, Use F6 to change music. The mouse wheel can be used to control music volume.
        Music will stop playing automatically after a full song.
        Music can be stopped by destroying or flooding the vehicle.

Healing and Boost Item Improvements

    Healing and boost items can now be used while moving.
        You’ll be limited to walking speed only.

 

Grand Theft Auto GTA 6

Grand Theft Auto GTA 6



















 

Thursday, June 13, 2019

Sniper Elite V2 Remaster

Sniper Elite V2 Remaster



Sniper Elite V2 puts you so far behind enemy lines that during its entire campaign you'll meet precisely one person who doesn't want you dead.
Two nations are out to get you. The Germans aren't happy because... well, because it's Berlin in 1945. They don't have much to be happy about. The Russians, meanwhile, are trying to capture the German scientists behind the V2 rocket. Your mission, as a American sniper, is to ensure a bullet greets those scientists before the Reds do.

SEV2 delights in coldly calculating tricks. Catch a soldier off guard and you can snap his neck, booby trap his body with landmines, and wait for a concerned squadmate to run over to him. Or you could surprise patrolling guards by laying trip mines in doorways and corridors. Chuck a rock at the other end and they'll investigate the noise, their curiosity rewarded with explosions.

When you do unleash .30 calibre chaos, it's possible to take someone down with a non-fatal incapacitating shot. Your target's screams of pain will attract more soldiers to run in front of your crosshair. And if someone does spot you, just change position – a ghostly white image will show your last seen point – creating confusion and panic as the enemy fires impotently at nothing. Snipers, it seems, are the griefers of war.

The easiest option in any given situation is simply to camp behind cover and shoot anyone who comes into range, using the third-person perspective to check you aren't being flanked and the regenerating health to stay alive. That doesn't diminish the pleasure of conceiving and executing a plan: put the effort in and SEV2 rewards you with the feeling of carefully thought-out mischief falling into place. Or at least, it does when it gives you room to manoeuvre. There's no consistency to the levels; the distance between each checkpoint feels like a standalone vignette in a series of unconnected sequences. The best are large open courtyards where distant falling bombs mask the sound of your rifle fire, allowing you to move and shoot unseen and unheard. The worst involve tight corridors, or narrow paths through winding streets, where the uncanny vision of enemy soldiers allows them to discover you before you're ready. In these moments the game devolves into a pop-up shooting gallery, punctuated only by the kill-cam animations every other shot.

Sniper Elite V2 review

Those kill-cams are an uncomfortable flourish. A successful killing shot triggers the camera to follow your bullet on its slo-mo journey from gun to soft vulnerable body, showing the resultant splintering bones and collapsing organs in X-ray squeam-o-vision. The lingering gratuity seems to miss the point of sniping in games. A skilful shot over long distance is a thing I want to feel good about. Perforating a man's lung isn't.

Fortunately the sniping itself is a satisfying challenge. Adjusting for bullet-drop and wind strength becomes second nature, to the point that a missed shot feels like the consequence of your own stress in tight spots. Even in the weakest moments, shooting enemies from range is enjoyable enough to carry it. That the game so often falls back on this, however, shows some serious structural flaws with the level design. Ultimately Sniper Elite V2's linearity gets in the way of the danger and tension that its campaign attempts to evoke.

Steel Division 2

Steel Division 2





Steel Division 2 doesn’t just put a single division under your control like its predecessor, Steel Division: Normandy 44, but instead gives you command of an entire army. Set during Operation Bagration, the World War 2 Soviet campaign, real-time battles are connected by huge dynamic campaign maps. It’s an RTS built inside a turn-based wargame, with everything recreated on a 1:1 scale, from the size of the tanks to the maps. One minute you’ll be commanding tens of thousands of troops across 150x100 km warzones, the next you’ll be so close to the action that you’ll see the tank treads churning up dirt as they charge towards the enemy.

During a remote demo, I watch as Eugen Systems game director Alexis Le Dressay sends in columns of Soviet vehicles, clogging the arteries that flow into Minsk and the surrounding towns. They are on their way to liberate the city, but only if they can smash through the entrenched Germans. It will take more than one attempt. This is all taking place on one of the turn-based campaign maps, as preparations are made to march west. The Soviets have around 40,000 troops and 1,000 tanks, while the Germans have a quarter of that.

What might have been a single battle in Steel Division: Normandy 44 is drawn out into a larger conflict. Taking Minsk means finding a way to pierce the German line, pushing forward through villages and crossings to reach the city. It’s a fight that will take multiple in-game days, spread out across the huge map full of player-defined objectives. 

“We wanted to add value to the solo campaign,” says Le Dressay. “We wanted to make sure that the battles you fight are dependent on the higher level stuff.” On the campaign map, you manage the entire army, handle troop movements, and deal with supply problems, with each action having a tangible impact on the real-time battles.

A breakthrough point is selected on the campaign map, highlighting the nearest battalions. Five can contribute to the battle, but not all necessarily at the same time. Like its predecessor, Steel Division 2’s units are assigned phases that limit when they can be brought into the fray during the RTS battles. In the campaign, the phase is determined by how close the battalion is to the action.

“Phase A means they are just near the battlefield, so they can be at your disposal at the very beginning,” explains Le Dressay. “Phase B means they will need one hour to get to the battlefield, and phase C means they will need two hours. Basically the combat that we’re simulating is about three hours of fighting.”

Picking teams

That’s around 30 to 40 minutes of real-time fighting per RTS battle, depending on how the speed controls are used. In solo games, the speed of the action can be tweaked, giving you more time to order your units around or just sit back and watch the things unfold. And if you need to think long and hard about your next move, you can pause the battle.

There are quite a few battalions near the targeted area on the German line, but they’re not exactly an elite fighting force. While Steel Division tasked players with building the best divisions, the size of Steel Division 2’s campaign maps means that there are going to be lots of occasions where you have to make the best of a bad situation—even if that means relying on the poorly-armed, roll-up-smoking partisans. You won’t always have the luxury of having artillery, air support, and top-tier units.

The Soviets throw everything into Phase A. The hope is that it will be a quick strike that’s able to punch through the German line and allow the Soviets to pour out of the leak. Instead of fighting manually, the battle is auto-resolved—the whole game can be played this way if you want—and it’s left up to the battle report to tell the sad, sad story of the Soviet defeat. Phase A actually went quite well, but then the enemy brought in more troops during Phase B, and again during Phase C, leaving the Soviets in a bit of trouble.

The dispirited Soviet attackers end the battle out of moves and staggered, meaning that they’ll be overrun if engaged by the enemy. Reinforcements will need to be moved from elsewhere to protect them. How far battalions can move within a turn on the campaign map—simulating half of the day—is determined by both the their movement value and the terrain. Recon units can travel much further than heavy tanks, for instance, while all units benefit from using roads. There’s a lot of ground to cover, but also a lot of infantry and vehicles to cover it.

“At every turn, you’ll be managing every battalion displayed on the map,” says Pierre-Yves Navetat, Eugen’s communications manager. “It’s a huge strategy game, but if you want, you can play it just like a classic turn-based strategy game. We have lots of battalions to manage at every turn, so there’s going to be a lot of content if you do. It’s like a new game within the game.”

The campaign map is certainly busy, overflowing with units and potential targets. Thousands of troops need to be sent all over the battlefield, necessitating a network of HQs and supply depots to keep them in fighting condition. And before you send them up against the enemy, there are dense lists of stats to pore over for every unit, detailing their training, weapons, and ammunition. Eugen is essentially building an operational wargame, like Unity of Command without the hexes. Unfortunately, the demo didn’t venture far into the world of logistics and supply chains, so it’s hard to tell if it will really be able to support the entire game on its own.

Hunting Tigers

Another breakthrough is attempted, but at a different location and with a beefier force. This time we take manual control of the RTS portion of Steel Division 2, leaving the massive campaign map for a still-very-large 3x3km battlefield. It’s been a day since the failed attempt, which has given the Germans enough time to bring their imposing Tigers up to the front line. If the Soviets had engaged the day before, there would have been fewer German defenders.

The bucolic battlefields of Belarus don’t look dramatically different from their Norman counterparts. It’s very green and there are a lot of trees. It’s striking, of course, and Eugen still makes some of the prettiest (if a bit utilitarian) strategy games. The terrain is more varied, however, with hills and plateaus offering additional complexity and even more uses for recon units. There are routes only infantry can take, too. You won’t see tanks trundling through marshland, for instance. The impact of the conflict on the environment is a bit more pronounced, as well. Plumes of jet black smoke hang in the sky above the remains of battles like giant tombstones.

Zooming in close, it’s clear that Eugen’s obsession with tiny details persists. Even though you’ll spend most of the game high above the firefights and explosions, every tank and infantry unit looks authentic. You can get a better look at them in the armory, which serves as both a military museum and a research tool, helping you pick the right units for skirmish and multiplayer battles.

With larger maps, the engagement distance has been increased significantly. One of the Soviet tanks slowly tracks its prey like a lazy big game hunter. The shell is loaded, and after a moment of anticipation it’s propelled towards the enemy vehicle, far across the fields, smacking right into its chassis. Throughout the battle, imposing heavy tanks exchange shots with foes all over the map, across farms and villages, never getting close to each other, but frequently landing devastating strikes.

“We wanted to make it so that when you’re with a unit, you have that feeling of being there on the battlefield,” Le Dressay says. “Something we didn’t do properly with the first Steel Division was the size of engagement. It was a little bit too short, so we wanted to make it more realistic.”

In skirmishes and multiplayer, where you can create specialized unit decks, the range changes could have an even bigger effect. “In Steel Division, it was harder to specialize with artillery because it wasn’t able to shoot all over the map,” says Le Dressay. “There were some limitations. We’ve changed how it works now; it’s really powerful and able to fire anywhere, basically. And in the Eastern Front, we’ve got heavy tanks on both sides, which really changes things. It gives you more elements to play with.”

With Steel Division 2, Le Dressay says he doesn’t want to cut out parts of the original, or even to change much. His goal is to add to it, to move it forward. “We tried to bring a new vision to the game, but we don’t want to make a revolution.” Even though there’s this whole new strategic layer sitting above the RTS fights, the game should still work the way you expect if you’re a returning player.

If all you want is more RTS battles, there are 25 new maps, 18 new divisions, and modes that let you dive straight into the real-time action. The campaigns are definitely shaping up to be the real draw, however. Steel Division was great, but the scripted mission objectives were restrictive and the campaign was just a list of fights. With Steel Division 2’s Operation Bagration comes the promise of agency, emergent conflicts, and the ability to lose a battle but still win the war—everything the last game was missing.