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Angry the Clown

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Posts posted by Angry the Clown

  1. 2 hours ago, Romier S said:


    The Xbox backwards compatibility program allows activation of 120hz via patch with relative ease (along with other improvements). The PS4 version is basically just that. It's running in PS4 backwards compatibility mode and will see the same type of improvements games see when run on a PS5 but that's about it. Any additional modes would require a full on port. That's why.


    The PS5 version at least got the the new lighting for the next-gen consoles as noted in the patch, but I see where you're coming from as far as anything else is concerned. I was actually thinking less about the fact Series X has 120hz and more that XB1X and SeriesX run it at native 4k and what it would take to bump that up on the PS5 (not that it doesn't look lovely as it is having tried it last week). The "improved visual quality" for PS5 alongside the lighting note is pretty vague. 

  2. 3.0 patch seems to be rolling out today:



    • Added Fostar Haven as a map to Dogfight and Fleet Battles (Solo/Co-Op vs AI and PvP)
    • Added next gen improvements
      • The game now supports up to 120FPS and up to 4K on Xbox Series X|S
        • Added an option for players on the Xbox Series X|S to prioritize enhanced visuals or enhanced performance
      • Improved visual quality and lighting on PS5
      • Variable frame rate support added for TVs and monitors that allow it
    • Fixed an issue where the game could crash while changing loadouts
    • Improved support for matchmaking between players with highly divergent load times
      • Players who are not finished loading when the match begins will now have an additional window of time to join the match-in-progress rather than timing out on start
    • Tweaked the brightness of light sources on PC so that they're no longer too bright in some instances
    • Fixed issue where the sky color of Esseles would appear to change when entering/exiting the station
    • Fixed an issue where the menu voice over accessibility feature could not play after entering a lobby
    • Fixed issue where Steam players could fail to log in if their screen name included certain unicode characters or emojis
    • Various stability improvements and minor bug fixes.


    • HOTAS support now allows for devices with up to 128 buttons (up from 40 buttons per device)
    • Fixed issue on the Xbox One where HOTAS controls would be disabled if the controller went to sleep
    • HOTAS devices that don't have an X and Y axis, such as the Virpil throttle, are now properly recognized by the game
    • Fixed issue on PC where a gamepad could become unresponsive if not paired as the primary controller when other input devices were plugged in.

    Cosmetic Customization

    • Added two new starfighter paint jobs: Typhoon Squadron for the New Republic and Interstellar for the Empire, the latter of which is inspired by the classic Kenner Products toys
    • Added the Vandal TIE fighter paint job based on Sabine Wren’s iconic “handiwork”
    • Added the Powerful Ally X-wing appearance based on Luke Skywalker’s swam-sunken X-wing from Dagobah
    • Added the Zeltron Pilot head (Imperial)
    • Added the Pantoran Pilot head (Imperial)
    • Added the Venture set (jacket, pants, gloves) for the New Republic
    • Added the Paladin set (flight suit, gloves, helmet) for the Empire
    • Added the Navigator set (flight suit, gloves, helmet) for the Empire
    • Marauder gloves will no longer cause the player's hands to disappear.


    • Fixed an issue where starfighters wouldn't appear in the end-of-round transition screen.

    Fleet Battles

    • Reduced the Morale gain for AI kills while on defense from 4 to 3
    • Morale gains and losses are no longer scaled based on the number of players present on the team
    • Fixed an issue where match music would continue into the end-of-round screens after the match was over
    • Corvettes and Raiders now spawn on a random side of the battlefield rather than in a fixed pattern
    • Fixed an issue where the Nebulon-B could display the incorrect amount of shield strength it had in its objective UI.


    • Made messaging clearer for Xbox players when trying to join a party that's full
    • Fixed issue where the social menu would lose functionality after exiting a PVP match as a spectator
    • Fixed an issue where muting multiple players at a time could incorrectly mute additional players as well
    • Fixed issue where laser sounds would fail to play when spectating a match in first-person
    • Fixed an issue where UI and menu elements could overlap.

    Starfighters & Components

    • Added four new components:
      • Boost Extension Kit has been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
      • Prototype Piercing Torpedoes have been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
      • Ion Rockets have been added to the X-wing, A-wing, TIE Fighter, and TIE Interceptor
      • Anti-Material Rocket Turrets have been added to the U-wing and TIE reaper
    • Added 60% maneuverability (turn rate) reduction while firing the Rotary cannon and Auto-aim Rotary cannon
      • Does not apply during the charging stage before firing
    • Using the Assault Shield component now reduces maneuverability to better balance its role as a capital ship assault or starfighter jousting tool rather than as an all-purpose component
    • Fixed an issue where the Proton Bomb counter could display incorrectly after use
    • Starfighters using the Overloaded Shield component now start will fully overcharged shields
    • Fixed issue where ships from the wrong faction could appear in the hangar
    • Increased audio volume for the player's Tractor Beam
    • Guided Burst Cannon damage reduced to 28% of the unguided variant (down from 35%)
    • Fixed issue where the Vanguard paint job for the A-wing could have an unintended New Republic decal appearing on it when inside the cockpit
    • Removed incorrectly assigned auto-aim symbol from the icon for the Composite Beam
    • Different torpedo types now have distinct names when targeted (Proton vs Ion vs Piercing)
    • Reduced A-wing shield regeneration rate by approximately 1/3
    • Fixed an issue where the Unstable Engine could deal no damage to nearby targets.


    • Fixed an issue where the player could have a black screen after redeploying from the hangar in Mission 13
    • Fixed issue where Zerelda's voice over could start during the load screen before Mission 1, resulting in an animation desync
    • Fixed issue where the corvette could clip through the station in Mission 6
    • Fixed issue where the player couldn't complete the "Destroy Comm Array" objective if they died during the regroup-with-Gunny beat in Mission 6.


    • Your current Skill Rating is now shown as its value instead of as a percentage of tier progress after playing a ranked Fleet Battle
    • UI message for being in the low priority matchmaking queue is now clearer on how to get out of the low priority status: by playing more matches
    • UI messaging around forfeiting while in the lobby is now clearer
    • Fixed an issue where squadmates icons would not turn green when readied up
    • Fixed an issue where the menu overlay could not appear in the redeploy screenProvided additional UI support for long names so that they display correctly
    • Fixed an issue where the player could be unable to open menu during a match if the match begin while they were in a customization menu
    • Fixed issue where the missile lock UI could stay on the screen briefly after switching targets
    • Fixed issue where text said "Examine your squadron" instead of "Examine enemy squadron" in Squad Loadout while hovering over "Add friend"
    • Fixed issue where ship marker UI could appear during outro cinematics while playing Fleet Battles vs AI
    • Fixed typo in the description of the Mythosaur decal
    • Fixed an issue where the daily challenge timer could start counting upward after reaching 0:00
    • Fixed issue where holding the button rather than tapping it would not open the scoreboard during the post-match sequence
    • Fixed an issue where starfighters could get greyed out if the player rapidly shuffled between them.


    • Skyboxes now have increased resolution for high-rez VR headsets
    • Added an option for PC players to adjust their VR resolution scaling
      • Players using high resolution headsets (such as the Valve Index) should be able to enjoy higher frame rates without requiring the most powerful GPUs
    • Added an option for PC users to use forward rendering, potentially improving their VR performance
    • The game now uses less intensive forward shading when using the "Low" lighting quality setting in the graphics options, allowing VR to be used on mid-tier and even some lower-tier PCs
    • Fixed an issue where black bars would appear when transitioning out of a PvP match if the player died at the same time.



  3. 43 minutes ago, ChrisBardon said:


    It's 15 bucks on XBL right now-thought about picking it up as well, but I still haven't finished the original Hitman.  Wondering if it's one of those games I'll just never get around to...


    I think your best bet is to do what I'm planning. Since like me you also own Hitman, wait for the Gold edition of II to be on sale again around the time you expect III to get a discount, then you've got all the missions enhanced under one roof to play through. It doesn't make sense for me to grab II right now when I'm unlikely to have the funds to buy III on release.

  4. Latest firmware update released today reports to fix the controller USB charging bug. I'll try it later and see for myself.


    • This system software update improves system performance.
    • An issue where installed disc versions of games were sometimes deleted was resolved.
    • An issue that prevented the PS5 wireless controller from being charged while in rest mode when connected to the PS5's front side USB Type-A port using the USB cable included with some PS5 consoles was resolved.





  5. It's possible third party devs had a lot less time than first to get to grips with the Dualsense (no pun intended). I think if anything will really show what it can do for racing games it will probably be Gran Turismo. We'll have to wait and see.


    Dit 5 is tumbling down in price quite quickly. It's already £35 here via a lot of retailers (I'm still having to prioritise Sackboy and Demon's Souls as my next purchases however).

  6. Also, the loss of data I had when one of the crashes caused a cloud sync error with my save was likely my fault. When I got the notification about the cloud sync error I continued playing, assuming it was a server bug and something that would fix itself in time. I realised at a later point that I could in fact click the error notification and re-sync, only I think I automatically assumed it would sync from my local save to the cloud, but it seemed to do the reverse and replace my local save with the cloud save prior to the crash that caused error, which was of course a couple of hours behind in the progress I had since made with my local save.


    I'm assuming there is an option to either sync local >> cloud, or cloud >> local when this happens and my dyslexia may have thrown me off in misreading the instructions. My point, should this happen to anyone else, obviously is just to be careful and pay close attention to whatever options it is offering you to re-sync. 


    Again, that it happened forcing me to replay the final act of the game didn't actually leave me frustrated as that final act is so satisfying and engaging. So I got lucky there and can say that I completed this two and a half times now. :)

  7. 32 minutes ago, Graeme said:

    I had my first crash with Miles tonight. The way it crashed was the exact same as the first time I booted up NHL 20. It’s quite annoying because it goes through the whole repair process after starting up again and then it just goes blank and I have to shut it down with the power button on the console. 


    Two out of the six or so crashes I had caused this continued high pitched wince inducing "bbzzzzzzzzttttttttttt" from the audio when it froze and then crashed the system. Those were the most unnerving. I must have played for a good 5hrs straight on Sunday in New Game Plus without a hitch though. The crashes in the game are so random and I wonder if that's what's taking Insomniac so long to figure out the root cause because I found that they always occurred at different times, with no discernible link between what was happening in game (whether it was a cut scene, whether I was swinging, fighting two enemies or fighting a dozen).

  8. I noticed something interesting. The few PS4 games I had bought via a secondary US PSN account years ago (Star Wars Battlefront amongst them), and shared to my UK account at the time, can seemingly now be downloaded from the UK store despite having not even set up my US account on my PS5 yet. I always recall my understanding of having multiple-region accounts being that you'd set one region as a kind of parent account, and buy/download what you want, then log into any other regional accounts on the same system and what you downloaded on the parent account would be there to play universally. I don't ever remember a US purchase on the same machine unlocking the same content to download from the UK store.


    Also interesting is that the option to download Battlefront's DLC seems to be available to me in the UK store as well, whereas I distinctly remember that even though I played my US Battlefront purchase on my UK account, I had to defer back to logging into the US account to acquire the DLC.

  9. I played through MM's game 'Art's Dream,' which is basically the closest thing Dreams has to a story mode with everything having been created entirely with the Dreams toolset and it's simply mind boggling what can be done. It deliberately mixes up genres from platforming, r-type shooters, rhythm action and even point and click adventure. The create tools are definitely going to take some time to get acquainted with. 

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