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    Tac

    Black Ops 3 Title Update 9 (Patch 1.09) Live on PS4

    For gamers on PlayStation 4, a new patch for Black Ops 3 has been released to support tomorrow's Eclipse DLC launch. But that's not all, as most of the multiplayer weaponry got buffed and zombies exploits were fixed. I, personally, love to see that picking up the Uplink drone has been fixed. That was annoying! Anyhow, check out the patch notes below and see if anything intrigues you!
     

    Global

    Spoiler

    Eclipse DLC 2 Map Pack Support

    • Spire: Spire takes Multiplayer combat to a futuristic sub-orbital airport terminal set high in the clouds. Multiple levels and open areas promote intense, mid-range combat around a clean, high-tech civilian environment. Watch your step, because one wrong move could send you plummeting back through the stratosphere.
    • Rift: Head to the core of a harsh futuristic military complex, set high above an active caldera. Rift funnels and forces tight, intense engagements, where the only way through is forward. Utilize the unique core movement opportunities to outsmart and outplay enemies as you traverse the suspended rail system.
    • Knockout: Housed in a traditional Shaolin Temple with a retro twist, Knockout sets the stage for a bloody Kung Fu tournament. This mid-sized map showcases a sharp contrast between the mid-range engagements of the traditional exterior architecture and the tight close-quarters of an eclectic 1970's styled interior.
    • Verge: In this re-imagination of the classic Call of Duty: World at War map, Banzai, Verge drops Multiplayer combat into the center of a distant post-apocalyptic future, where two warring factions are entrenched in constant battle. Take control of the key bridge, fortresses, tunnel systems and waterfalls as you engage in high-speed action through this medium-sized map.
    • Zetsubou No Shima: Eclipse also sets the stage for Zetsubou No Shima, the highly-anticipated, all-new entry in theCall of Duty: Black Ops III Zombies storyline that spans the four DLC Map Packs for Black Ops III this year. The Originscharacters continue on their mission to stop the zombie apocalypse not only in this universe but in all universes. Our heroes find themselves stranded on a remote Pacific island which is home to the Division 9 facility: a secret biological research lab whose experiments with Element 115 and its effects on human, animal, and plant biology has created horrors beyond belief. Zetsubou No Shima features a foliage rich island map including new terrifying zombie enemies, a variety of innovative transport mechanics, more devastating traps and classic Zombies side quests.

     

    Multiplayer

    Spoiler

    General

    • Arena Season Vet Vanquisher Calling Cards should now properly unlock after meeting the required win total.
    • Fixed an issue where the “Rank 1” Calling Card was being awarded again in the After-Action Report after winning an Arena match, despite the user already having the card.
    • Earned Prestige Calling Cards now properly display within the Calling Cards menu.


    General Gameplay

    • Resolved issue where grey boxes were appearing in place of the NX ShadowClaw.
    • Addressed exploit where Players were able to gain extra momentum at end of a slide.
    • Added pre-match “Waiting for Players” message when Pre-Match settings are altered in Custom Games.
    • Fixed issue where the HG 40 would appear as a large grey box if Players first entered a Zombies or Campaign game, and then went into Multiplayer.
    • NX Shadowclaw bolts will no longer remain on the map if the Player is killed by explosive-based Scorestreaks.
    • Players will no longer hear the whiz-by sound effect for NX Shadowclaw bolts throughout the map. This will only occur for Players near the bolt.
    • Time window to obtain “Tag and Bag” Medals has been extended, and the Medals are now properly rewarded at the end of the Vision Pulse range.
    • Fixed an error where double Winner’s Circles would appear if the top-scoring Player would quit the match just after the Host ended the game.
    • Fixed issues with the BlackCell projectile not properly impacting UAV’s.
    • Repeatable reload sounds are no longer heard when the NX Shadowclaw bolts hit surfaces near enemy Players.
    • Resolved an issue where spawn trap logic was not being enabled in 2nd and 4th rounds of gameplay.
    • Additional improvements to bot path selection and correction when becoming stuck.
    • Fixed an issue where certain weapons could be fired faster than their intended fire rate.


    Black Market

    • Fixed issue where the wrong portrait image was appearing for Battery’s MMA Specialist Theme.
    • Fixed an exploit where Players were able to obtain more Cryptokeys than intended by manipulating game lobbies.


    Perks

    • Ante-Up
      • Increased starting Scorestreak amount from 100 to 150.


    Specialists

    • General
      • Reduced Specialist earn rate in the Hardpoint Gametype.
    • Reaper
      • Reduced accuracy when firing un-zoomed.
      • Reduced ammo count from 120 to 100.
    • Outrider
      • Increased First Raise speed.
      • Increased ADS speed.
      • Increased sprint recovery speed.
      • Increased ammo count from 8 to 10.
    • Spectre
      • Reduced leftover Power when Spectre is killed while Ripper is Active.
    • Ruin
      • Increased Overdrive earn rate.
    • Nomad
      • Increased Rejack earn rate.
    • Reaper
      • Increased Psychosis earn rate.
    • Firebreak
      • Reduced Heat Wave earn rate.
    • Battery
      • Reduced Kinetic Armor earn rate


    Weapons

    • Submachine Guns
      • Kuda
        • Reduced 1-hit kill range in Hardcore Mode.
        • Laser Sight bonus more aligned with bonus received on other SMGs.
        • Reduced ADS movement, but no longer lose speed while firing.
      • VMP
        • Reduced ADS movement, but no longer lose speed while firing.
      • Weevil
        • Removed speed reduction while firing.
        • Increased ADS speed.
        • Increased sprint recovery speed.
        • Increased 5-hit kill range.
      • Vesper
        • Removed speed reduction while firing.
        • Increased ADS speed.
        • Increased sprint recovery speed.
        • Increased ability to control recoil.
      • Pharo
        • Removed speed reduction while firing.
        • Increased ADS speed.
      • Razorback
        • Removed speed reduction while firing.
        • Increased 4-hit kill range.
        • Reduced 1-hit kill range in Hardcore Mode.
      • HG-40
        • Increased 3-hit kill damage range.
           
    • Assault Rifles
      • HVK-30
        • Increased sprint recovery speed.
        • Increased aim stability.
        • Increased recoil stability.
      • ICR-1
        • Increased recoil stability.
      • Sheiva
        • Increased ADS Speed.
        • Increased flinch stability.
        • Rapid Fire now functions properly.
      • MX Garand
        • Increased fire rate, now performs better with Rapid Fire.
           
    • Shotguns
      • KRM-262
        • Increased 1-hit kill range potential.
      • Haymayker-12
        • Increased 3-hit kill range.
      • Argus
        • Increased 1-hit kill range potential when hip-firing.
           
    • Light Machine Guns
      • BRM
        • Increased ADS out speed.
        • Increased recoil stability.
      • Dingo
        • Increased tightness of bullet spread while ADS.
        • Increased hip-fire accuracy.
      • Gorgon
        • Increased ADS out speed.
        • Increased recoil stability.
        • Increased damage through light cover.
      • 48 Dredge
        • Increased Fire Rate.
        • Increased ADS out speed.


    Attachments

    • Laser Sight
      • Increased the accuracy bonus received from Laser Sight.
    • Recon
      • Increased recoil stability.
    • BOA
      • Increased recoil stability.
    • Thermal
      • Increased recoil stability.
    • Ballistics CPU
      • Increased recoil stability.


    Scorestreaks

    • Rolling Thunder
      • Increased drone count.
      • Increased entry speed.
    • R.A.P.S. Deploy Ship
      • Increased drone count per drop.
    • R.A.P.S. Drones
      • Increased movement speed of drones.


    Maps

    • Nuk3town
      • Added additional spawn logic to mitigate spawn trapping.
    • Infection
      • Closed up a line of sight through the wood pile outside of the barn.
      • Fixed an issue where players could reach outside of the intended playspace.


    Game Modes

    • Hardcore
      • In Hardcore game modes, fixed an issue where the owner of a Care Package would be killed if a teammate stood under it during the first 15 seconds of a round.
    • Hardpoint
      • Adjusted positioning of objective markers inside of the Hardpoint zone to be more centralized.
    • Uplink
      • Improved the ability to pick up a dropped Satellite Drone.


    Challenges

    • The challenge, “Hundred Percenter”, now properly appears when completing all of the Multiplayer challenges listed under Operations.
    • Increased window of time to earn the “Tag and Bag” medal.
    • Fixing an issue where players could earn the “Heat Stroke” medal when killing an enemy stunned by a teammate.

     

    Zombies

    Spoiler

    General

    • Blocked an exploit that allowed the players to use the Death Machine indefinitely.
    • Resolved an exploit allowing players to access unintended areas.
    • Fixed a crash that could occur during a host migration while reviving teammates.
    • Fixed an exploit where players would be able to keep their perks after being revived.
    • Resolved an error that occurs when Prestiging in Zombies.
    • Addressed a bug where the Rocket Shield icon wouldn’t disappear after being destroyed.
    • Fixed a bug relating to certain attachments not working correctly with upgraded weapons.
    • Addressed stability issues regarding cross-mode play in split screen.


    Shadows of Evil

    • Addressed an issue where players would rarely be killed while riding the train.
    • Fixed several bugs with the Undead Man Walking GobbleGum.


    Der Eisendrache

    • Balance improvements for the Kreegakaleet lu Gosata’ahm and Kreeaho’ahm nal Ahmhogaroc bows.
    • Addressed a number of exploits that allow extended use of the Ragnarok DG-4.
    • Resolved a bug where the Ragnarok DG-4 would be put away before expiration.
    • Addressed a variety of exploits where Players were able to exit the playable area.
    • Fixed an issue where skulls would not appear after being collected during the bow upgrade quest.


    DOA II

    • Fixed bug where COA’d enemy could persist past round exit and possibly kill player while screen was faded out.
    • Fixed bug where scoreboard on subsequent Redins Rally play through was not completely cleared out.
    • Increased weighting for karma points to determine winner in ROJ event.
    • Fixed bug where a player in last stand could pick items up.
    • Fixed bug where score multiplier got out of sync with multiplier increment bar on players fated with Fortune or Fortitude.
    • Added new reoccurring challenge, Eight before Fate.
    • Round no longer expires if a boss is still alive.
    • Added animations to the Siege Chicken.

     

    Source: Activision

    Edited by Tac




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  • Recent Status Updates

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  • Posts

    • Disclaimer: All screenshots / images are re-purposed from videos form public channels. Source links will be provided at the end of this text guide for credit and reference.   -----------------------------------------   Easter Egg Guide   Recommendations, tips and tricks for completing this Easter Egg as easy as possible is available at the end of this post.   STEP 1: Turn on AMP Generators (power) across 3 locations/modules:   Location 1: Guard Station, near exit heading outside Location 2: Juggernog room, near tentacle trap switch Location 3: Bio-Lab, center 2nd floor of entire lab     Note: These locations will always be marked by a yellow start icon in the match.   Step 2: Activate the Pack-a-Punch machine underwater in the Bio Lab.   Step 3: Obtain the Beamsmasher Wonder Weapon.   Note: There are two ways to get the Beamsmasher: via the Mystery Box, or by completing the side quest. If you intend on doing the sidequest, expand the spoiler below.     Step 4: Obtain the hard drive from a Tentacle Trap by shooting the trap tentacles with the Beamsmasher and give to Peck/Strauss.   There are 4 possible locations where this hard drive can drop (see list below); however, you can tell which is the right one by finding the trap that has a broken upper grate and a Project Janus keycard on the floor. Make sure you are using the primary beam of the Beamsmasher on the tentacles, and not the alternate beam.   Juggernog room Spawn / Guard Station Bio Lab (entering Speed Cola tunnel) Bio Lab (entering PhD Flopper tunnel)     Step 5: Find and enter the 3-digit passcode for the Bio Lab chamber.   After completing Step 4, you can actually begin doing this step and location the digits needed to unlock the Bio Lab chamber. The locations for the digits can be found:   First digit is in the Quick Revive room. Look at the clock in the zombie spawn barricade and note what hour the short hand falls on. Second digit is in the Mess Hall (cafeteria). Look at the bulletin and note what number is on the playing card tucked on the board. Third digit is in Engineering (workbench, outside of Juggernog building). Look at the "Days Since Last Injury" sign and note the number.     Once you have all the digits, go back to the Bio Lab chamber (center of the entire lab) and enter the digits on the keypad.   Step 6: Turn the Bio Lab chamber dials to release Nathan. If you are doing this Quest with multiple people, a majority of the squad needs to turn these dials simultaneously. For instance, a 4-person squad only need 3 people to turn the dials.   Note: After Step 6, you will enter the mid-Quest boss fight against Nathan. Be warned that this will lock you in the Bio Lab with infinitely spawning zombies until Nathan is defeated.   Step 7: Obtain the key card in the bottom of the Bio Lab water.     Bonus tip: while you are down here, go to the left where the Pack-a-Punch lift originally was underwater and find a lightly-shaded rock. If you throw/shoot an explosive at it, you will be able to retrieve an oxygen tank. This will be very helpful for the final boss fight.   Step 8: Travel to the bottom of the Ship, climb up the ladder, and obtain the nodes.     Note; Similar to the Nathan boss fight, you will be locked in the Ship room but only have to deal with 3 waves of zombies spawning in. After completing these waves, the hatch where you entered the room from will re-open and you can exit. Note that while you have the node on you, you will be unable to sprint.   Step 9: Take and reconnect the node to 2 of 3 locations that may have a missing pipe connection. Repeat the same for the next node.   There are 3 possible locations these incomplete connections can be:   Crab Island, opposite of the workbench near the shore Under the Sea Tower (see image below) Speed Cola Sea Caves, right side path     Note: It will take a couple of seconds to connect each node, which means you'll be susceptible to zombies while completing this step.   Step 10: Return to the Guard Station and obtain the hacking device from Peck/Strauss.   Note: Some players have reported a slight delay with getting the hacker device. Make sure the dialog with S.A.M. and the crew finished, then long-interact with Peck at the Guard Station window until the dialogue reactivates again.   Step 11: Travel to 3 buoys outside the island water and hack each one within the time limit.   Each buoy will flash a yellow light and have satellites on top of them, so you'll know which ones to hack.     You will need to jump into the water and interact-hold with the buoy to hack it. Once you hack the first buoy, the timer will begin to hack the others. During this time while you are hacking, you'll be swarmed by Parasites.   Step 12: Upon the final buoy hack, immediately go back to the Bio Lab and defuse 3 bombs within the time limit.   When you enter the Bio Lab for this step, you will be locked in, similar to the Nathan boss fight. 3 bombs will slow appear in a few windows that you'll need to de-activate. There locations are always the same:   Ground floor (floor where Melee Machiatto is at), left window before left stairway begins Ground floor (floor where Melee Machiatto is at), right window before right stairway begins 2nd floor directly under the 3rd floor     De-activating the bombs take a LONG time, and you will absolutely be susceptible to zombies. If you are doing this with a 2 or more squad, the bomb progress will SLOW RESET if you do not complete it all the way (bomb progress is halted in Solo). I highly recommend throw down Decoys/Monkey Bombs and using Aether Shroud to get through them all.   Note: Failure to complete this step will immediately end the game. It's important to be well-prepared before attempting Steps 11-12.   Step 13: Enter the Bio Lab door near Melee Machiatto where the boats spawn for the final boss fight.   Note: Once you enter the boss fight, the next round will "start" but you will be locked in the docks area. It is widely and strongly recommended to have a Chopper Gunner scorestreak, Tier 3 armor, full equipment, and at least 10k essence before starting this fight.   THIS BOSS IS LONG AND DIFFICULT. But still do-able. Round number does not change the boss health or damage. There are 3 phases to this boss, with an intermittent "break" between each phase. Infinite zombies will be spawning all throughout this fight.   Phase 1 is basic - shoot the red tumors on the boss's arms, as these are the critical spots for damage. Boss will occasionally slam and sweep the field, so hide behind the boxes in the corners to avoid this attack. Interim Phase 1 begins after you get Phase 1 ends (33% health gone). The boss will disappear and multiple zombies will appear including a couple Manglers, which you will want to defeat. You'll get a max ammo after surviving for a while. Phase 2 is the same as Phase 1, except the critical spot is now the mouth. Same attacks as before. Eventually, the critical point will move to the boss's tentacles (where you'll see yellow tumors). Interim Phase 2 begins after Phase 2 ends (66% health gone). Same as previous interim phase, but now Amagalms are in the mix. You'll get a Max Ammo from this as well. Phase 3 is the most difficult. Besides the previous attacks, the Boss will now slowly charge a blue energy ball above its head. Right before it unleashes it (which is a ONE-HIT-KILL), jump into the outside water and let the attack finish, then resurface and climb back up onto the docks. Critical spot will be its head while it's blue. When it turns red, it will get red tumors in the same spots as Phase 1. Rinse a repeat until the boss is defeated. Alternatively, shortly after this phase begins, go behind one of the corner boxes and activate the Chopper Gunner scorestreak. Shoot the head and you should be able to almost if not completely defeat the boss with this alone.   Completing the Quest will allow you to exit the match with Exfil-like rewards or continue playing. If you choose to continue, round-based zombies will return and you will be presented with several rewards such as Wonder Weapons, all perks obtained, rarity upgrade tools, and scorestreaks.   -------------------------------------------------------- Image/video sources:   https://www.youtube.com/watch?v=VvsvyH3h-xk https://www.youtube.com/watch?v=W2AKsf1IH8M   --------------------------------------------------------   Recommendations   The Terminus Easter Egg has a sharp learning curve to it for most players. Here are some weapon and equipment setups that will help you further succeed in completing this Easter Egg.   WEAPON LOADOUT   Primary: GS45 (akimbo) or ASG-89   The GS45 akimbos are basically Mustang & Sally. Not only will they keep you alive for most of the quest, but they are highlight effective against the final boss, allowing you to hit ANY part of its body and do damage. Not to mention, they will melt the Nathan boss fight as well.   For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine.   The ASG is a heavy-damage gun that shreds Manglers and does good damage on the crit spots of the final boss. Paired with Dead Wire, it can also take down Amagalms easier and still do big damage against manglers.   For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine.   EQUIPMENT LOADOUT   Tactical: Decoy/Smoke Lethal: any (preference: Combat Axe) Field Upgrade: Aether Shroud   You absolutely will need some kind of decoy tactical to do a couple of steps that involve turning your back on zombies, especially the bomb step. While you can also craft these and Monkey Bombs at the workbench, I highly recommend starting out with some to stack a couple ahead of time before wasting your salvage.   I do recommend the Combat Axe as a lethal simply because it's retrievable and One-Hit-Kills normal zombies. You can stack up to 5 (from my experience), and works very well when trying to conserve ammo during the final boss fight.   Aether Shroud will absolutely help in some of those time-sensitivity steps and help you deliver some nearly-uninterrupted damage on the final boss. Overall a very solid field upgrade to stay alive with.   GOBBLEGUM LOADOUT   Cache Back (spawn Max Ammo) Shields Up (replenish all shields) Idle Eyes (ignore zombies for 30 seconds) Hidden Power (upgrade current gun to Legendary rarity) Wonderbar! (next Mystery Box roll will yield a Wonder Weapon)   Most people would run with Cache Back and Idle Eyes, simply because ammo and time is so precious in BO6. If you're looking to min/max the Quest, however, nothing beats saving salvage and essence like Hidden Power and Wonderbar to skip the tediously-long Beamsmasher side quest or get your primary weapon ready for the boss fight early on. It's up to you what you value most when doing the Quest.   PERK SETUP   Quick Revive (+Equivalent Exchange augment a major plus) (preferably with squad) PhD Flopper Stamin-Up   Quick Revive is always a must. And with Equivalent Exchange during a squad Easter Egg hunt, you can get back into the fight quicker.   PhD Flopper is also a must if you're going to use the GS45's Pack-a-Punched versions, Sally & Forth.   Stamin-Up will help you escape tight moments easier, which for a map like Terminus, is going to be very handy for you.   In reality, however, you don't need to prioritize much on perks (aside Quick Revive), as you can get free perks by doing some of the side quests in Terminus. The real need for them arrives when it's time for the final boss fight.   OTHER TIPS   If you are not high enough level to craft a Chopper Gunner for the final boss fight, then do your best to get one from a drop by a Mangler or Amagalm and hold onto it tightly. You can do without it for the final fight but it would be insanely easier with one. You can avoid doing an armor upgrade up until you're ready to start the boss fight. It's a good way to save another 6k essence by skipping Tier 2 armor early on. Do the basketball side Easter Egg for several thousand free essence. If you have the Who's Keeping Score Gobblegum, you can double those earnings, making Pack-a-Punch earlier on totally possible. S.A.M. trials are very 50/50 while doing the Quest, so I'd personally recommend avoiding them unless you feel very confident you can manage your resources wisely. Open/dig as many chests and bone piles as you can every round. That's easy essence, salvage, and sometimes a Ray Gun or Perk-a-Cola!      
    • The Nitro Deck is one of our favorite handheld controllers for Nintendo Switch, and right now you can save big on one of the awesome retro-themed models bundled with a custom hardshell carrying case. As part of Amazon's Black Friday gaming sale, the Nitro Deck Limited-Edition Controller Bundles are discounted to only $50 (was $80). You can choose between six nostalgic color schemes, including one inspired by the purple GameCube controller and a handful of translucent editions. Nitro Deck Nintendo Switch Controller + Carrying Case Bundles GameCube-themed purple controller bundle -- $50 ($80) Retro Mint controller bundle -- $50 ($80) Crystal Pink controller bundle -- $50 ($80) Emerald Green controller bundle -- $50 ($80) Orange Zest controller bundle -- $50 ($80) Atomic Red controller bundle -- $50 ($80) Nitro Deck Gamecube-themed Switch controllerThe carrying case is a great add-on, especially since the carrying case you have now likely isn't the right size for the Switch while attached to the Nitro Deck. But Amazon also has discounts on the Nitro Deck without a carrying case, including a Hellboy-themed edition, as well as the Nitro Deck+, which has a few new features, including two extra buttons, video out, and a modified layout. Nitro Deck ControllerHellboy Special Edition -- $48 ($60) SNES PAL Gray -- $40 ($50) Retro Pink -- $35 ($50) White -- $40 ($50) Black -- $40 ($50) Nitro Deck+ ControllerClear Black -- $50 ($70) Clear White -- $50 ($70) Clear Black with HDMI Adapter -- $60 ($80) Clear White with HDMI Adapter -- $60 ($80) You can also save $10 on CRKD's NEO S wireless controllers for Nintendo Switch and PC. A compact controller with an interesting form factor, the NEO S is available in a variety of colors, including an eye-catching gold. See all Switch Deals at AmazonView the full article
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