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Patch on the way

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rage137
hunterand1
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Patch on the way Empty Patch on the way

Post by Macca_96 Sat Dec 04, 2010 10:31 pm

Patch 1.04 is nearing the end of Phase 2 testing. Going into Phase 3 submissions on 12/6.
Patching process: http://www.callofduty.com/board/viewtopic.php?f=70&t=346952

Issues Addressed:
* • Resolved several issues with parties getting disbanded unexpectedly.
* • Additional measures to prevent the “Transmission error” and other disconnects. This was most likely to occur with large parties where party members had mixed NAT types.
* • Updated handling for UPnP-enabled routers to improve matchmaking conditions where users had strict or moderate NAT types. Also added in-game communications so that all players are aware of their NAT type in the Player Match party lobby.
* • Addressed an issue with VOIP icons not appearing when USB headsets were plugged in prior to game launch.
* • Prevention of exploit that allowed players to keep custom classes and killstreaks after prestige.
* • Addressed an issue where Flak Jacket Pro would not always protect against ground fires left by Napalm Strikes.
* • Prevention of users losing their killstreak reward when switching classes at the start of a new round in round-based game modes.
* • Addressed an issue where the incorrect perks would appear when spectating another player under certain circumstances.
* • Added round start explosive delay to China Lake grenade launcher to give it the same round start limitations as other explosives.
* • Contracts will now reset when the player Prestiges.
* • Prevention of Valkyrie rocket exploding upon release under rare conditions.
* • Prevention of Gunship failing to give player full control under rare conditions.
* • Prevention of an issue where a player will get teleported outside the map boundaries under very specific circumstances.
* • Additional security measures to enhance detection and banning capabilities.

Gameplay Tuning:
* • Limit the ability to re-roll supply drops using Hardline Pro to Care Packages only, no other killstreak drops.
* • Added a negative influencer to all spawn points to decrease the chances of spawning near an enemy. This will further improve spawning protection on top of previous updates.
* • Additional sound mix tuning for Ninja Pro users – increased ranges and volume of enemy footsteps, and removed player footstep sounds on concrete material types.
* • Increased headshot multipliers for sniper rifles. Sniper rifles with suppressors equipped will now always be ensured one-shot kill headshots.
* • Subtle increase in sniper rifle accuracy when scoping in.
* • Added a render delay to the red diamond player indicators that appear when controlling the Gunship, Valkyrie Rocket and Chopper Gunner. When a player first spawns, this will not appear for a period of time.
* • Additional minor reductions in knife lunge.
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Post by Unit-19 Sat Dec 04, 2010 10:58 pm

This patch lookds good, hopefully it does solve all those issues because there are quite a few, nice find macca, i was very happy to see "prevent the Transmission error" because i get that all the time!
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Post by Macca_96 Sat Dec 04, 2010 11:21 pm

Yea ive had that error a few times. And what i hate (that they didnt address is that message in the FULL lobby where it says waiting for more players to balance teams. And it just stays there in the FULL lobby
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Post by MyOwnInsanity Sat Dec 04, 2010 11:57 pm

bout time espec with ninja pro...i still cant hear them coming lol. But i hear my footsteps on concrete...seeing its supposed to be fully silent
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Post by Friddles Sun Dec 05, 2010 2:01 am

Not happy with the enemy's not being seen when they spawn in a chopper gunner :/
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Post by Macca_96 Sun Dec 05, 2010 3:04 am

Yea I guess there trying to avoid spawn trapping
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Post by MyOwnInsanity Sun Dec 05, 2010 3:22 am

which is good cos it can be done on nuketown and its fucken annoying
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Post by jacko333 Sun Dec 05, 2010 3:50 am

That all looks great, this will make the game much better imo. I doubt i'll rage as hard.
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Post by mossy20 Sun Dec 05, 2010 10:02 am

Macca_96 wrote:Yea I guess there trying to avoid spawn trapping

i dont think you can spawn trap in this game
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Post by InfernoBR Sun Dec 05, 2010 12:04 pm

i beg to differ mosso, play demolition on firing range and then decide
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Post by mossy20 Sun Dec 05, 2010 12:21 pm

that is true, i guess i was only thinking of tdm
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Post by InfernoBR Sun Dec 05, 2010 4:09 pm

when is this patch coming out?
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Post by oUJENo Sun Dec 05, 2010 9:43 pm

It entered its third stage of testing today, which is actually tomorow for us in america.

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Post by Jackarseboyz Sun Dec 05, 2010 10:31 pm

Sweet, some good fixes there providing they work
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Post by MyOwnInsanity Mon Dec 06, 2010 1:19 am

so when would be the release date?? anyone know or is your guess as good as mine
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Post by InfernoBR Mon Dec 06, 2010 1:45 am

they dont say Sad i hope its today tbh
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Post by Friddles Mon Dec 06, 2010 1:53 am

It won't be today for us. Its still the 5th of December in America. It would be this time tomorrow maybe.
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Post by Macca_96 Tue Dec 07, 2010 9:25 am

Well its not out yet...
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Post by InfernoBR Tue Dec 07, 2010 9:27 am

gggggayyyyy Sad
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Post by jacko333 Tue Dec 07, 2010 10:47 am

really gay. I died to the knife lunge so many times today
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Post by InfernoBR Tue Dec 07, 2010 11:07 am

im hoping it comes out tomorrow, actually im begging Sad
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Post by Jackarseboyz Tue Dec 07, 2010 11:36 pm

It aint out yet. Also im sick of the extreme recoil on some weapons then the lack of recoil on others. And i kept getting hit markers with the bolt action sniper today and i wasnt shooting through objects (despite my hardened pro)
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Post by x-CODY9428 Wed Dec 08, 2010 2:44 am

yeh knife lunge is sooo inconsistant and ridiculous in this game some people have got me a huge range they must have moon boots on or some shit.
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Post by mossy20 Wed Dec 08, 2010 3:39 am

find me a worse one on black ops then these ones