Connect with us

News

Apex Legends Season 2 Battle Pass Detailed

Published

on

The first bits of information and details regarding Apex Legends Season 2 Battle Pass have been revealed and there is a lot to take in.

Players can expect “high-level improvements” including the ability to level up when taking part in challenges. Additionally, there will be three new “content categories”, replacing badge and stat tracker rewards and players can earn enough crafting metal rewards to be utilized for crafting Legendary items.

There is also going to be a more rapid progression to Level 100, cutting down the grind.

More details were posted by Respawn on the EA Games blog, and even more will arrive during an EA Play stream on June 8th at 10 am EST.

Apex Legends Season 2 Battle Pass

Improvements

  • Level up via Daily and Weekly Challenges.
  • Time to Battle Pass level 100 should be significantly reduced.
  • Three additional Legendaryskins added to the rewards track.
  • Three entirely new content categories replace badge and stat tracker rewards.
  • Earn enough Crafting Metal rewards from the full reward track to craft a Legendaryitem.

Daily/Weekly Challenges and Improving the Grind

  • Complete a mix of Daily and Weekly Challenges to level up your Battle Pass.
    • If you miss a few weeks or start late, your Weekly Challenges won’t vanish and can be completed all at once.
  • Challenges will provide interesting variation from game-to-game.
  • All players should feel more rapid Battle Pass progression.

Legendaries

  • Three newLegendary items will be included in the Battle Pass.
  • A Legendaryitem will unlock every 25 Battle Pass levels in the premium track, including at purchase (that’s level 1, level 25, level 50, level 75, and level 100).
  • The level 100 reward will be an evolving weapon skin with a special recolor version for those players who make it to level 110.

New Cosmetic Types/No Badge or Stat Tracker Rewards on Premium Path

  • Badges and basic stat trackers have been completely removed from the premium Battle Pass rewards for Season 2.
  • A seasonal badge will still be handed out, but it’s a “single, evolving badge” which won’t take up additional reward slots.
  • Seasonal win trackers will remain in the free path, and will all be earnable in the first 10 levels.
  • Earn items from three new content categories in place of badges/trackers. More details coming closer to launch.

Earn Enough Crafting Metals for a Legendary Item

  • Voice Lines are being replaced with Crafting Metal rewards.
  • Earn enough Crafting Metals (1,200) to craft the Legendaryitem of your choosing.
  • You can still get additional Crafting Metals from the various Apex Pack rewards in the Battle Pass as well.

News

Dota 2 New Hero is Snapfire

Published

on

Dota 2

Dota 2 is rolling out a brand new hero, and this time it’s a grandma wielding a shotgun.

Snapfire is the latest hero to join the roster, and she is expected to arrive, shotgun and all, sometime this fall.

Oh, and she won’t be coming alone as she comes with a giant lizard friend, and a senior citizen badass who loves to bake cookies, because that’s what grandmother’s do.

Continue Reading

Mobile

Fortnite’s B.R.U.T.E Mech Officially Nerfed

Published

on

Fortnite

Finally, Fortnite has nerfed the highly-powerful B.R.U.T.E mech that was introduced during the launch of Season 10.

The nerf will likely delight a number of fans, who have been calling for the mech’s removal as the mech has been almost unstoppable, and has altered gameplay tremendously when in play.

While it’s not a removal, it will make the mech a less over-powering force when in gameplay.

Additionally, the Junk Rift has been disabled in FNCS tournament and Arena playlists.

Here are the details


B.R.U.T.E.

  • Decreased the maximum amount of rockets fired by the B.R.U.T.E. in a single charge from 10 to 6.
  • Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%.
  • Our goal with these changes is to increase the back and forth between the users of the B.R.U.T.E. and the players they face. These changes allow the players on the receiving end of the missile volley to have more time to react and protect themselves.
  • Decreased the radius of the B.R.U.T.E.’s rocket explosion by 42%.
  • Our goal with this change is to improve consistency and understanding around focused barrages of missiles. B.R.U.T.E.s will continue to be a strong option against structures, but less lethal against players.
  • Increased the dash cooldown from 3 seconds to 5 seconds.
  • The previous dash cooldown not only increased the B.R.U.T.E.’s mobility, but also made the B.R.U.T.E.s a harder target to hit from distance than we’d like. The adjustment here reduces the ability to close gaps quickly while in the B.R.U.T.E. while also increasing the ability to land shots on target for players facing the B.R.U.T.E.
  • Decreased the velocity gained from boosting while in air by 33%.
  • We want to reduce a B.R.U.T.E.’s ability to engage and disengage at long distances to encourage a more strategic approach to an encounter. In general we hope to shift B.R.U.T.E.s away from being highly mobile and put more emphasis on their already defensive nature.
  • The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment.
  • Note: This change should roll out shortly following the other changes.
  • Our goal is to add more tension between being in and out of a B.R.U.T.E. as well as reduce instances where players can farm faster than intended without exposing themselves to danger.
  • Adjusted the variability of spawn rates for storm phases 1, 2, and 3 in core modes. Arena spawn rates will remain unchanged.
  • Previously, the early stages of a match were guaranteed a minimum amount of B.R.U.T.E.s. We’d like to provide a little more variance to that experience so that matches don’t always play out the same way. The overall average number of B.R.U.T.E.s per game is reduced slightly.
  • Decreased the material cost of using the gunner’s overshield from 200 to 75.
  • Our goal is to further emphasize use of materials for positive defensive benefit.
  • Increased the Health of the B.R.U.T.E from 1000 to 1250.
  • With the above changes, users of the B.R.U.T.E. need to play a bit more strategic than before, so we want to give a little bit longer of a window to do so.

Storm phase 1

  • New spawn rates
  • 29% chance to spawn 0.
  • 14.3% chance to spawn 1.
  • 14.3% chance to spawn 2.
  • 14.3% chance to spawn 3.
  • 14.3% chance to spawn 4.
  • 14.3% chance to spawn 5.
  • Old spawn rates
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.
  • 33% chance to spawn 4.

Storm phase 2

  • New spawn rates
  • 25% chance to spawn 0.
  • 25% chance to spawn 1.
  • 25% chance to spawn 2.
  • 25% chance to spawn 3.
  • Old spawn rates
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.
  • 33% chance to spawn 4.

Storm phase 3

  • New spawn rates
  • 25% chance to spawn 0.
  • 25% chance to spawn 1.
  • 25% chance to spawn 2.
  • 25% chance to spawn 3.
  • Old spawn rates
  • 33% chance to spawn 1.
  • 33% chance to spawn 2.
  • 33% chance to spawn 3.

Junk Rift

  • The Junk Rift has been temporarily removed from Arena playlists. This is due to an audio issue caused when the portal is significantly higher than a player.
Continue Reading

News

Call of Duty: Modern Warfare 2v2 Gunfight Alpha Now Live on Playstation 4

Published

on

Call of Duty: Modern Warfare

Activision has opened the alpha test of the Call of Duty: Modern Warfare Gunfight early, and it is now available on Playstation 4, ahead of schedule nonetheless.

Activision turned servers on almost 24 hours earlier than expected, and the alpha already has a Playstation Store page so you can queue the 36GB download.

According to developer Infinity Ward, Gunfight will be included in the September beta.

Continue Reading

Trending