31st March 2014
Written by: little_lerroyy in Gaming News | Comments: 1
DICE have released the Naval Strike DLC which was Due out for PC players on the 25th of March, however it was postponed due to technical issues with the release at the time. To get in on the Action, AWGN will be running Two 64 Slots servers running the new DLC maps for the premiere! Check out our servers page for more information.

Along with the New DLC, DICE have included a large list of tweaks and bug fixes within the game. Heres the full list released by DICE below.
-General stability improvements
-Fix for a crash that could occur when players were customizing vehicles.
-Fix for an issue in the Rush game mode where end-of-round screen would always indicate that there were 60 minutes left of the game.
-Fix for an issue where the splash damage for IFV shells, Helicopter rockets, and Mortar rounds was unable to destroy deployed equipment.
-Fix for an issue that could cause the quad bike to explode when it hit indestructible objects.
-Fix for an issue that would cause sniper rifles to display too much bloom when aiming in snowy conditions, especially the outside areas of Operation Locker.
-Fix for an issue where the ECM would sometimes fail to jam incoming missiles.
-Shortened the take-off distances for jets to match the length of the runways in Second Assault maps.
-Fix for going above ceiling exploits in Operation Metro.
-Fix for a new MAV riding exploit.
-Fix for kill camera jittering/strobing sometimes if colliding with other world objects or terrain.
-Fix for soldiers getting catapulted when walking on steep surfaces

-Fix for an issue where the kill camera would display the incorrect killer.
-Fix for an issue where the kill card won’t show up when playing on servers which have the kill camera turned off.
-Fixed an issue where other soldiers would appear to fire in the wrong direction when turning quickly.
-Fix for weapons firing twice, or not at all in some instances.
-Fix for an issue where explosions didn’t do any damage to infantry and vehicles that were outside of the combat area.
-Fix for an issue where late-joining players wouldn’t correctly experience Levolution events on Paracel Storm and Flood Zone.
-Fix for an issue that could cause packet loss.

-Increased the damage of the normal buckshot against targets with Body Armor.
-Reduced the vertical recoil of the M4 and M16A4 to give these burst fire weapons a tighter burst accuracy in their mid- to long range role.
-Reduced the side-to-side and first shot recoil of the G36C. This weapon now has the lowest side-to-side recoil of the carbines, giving it a clear controllable low rate of fire role, especially when compared to the AK5C, Type-95B-1 and the AKU-12.
-Tweaked the detonation time of the 40mm LVG so it bounces less before going off. The maximum damage has however been reduced to 80 like the RGO.
-Reduced the number of how many 40mm HE and LVG rounds players can carry, from 4 to 3.
-Increased the time it takes to get new 40mm round from ammo boxes. The time is longer for HE and LVG grenades and shorter for utility grenades like SMK and FLASH.

-Increased the time it takes to get new RGO IMPACT, V40 MINI, M84 FLASHBANG and M18 SMOKE grenades from ammo boxes. Since the player now carries more of these grenades, the resupply delay needed to be longer to prevent grenade spamming.

-Significantly improved the suppression from mounted vehicle weapons, including miniguns, HMGs, LMGs, and all shells types for all armored vehicles.

-Further reduced the repair rate for the Scout Helicopters and the Transport Helicopters.
-Significantly increased the damage of Transport Helicopter miniguns.
-Changed the flight ceilings on Gulf of Oman, Caspian Border and Operation Firestorm to better match the height of the structures in those levels.
-Adjusted the damage of the 25mm and 30mm cannons for both Stealth Jets and Mobile AA to be equal in Damage Per Second to the 20mm default weapons. These weapons were clearly poorer choices in all circumstances, and their different rates of fire are intended to be the player's choice factor for these weapon systems.
-Increased the splash damage and the range at which the JDAM bombs can achieve max splash damage. The JDAM's power was not properly balanced with its difficulty to use. The JDAM remains a primarily anti-vehicle weapon, though this change will increase the effectiveness against all targets.
-Increased the accuracy and direct hit damage of the AC130 40mm cannons. 40mm cannons can now be used to fire pinpoint shots in 2-3 round bursts, enabling them to provide accurate fire on infantry and vehicle targets. Their velocity has also been marginally increased to aid their accuracy.
-Increased the splash damage and range of the AC130 25mm cannons. These cannons now do approximately 50% more damage, in a slightly increased area of impact. The increased damage as well as increased suppression effects will allow the 25mm cannon to fill its role as an area of effect weapon against infantry.

-Mantle now requires Catalyst 14.2 or later drivers.
-Fixed multiple crashes.
-Fixed memory leak when switching between windowed and full screen.
-Optimized memory management which can reduce amount of performance stalls when video memory is overcommitted.
-Improved performance when vsync is used.
-Fixed bug with offset mouse cursor when using full screen and horizontal windows taskbar.
-Multi-GPU: Added initial support for frame pacing for smoother frame rate in full screen mode, enabled by default. Can be disabled in console / User.cfg with “RenderDevice.FramePacingMethod 0”.
-Multi-GPU: Fixed black screen when starting on machine with multiple GPUs where the weakest GPU has the display attached to it.
-Multi-GPU: Fixed intermittent crash when switching between windowed and full screen mode when having multiple GPUs

-Fixed bug with borderless window not covering entire screen when starting up

24th March 2014
Written by: little_lerroyy in Gaming Hardware & Tech News. | Comments: 0

At the Game Developers Conference (GDC) Microsoft have announced their next iteration of gaming API, Direct X 12. The new Direct X 12 is built from the ground up, it's a whole new system. The spoken advantages of the new Direct X version will be increased performance for users. This will be done by executing command streams directly from the GPU, reducing CPU overhead. It will also be multi-thread capable, prior Direct X versions weren't restricting the Direct X CPU load to be only offloaded to 1 core, rather than using the users extra cores available.

The great news about the new API, DirectX 12 will currently be compatible with DirectX 11 graphics cards, so most users will be able to take advantage of this new API. However we don't know if some of the older Direct X 11 cards will be exempt from being able to utilize the new API.

The new API will be created for mobile devices as well. The advantages for mobile devices will be reduced battery usage, while providing faster and better quality game than before. In Essence, Direct X 12 is mainly focusing on providing making rendering gaming images so much more efficient. I do believe they have moved this way in light of what AMD have done when they introduced Mantle.

22nd March 2014
Written by: little_lerroyy in Gaming News | Comments: 0
 Naval Strike is set to be due this Tuesday on the 25th of March for premium members (around the evening sometime for us Aussies), so DICE have released images with detail insights on each of the new stunning maps. They have released the Official trailer for the DLC, showing up parts of the new maps, and also the really good vehicles that will premiere in the DLC. The expansion will be coming with 4 new DLC's Lost Islands, Nansha Strike, Wave Breaker and Operation Mortar.

Lost Islands

Starting with Lost Islands, this map focuses around a crashed airplane located near the center of the map. The map itself contains several small islands surrounding the crash site that can be traversed using quad bikes around the whole map, or by using boats (including the new hovercraft) to take shortcuts across it. The key to master this map is to control the plane at the crash site, which can be blown open to give infantry some much needed cover. Another special area of this map is the cave blanketed by a waterfall, as it provides visual cover for patrolling boats and helicopters.

Nansha Strike

Nansha Strike is a very boat heavy map with several bases spread out in the water to battle it out on, while at the same time allowing total infantry control of the middle areas. The central area provides a lot of cover for infantry and is a death trap for water vehicles if they try to enter it via the small rivers. The surrounding bases can be captured from the water, with some offering big bases in the middle of the sea for infantry. This is where the more powerful vehicles spawn, which makes them key to own and control.

Wave Breaker

Wave Breaker has a unique submarine base hidden in the middle mountain which allows for tight close quarter combat, but it also has wide canals where it’s possible to do drive-bys with the attack boats to add extra mayhem to the mix. The middle area has many different Levolution possibilities. You can for instance bring down a submarine from its support and turn off the lights in the surrounding corridors. It’s also possible to stop boats from entering the area by closing the four flood gates and blocking the direct path from the bases on the two sides. The middle island will give players intense fights in Deathmatch modes.

Operation Mortar

Operation Mortar is our vacation paradise turned into a war zone, with wooden huts surrounding the islands. There is an old fort on the top of the mountain, which provides a great overview over the whole map. It also gives the team owning it a fast way to capture the other bases on the main island. In Rush, this levels starts from the bottom of the islands and goes up towards the fort, providing interesting and fun vertical gameplay which will provide a big challenge for attackers.

Now for the official video trailer of the new Naval Strike DLC

<a href="http://www.youtube.com/watch?v=2X8oGy4G7tM" target="_blank">http://www.youtube.com/watch?v=2X8oGy4G7tM</a>

7th March 2014
Written by: little_lerroyy in Gaming News | Comments: 1
An extensive patch addressing quite a number of issues and balancing tweaks in the game. While some of these patch notes do look familiar, the one that do look familiar, where simply just 'future' updates. well now those have finally been put into action. Anyway here are the changes.
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubber banding on some servers
-Increased the maximum rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the kill feed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

-Added a chat feature, allowing spectators to take part of the chat of the match they’re spectating
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes

NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com].

-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.


-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
-The SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW

-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

7th March 2014
Written by: little_lerroyy in Gaming News | Comments: 1
Just shortly after the Second Assault DLC was released for PC players, DICE have revealed the next iteration of BF4 expansions packs to all platforms, Battlefield 4 : Naval Strike. The new DLC is really focuses on water based combat, with all new maps based in the South China Sea. We will be seeing new weapons, gadgets, the very cool amphibious hovercraft vehicle.

Like every other expansion pack, there will be 4 new maps, Lost Islands, Nansha Strike, Operation Mortar & Wave Breaker. All new maps provide beautiful visuals enhanced by the beautiful Frostbite 3.0 engine.

Carrier Assault brought back to life from the Titan game mode from BF2 2142. In a nutshell the new gamemodes objective is to destroy the enemy team’s carrier before they infiltrate and destroy yours. DICE gave a more detailed explanation below.
Quote from: DICE explanation of the new Carrier Assault gamemode
There are two ways of destroying the enemy carrier: either by full map control or assaulting the carrier as infantry. Each round is divided into 2 stages, starting with map control and ending with carrier attack. Both teams start on their own carrier and race to control the missile launchers placed on the map, by capturing the control points near them. This will automatically launch missiles towards the enemy carrier throughout the round, eventually destroying its hull and making it open for infantry attacks.

When this happens for one or both teams, the carrier assault state is started. The team can then either drive a boat out to the carrier and climb aboard, or use the parachute spawn points above it. Once inside, the team must destroy two M-COM stations, which will open up new areas to the carrier, with the engine room being the final one.

Destroying the two M-COM’s, or bringing down the carrier hull’s health to 0%, will win the match for your team.

The new DLC will be available end of March for premium users. Who will get a 2 week exclusive access to the DLC. So stay tuned for the release.

28th February 2014
Written by: little_lerroyy in Announcements | Comments: 1
 DICE have officially announced the addition of Platoons to Battlefield 4 after months of waiting from the premiere of Battlefield 4 itself back in October last year. In a nutshell, DICE have described what platoons are about and what they allow us to do
  • The ability to create and join a Platoon for up to 100 members.
  • Basic Platoon management such as inviting, applying, and promoting/demoting members.
  • A private and public Platoon feed, where you can communicate and coordinate.
  • A Platoon emblem and tag that all members can easily apply.
  • The ability to earn stats for your Platoon and rank it up, and see all the matches you played together.
We have opened up AWGN's platoon for everyone to stay easily connected as a group for our Battlefield 4 members. At the moment, Platoon Emblem seems it will need to be recreated, as I don't think DICE have allowed us to import previously made emblems. So stay tuned.
To join visit our Official Platoon Page and join today!

18th February 2014
Written by: little_lerroyy in Announcements | Comments: 0
Today Second Assault has been released, so AWGN is providing coverage for the Second Assault Premiere. The server will be running Conquest Large, with votemap plugin disabled, so every map can get the love they deserve evenly. So what are you waiting for! Join now!

Oh and umm, poll time! How do you like Second Assault Maps? Give us your feedback!

15th February 2014
Written by: little_lerroyy in Gaming News | Comments: 1
For all the people waiting anxiously for the Second Assault to arrive on PC after it has been out for yonks on Xbox One, fear no more. The Second Assault DLC will be coming this Tuesday on February 18th only for BF4 Premium Members, while the rest will get it on March 4th. Second assault will include 4 favourite maps from BF4, Caspian Border, Operation Metro, Operation Firestorm and Gulf of Oman. The DLC will also include 5 weapons re-mastered for Battlefield 4, Dune Buggy (DPV) vehicle, Capture the Flag game mode and 10 more assignments.

Naval Strike DLC for Battlefield 4 was also announced, which delivers out right naval warfare. The new DLC will include 4 new maps;
  • Lost Islands
  • Nansha Strike
  • Wave Breaker
  • Operation Mortar
Like every other DLC, the expansion will include another 5 weapons fresh to Battlefield 4, Introducing a new amphibious hovercraft vehicle, 2 additional gadgets 3GL (3 grenade launcher) attachment for the Assault class Anti-Heli Mine; an aircraft disabling projectile for the Engineer class, 10 new assignments with unlocks for each and a new Carrier Assault game mode which brings back memories from the Titan Game mode from Battlefield 2142.

The DLC release date hasn't been announced yet, but like always, premium members will get 2 week  early access to the DLC. For more information, please visit the Naval Strike Official Site.

Anyway for those who have forgotten the Official Second Assault trailer, here it is!

<a href="http://www.youtube.com/watch?v=s9x0dE1WHFU" target="_blank">http://www.youtube.com/watch?v=s9x0dE1WHFU</a>

9th February 2014
Written by: little_lerroyy in Games and Hardware Reviews | Comments: 2

In this review, I will be giving a small insight on the most talked about Razer mouse pads, the Goliathus Speed and Control editions. Both these mates are  both soft pads, which are basically the only thing in common with eachother. Makeup of both textures of mouse surface make the different editions entirely different to one another.

With the similarities being very small, Both of these soft mouse pads both come with a good quality rubberised base, You will have absolutely no issues with the mouse mat moving with your hand with quick movements. It also comes with an anti fraying stitched frame, this will highly reduce the likely hook of your precious mouse surface separating from the rubberised base from below. As for the artwork on the mouse mat, I'll go into small detail below.

Razer Goliathus Speed Edition

Now lets talk about the Razer Goliathus Speed edition. I myself own the Fragged edition. My first impressions was I really liked the artwork on the mat, it's basically the Razer logo, paint splattered over the top right hand corner, the design actually looks quite nice on my desk. The second impression I have of the speed edition is when I ran my hand gently over the surface. The texture of the mouse pad is really well done, the really fine textured weave makes it super comfortable to rest and slide your hand over. The surface does have somewhat of a great and consistent glide, more so than some other traditional mouse mats. During gaming I did find this mouse mat to be quite good with my older Razer Copperhead lazer sensor, which was suffering from bad jitter on my old cloth pad, however this mouse mat made that issue somewhat less prevalent. So most lazer mice, such as my current Razer Taipan, will happily glide over this surface without any tracking issues whatsoever.

With the great glide aside, this particular mouse mat does have a few downsides. The speed edition isn't always the best in times of controlled movements, I find the mouse mat in general feels a little bit 'sticky' or 'jumpy' when trying to make those super fine corrections in your mouse movement. Some of you reading this probably can relate to that feeling on your mouse mat, especially when your mouse mad is clogged with your own body oils and debris. The speed edition mat can get dirty quite easily, most of the time you can actually see the mouse mat needing a clean, with body oils, dirt and residue on the surface. With this mouse mats fine cloth weave, the extra dirt and residue does add to 'stickyness' especially when making fine and controlled movements on the pad. Razer recommends cleaning this pad simply with a damp cloth. Unlike some other pads the speed edition does clean quite easily, however I would suggest to use some sort of detergent on it to really remove your existing body oils that have stuck to the pad over a period of time.

Razer Goliathus Control Edition

Now for the Control edition. I have myself the 2013 edition. The artwork on it is quite cool. It has a 3D image of the razer logo sitting on top of what looks like to be surface cracked terrain. The artwork is neat, however I do prefer the fragged edition over this. The rubberised mat below however looks neat, the 2013 edition comes with a fluro “razer' green bottom, which in my opinion looks really cool, too bad its something you don't look at all the time. As for the surface texture, when running you hand gently over the surface, the mouse mat does feel quite course. The mat surface has evenly spaced holes or 'dips' that cover the whole surface. This surface is initially somewhat uncomfortable, the mouse mat does have a kind of 'prickly' feeling to it when you rest your hand on it.

As for the glide? Well put it this way, considering how rough the texture does feel when you run your hand across it, the glide is absolutely stunning. Out of all the mouse mats I have ever used, the Razer Control edition would have by far smoothest mouse glide I have ever used. The mouse not only feels uber smooth with quick movements, controlled movements are now a breeze. There is no 'sticky' or 'taky' feeling to small movements, which make those headshots quite easily. Most people would think the speed edition would have the better glide, however the holes evenly spaced throughout the Control Editions surface would essentially give less contact area with the mouse feet and the surface, hence the really slick glide. This mouse mat on the other hand, may be too smooth for some people. I did find myself making small movements was so easy, that when making quick glides, the mouse mat has a tendency to keep gliding somewhat when trying to bring the mouse to a rest, so the speed edition does have a better 'stop' potential when trying to bring your mice to a halt.

There are no issues with lazer mice and tracking on the Control Edition surface, considering the rough texture, my razer taipan has absolutely no tracking issues or jitters on this surface at all. Even my old copperhead had very little jitter on the mouse mat, unlike some other traditional cloth pads.


Both mouse pads are quite good. With two very difference pad textures, the Golitahus Editions do prove useful in their own situations. I found the Speed edition extremely comfortable to use, especially for long PC sessions, while the control edition does feel a bit prickly to my lower palm after heavy use. The fine weave of the speed edition is really great, after long use of the speed edition, it turns my teflon mouse feet into mirrors. Glide however, the Control edition wins hands down. I personally have never used another mouse mat with such exceptional glide. Fine, precise & controlled movements are something that the Control edition really resonates, at the expense of mouse controllability at faster speeds. For my personal use, I'm currently using the control edition for gaming and I use my speed edition when I plan on a long duration of PC work when im not gaming as such.

Razer Golitahus Speed Edition
  • Very confortable pad, especially in long gaming and PC use sessions
  • nice glide with quick mouse stopping ability
  • Can get dirty quite easily, which effects mouse performance
  • Not always the best when making controlled movements, pad can feel 'taky' or 'jumpy' especially when dirty
Razer Golitahus Control Edition
  • Unbelievable glide. Best I've ever used
  • Controlled movements can be made with ease
  • Can be very uncomfortable for some people
  • Can be too smooth for some people, especially twitch gamers.
  • The holes within the surface easily attract forgien dust and dirt, annoying to clean.

30th January 2014
Written by: little_lerroyy in Gaming News | Comments: 9
 Another good time for battlefield 4 users. The game currently has received another update, this time it's quite extensive. In a nutshell they have finally included mantle support for BF4 in the 1259MB patch. Mantle will require users to download the 14.1 Beta drivers which will be posted in this Catalyst Beta Driver Download Link when AMD release the new driver version. Mantle has been finally tested in BF4 with benchmarks. It has shown to give performance boost in the game up to 58% on some configurations. This is done by reducing CPU usage and parallel processing the CPU tasks when rendering the game. For more information about Mantle & BF4, visit The Official BF4 Mantle Guide

The update includes preparations for the next expansion, second assault, however the actual release date for the expansion hasn't been announced yet. DICE have also provided quite a few other changes, such as CPU/GPU optimisations for some configurations, new performance overlay console commands, DMR rifle enhancements, and other fixes. For a full list of changes take a look at the list below. Seems to no include some of the balance tweaks DICE have talked about before, which is disappointing, however this may be included in the following patch.
Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [battlelog.battlefield.com] for the full details on Mantle, what the requirements are to run it, and how to enable it.

CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new “Thread.MaxProcessorCount” settings in User.cfg.
-“Render.DrawScreenInfo 1” now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new “PerfOverlay.FrameFileLogEnable” command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments

DMR Balance Tweaks
-Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other Items
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes

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Naval Strike Live for PC Premium Members. Join Our Premiere Servers!: So they game should be fixed just in time for BF5 to come out right?
Direct X 12 Announced at GDC. Will Arrive Late 2015: At the Game Developers Conference (GDC) Microsoft have announced their next iteration of gaming API, Direct X 12. The new Direct...
AusWarfare Welcomes SOF2: http://www.youtube.com/watch?v=KeyXokLQ5kg
Naval Strike Pictured. New Official Trailer.: Naval Strike is set to be due this Tuesday on the 25th of March for premium members (around the evening sometime for us Aussies...

Recent Poll

  • How do you like Second Assault Maps?
  • 1 (16%)
  • Dot Hell Yeah! They Remade them well!
  • 2 (33%)
  • Dot They are pretty good
  • 2 (33%)
  • Dot They aren't too bad. Wish they were more like BF3
  • 1 (16%)
  • Dot Oh no, the remake is terrible!
  • Total Members Voted: 6

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