Page 33 of 36 FirstFirst ... 23 31 32 33 34 35 ... LastLast
Results 641 to 660 of 701

Thread: MAG (PS3)     submit to reddit submit to twitter

  1. #641
    I clean, I jerk, and I have a decent snatch.
    Sweaty Dick Punching Enthusiast

    Join Date
    Jun 2007
    Posts
    3,524
    BG Level
    7
    FFXI Server
    Ragnarok

    So I picked up MAG again after hearing about the v1.06 patch and the soon to be released DLC. I gotta say the community has changed a bit from the games I've been playing since I stopped playing in March.

    Squad Leaders actually setting good fragos, Platoon Leaders giving vital info about incoming wave positions and whatnot, and the OIC actually broadcasting when they're about to do tactical refresh so you got time to repair mortar batteries and stuff.

    Shit's been fun for the past week, just kinda empty in the S.V.E.R. BG Clan tho!!!

    I'm really looking forward to the DLC on the 22nd!

  2. #642
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph

    First DLC map pack today. I won't be able to get it for a while so.

    http://blog.us.playstation.com/2010/...-this-weekend/

    Today is the day that MAG fans have been waiting for as our first major DLC, “Interdiction,” is now available for purchase from the PlayStation Store for $9.99 US (prices in other regions may vary)!
    If you missed our post detailing Interdiction a few weeks back, allow us to sum it up for you:

    MAG Interdiction is a brand new game mode built for 128 players. In it, two rival attacking factions fight to gain control of three different command posts while using armored convoys for every squad on the map (that’s right, 16 APCs onscreen at once!). To earn the victory, teams must capture and hold as many objectives as possible to increase their score while simultaneously decreasing their opponents’ score across three all-new “faction neutral” maps (Iron Creek Quarry, Lake Bayano Spur, and Sovot Motorway).

    In addition to the new maps and gametype, Interdiction will also include the most powerful protection in the game, the “Heavy Improved” armor set, as well as a number of new in-game ribbons, medals and trophies. Here’s a reminder of what you can expect:

    Ribbons

    * Jump Start – Capture 2 Command Posts in a round of Interdiction
    * Mowing the Grass – Get 10 kills with a vehicle turret in one round
    * Dashed Hopes – Destroy 2 mines with gunfire in one round
    * Cannonball Rally – Become an MVP (1st, 2nd, or 3rd) in a round of Interdiction

    Medals

    * Roadside Assistance – Capture 10 Interdiction control points over your career
    * Landscape Architect – Get 50 kills with a vehicle turret over your career
    * BOD – Destroy 20 mines with gunfire over your career
    * Designated Driver – Earn 5 Interdiction MVPs over your career

    Trophies

    * King of the Hills (Bronze) – Earn the Roadside Assistance medal while playing Interdiction
    * Red Ball Express (Silver) – Earn the Designated Driver medal while playing Interdiction
    * Road Runner (Gold) – Capture 3 Interdiction control points in a single round

    As a special “thank you” to everyone who’s playing MAG this week, we’re also bringing back our popular “Double XP” promotion over the weekend. That means that whether you purchase our new Interdiction DLC or not, you can expect to grab twice as much experience for your battlefield efforts starting Friday, June 25 at 12:01am Pacific Time (3:01am Eastern, 7:01am GMT). Just be sure to finish any game you start in order to benefit from the additional XP, as folks who leave a game early won’t receive the bonus. Our Double XP Weekend ends on Sunday, June 27 at 11:59pm Pacific Time (2:59am Eastern, 6:59am GMT).

    Oh, and one final note: All MAG players will have to download a small “Interdiction Activation Patch” starting today. It’s only 4MB in size and prepares your copy of MAG to be compatible with the Interdiction game mode. Again, Interdiction itself can be downloaded later today from the PlayStation Store for $9.99 US and weighs in at 440MB.

    Thanks to all our fans for keeping us going these past five months – see you on the Sovot!

  3. #643
    I clean, I jerk, and I have a decent snatch.
    Sweaty Dick Punching Enthusiast

    Join Date
    Jun 2007
    Posts
    3,524
    BG Level
    7
    FFXI Server
    Ragnarok

    Played 3 games of Interdiction. It was very hectic, but fun. Feeling reminding me of playing domination for the first time (like when you had no idea what was going on and mass death/explosions everywhere). I really enjoy Interdiction a lot. I look forward to the double exp weekend in a couple days. Will probably finally get 60 and vet EddieWinslow lol.

    Funny thing, 600 people per PMC were playing Sabotage, 600 per PMC playing Interdiction, and no one playing acquisition or domination.

  4. #644
    You think this is the real Dmitry?
    Join Date
    Jul 2007
    Posts
    1,687
    BG Level
    6
    FFXI Server
    Ifrit

    Is anyone else having issues after 1.06 patch?

    My mic doesn't work unless in a game lobby and my character name which was supposed to change to match my account name is now UP9000-BCUS98110_00-GR00

    Also need to get interdiction but kinda not sure about it.

  5. #645
    Salvage Bans
    Join Date
    Oct 2008
    Posts
    985
    BG Level
    5
    FFXI Server
    Cerberus

    Honestly, I thought it was worth the price, as you can attack/defend all three maps with no restrictions at all. i.e. I played a match on Raven's map against SVER and I'm in Valor. If this is what they mean by neutral maps, then Sabo and Suppression would be a lot more fun after they get a similar treatment.

    I also like and dislike how spread out all the fighting is. On one hand it allows for a great "move in and surround the enemy" feel, but on the other it leaves a lot of map space more or less unused. I mean with all of 5 different actual targets, there's not that many hotspots on the maps. It's also a great field for snipers and other long range gunners, to the point I had to respec and rebuild my Dom attacker Load Out to work better for Int.

    Also, ever since the last patch, I've been seeing far more people using other guns besides the LMG, and with expansive maps like Ints, they seem to have lost even more favor. However, they still need to rework the AR skill tree, I shouldn't have to choose between optical scope or less barrel wander while using the scope just to advance to higher tiers.

  6. #646
    E. Body
    Join Date
    Sep 2007
    Posts
    2,321
    BG Level
    7
    FFXIV Character
    Meliadoul Tinjeru
    FFXIV Server
    Gilgamesh

    I thought Interdiction was boring and I doubt I'll be playing it much.

  7. #647
    Sea Torques
    Join Date
    Jul 2008
    Posts
    617
    BG Level
    5
    FFXI Server
    Ifrit

    I wish people still played Interdiction. I really thought since people stuck around this long, they'd support the DLC, but now it just seems like only 2 game modes are being played. I really like this game, but after every patch, more and more people quit playing.

  8. #648
    Hydra
    Join Date
    Jul 2010
    Posts
    105
    BG Level
    3

    Quote Originally Posted by Arrmani View Post
    I wish people still played Interdiction. I really thought since people stuck around this long, they'd support the DLC, but now it just seems like only 2 game modes are being played. I really like this game, but after every patch, more and more people quit playing.
    I bought the interdiction stuff and was somewhat disappointed. For me the game becomes more "meh" over time. It just gets boring after a while when you've played the same map/scenario 3 times in one night. It was a nice try by Zipper, but I really don't think an online only FPS with this many players is going to work on this generation of consoles. Also, the controls for me felt clunky. Almost as if I was playing a game that came out 10 years ago. The graphics being as they are is understandable. However, I think the gameplay/content is really lacking for it to be successful.

  9. #649
    Daddy Warbucks
    Join Date
    Jul 2006
    Posts
    1,371
    BG Level
    6

    Some sort of beta starting on the 24th, looks like it's going to be a gigantic update. Quite a few new weapons, new maps (and it looks like they're not just the standard Alaska / South America / Central Asia), new skills, and some other goodies. The skill tree system itself seems like it'll be getting an overhaul too. They also announced that the game will support PS move.

    http://blog.mag.com/blog/2010/08/mag...-beta-program/

    http://www.flickr.com/photos/zipperp...th/4908143220/

  10. #650
    Sea Torques
    Join Date
    Jul 2008
    Posts
    617
    BG Level
    5
    FFXI Server
    Ifrit

    Idc about PS move lol, but maybe that's why the controller is so crappy sometimes.

    I'm just wondering how much they want us to pay to have the game fixed.

  11. #651
    Salvage Bans
    Join Date
    Oct 2008
    Posts
    985
    BG Level
    5
    FFXI Server
    Cerberus

    So I don't know if anyone else has tried out the new beta, but the changes are pretty freaking epic. The old Skill system has been completely removed and a new skill system that works *much* better was added in it's place. And all weapons, items, equipment and even the camo skins were removed and added to a new shop system. No more going through the skill tree to get the gun of your choice, now all you need is a high enough level and enough of cash. Even things like the Sensor Jammer and Motion Detector can be straight up brought in the new shop, though the Motion Detector is actually pretty high level to equip (65 iirc...which oh yea, they raised the level cap too) and pretty expensive to boot. Though it also gets some added functionality from skills in the new skill system.

    As for the Skill system itself, it's still broken up into various different categories, with a few new ones and some of the older ones mixed and matched. The Assault category for instance includes not only ARs, but LMG and RPG related skills as well. The CQC branch covers not only the shotgun and SMG, but the sidearm and knife too. There's also a new vehicle related branch...that as of yet seems to be useless since there's no drivable vehicles in the beta.

    Basically, in the new system, every skill costs a single Skill Point, which you get 1 per level as always. Each category has a central skill path, which is usually two different skills at various tiers (i.e. the Assault one goes from Reload Speed+1 to Barrel Wander Down+1 to Reload Speed+2 etc etc). As you unlock the skills along this main branch, you'll gain access to different unlockable skills in the same category (i.e. for Assault, you get RPG Reload speed paths, Grenade Launcher reload paths and recoil down paths). Each specific skill set is tiered, so you can unlock a little at a time to get a certain effect or you can go full unlock to get max effect at the cost of adding to other skill sets. There's even a full skillset for Commandos that enhance the effectiveness of Suppressors as well as the electronic gear. The new skill system allows for far more diversity and specification, while being much easier to enhance while leveling up since every level up nets you a new skill. Combined with the weapons being obtained through a completely different system, and it means people can have a lot more flexibility in their builds.

    Though knifing is still broken...if not worse then ever. While increased reach has been completely removed, they replaced it with something far worse. Increased Damage. Now, a fully buffed knife swipe is a guaranteed OHKO. Even with super heavy armor and a full 120 HP, I still got jacked by that thing time and time again. At the very least the armor should reduce the damage significantly imo.

  12. #652
    Puppetmaster
    Join Date
    Mar 2007
    Posts
    70
    BG Level
    2

    Those changes sound pretty wicked. Might get back into MAG when that goes live. Are there a lot of proposed map changes/additions in the beta as well?

  13. #653
    Daddy Warbucks
    Join Date
    Jul 2006
    Posts
    1,371
    BG Level
    6

    I've been loving the beta as well, but I think there are still a few things that need tweaking. I've been playing around with shotgun and snipers with fire rate increases and it's a big buff to to both classes, after shotguns took a big range nerf and snipers have been largely untouched since the game came out aside from reduced hip fire accuracy. I think the level cap should have been left at 60 though, because with the new skill system you're forced to choose between skills and specialize in certain areas. With 10 more points in the mix I can guarantee that everyone will be running the same vanilla builds as the retail game (Max knife, athleticism, medicine, health bonus, explosion resistance, and your primary weapon tree).

    As for the new weapons, I'm a little disappointed because they all play like already existing weapons, although a 45 round assault rifle is pretty sexy. I would have preferred completely different stats though rather than just extra ammo, because as much as people hate on mw2, there was a lot of variety amongst weapon groups.

    Supply depot also seems pretty good, although the price for camos is way to steep considering how little they change your appearance. I don't mind the high level requirements for things like claymores, motion sensors, etc either even though pretty everyone is complaining about the requirements.

    Escalation has been pretty fun, it feels like sabotage with the chaotic craziness of domination. The only gripe I have with it is that people camp ABC when D is being taken, so D is pretty activated immediately after it was deactivated. Hopefully they'll add some kind of system where you have to wait a minute or something to reactivate it in the retail game.

    For map changes, I believe Raven got some big buff to their domination map in one of the older patches from reading forums (a lot of SVER people are apparently bitching about it), and Zipper also announced a fix for Valor acquisition and domination maps from what I've heard.

  14. #654
    Salvage Bans
    Join Date
    Oct 2008
    Posts
    985
    BG Level
    5
    FFXI Server
    Cerberus

    I believe the map changes came in an update pre-beta, but yea, things have been changed on the maps. The Valor Ghost wall has been fixed, driving vehicles into the Dom letters has been fixed, a roof was added to Raven's Maps, new paths between bunkers were also added and even SVERs maps got some changes. Was playing it yesterday in the beta, and I saw that walls were added to the sides of their AA trains, I don't believe they were ever there before, but it certainly helps out in getting closer to the AAs.

    They also said they changed the way maps are made and downloaded, so fixes will come quicker and easier now if there's a problem.

    And I kinda agree on the level cap, people are just going to go for the same types of upgrades (athletics, resistance, med kits) but at the same time, there's still plenty of other things people might want to focus on such as Engineering (hurting people with the Repair kit? Yea, that's gonna be a popular one) or the Commando tree. I don't think I agree with them making LMGs and ARs get affected by the same upgrades though, but I totally welcome the merging of CQC and PDW trees, as I loves me some pistols and I loves me some shotguns. But now I can also make use of the KP5 (which has been made beastly) while at the same time having more then enough room to boost AR skills and equip an MMG on my Bunker Buster build (I need to grab the heavy bi-pod for that monster).

    But the equipment system is most definitely a step up. I love using poison gas but I could never justify investing all those points in explosives to unlock them. Now I just bought them outright and I'm good to go.

  15. #655
    Sea Torques
    Join Date
    Jul 2008
    Posts
    617
    BG Level
    5
    FFXI Server
    Ifrit

    Have they said how these changes are going to affect the rest of the game? I always hear them saying there isn't enough memory or something for new items, just reskins, so I'm wondering how this huge overhaul will work. From the sounds of it, it seems almost like another game.

  16. #656
    Salvage Bans
    Join Date
    Oct 2008
    Posts
    985
    BG Level
    5
    FFXI Server
    Cerberus

    The skill leveling and gear system is a new game completely, but the gameplay is still pretty much the same. As for money, I never heard them say they were having trouble "financially" adding new things to the game, but rather it was just difficult to work with the system they were using. This new system on the otherhand allows them a much easier way to add both new weapons/items AND new skills since the shop and skill systems can be easily expanded upon.

    But if money was an option before, it most likely won't be now since they're starting the "Extra character for 99 cents a month" bit. As small as that revenue might be, at least it's some form of income for Zipper. And with the way they explained it, the system doesn't seem all too bad, as it works like any other MMO subscription. You pay for it when you use it, and if you don't want to pay you just cancel it. If you want to come back, just start paying again and the character will still be there.

  17. #657
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph

    I wish I didn't trade this in now. I am glad though that the price of the game is being reduced.

    http://blog.mag.com/blog/2010/09/patch-alert-mag-2-0/

    The big day is here!

    There is so much new content in MAG 2.0 that telling you how important or huge this is for the game, its fans, and for us seems unnecessary. Take one look at the changes listed below and you’ll understand why we’re calling this MAG 2.0.

    PlayStation Move support, an increased level cap, our revamped skill tree, the new economy system, and our highly-demanded clan deploy feature are just the tip of the iceberg. There are so many fantastic new or improved items in MAG 2.0 it’s almost like a whole new game!

    A big thanks to all of you who have helped us get to this point with your support, your suggestions, and your mad beta testing skills. We hope you have as much fun playing MAG 2.0 as we did making it.

    Patch v2.0
    Available September 30, 2010 | 36MB (TPPS), 532MB (DLS)

    Gameplay (General)

    * Character level cap has been increased from level 60 to level 70
    * Added new “Supply Depot” menu and in-game economy system (see “Gameplay – Economy” section for details)
    * Implemented new “Clan Deploy” feature that allows Clan Leaders and Officers to deploy into group queues of up to 128 players
    * Characters moving from MAG v1.XX to MAG 2.0 will receive an immediate and automatic Respec the first time they log in
    * Repair Kits can now inflict damage on enemy soldiers, vehicles and objectives
    * XP rate for “Repair” has been increased from 1.5XP/ 10pts to 3XP/ 10pts
    * Players can now track all “sprinting” enemies on the mini-map without the need for equipment
    * All “Damage Bar” rates for “Domination” maps have reverted back to their original (and identical) values
    * Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques
    * Reduced helicopter settle time, widened turret rotation and significantly increased health to strengthen their use as a forward spawn point
    * The “Silent Step” OIC Leadership ability now works as intended by allowing nearby squadmates to move at both regular and running speeds without detection from the motion sensor — does not stack with any related skills or modifiers

    Gameplay – (Economy)

    * Added in-game currency known as “Credit Points (CP)” that is awarded for by completing objectives, earning ribbons, finishing missions, and killing enemies
    * All gear and weapons are now located by default or can be sold or purchased in the “Supply Depot” menu

    Gameplay – Skills (Overall)

    * All Skills cost only one point per unlock, allowing players to purchase new skills with every level increase
    * Removed all gear and weapon attainment from the “Skills” menu, they now reside in the separate “Supply Depot”
    * Added “Engineering, Medical, Resistances, Special Ops,” and ‘Vehicles” meta-categories to the “Skills” menu
    * Removed “Electronics, Explosives, Heavy, Personal Defense,” and “Support” meta-categories from the “Skills” menu
    * Each meta-category in the “Skills” menu now has multi-branching paths
    * The “Advanced Grenades, Improved Resuscitation, Improved Shot Detection, Improved Stealth,” and “Knives Expanded Reach” skills have all been eliminated or rolled into other skills (see Skills sub-sections below for details)
    * Respec Points progression has been changed from 1K, 2K, 3K, 3K-Repeat to 1K, 3K, 5K, 5K-Repeat
    * Respec Points can no longer be “banked” and are capped at the amount needed for the next Respec

    Gameplay – Skills (Assault)

    * Added the following skills to the “Assault” menu: “Assault Swap Speed” and “Rocket Launcher Reload Speed”
    * Added three upgrade tiers to the following “Assault” skills: “Assault Reload Speed, Assault Rifle Steady Aim, Assault Swap Speed, Grenade Launcher Reload Speed,” and “Rocket Launcher Reload Speed”
    * “Assault Reload Speed” skill has changed and now decreases the reload time for all assault rifles and machine guns
    * “Assault Rifle Improved Stability” skill has been renamed to “Assault Recoil Stability” and has been changed to reduce the recoil on all assault rifles and machine guns
    * “Assault Swap Speed” skill has been changed and now decreases the amount of time it takes to swap assault rifles, machine guns, rocket launchers and grenade launchers

    Gameplay – Skills (Marksman)

    * Added the following skills to the “Marksman” menu: “Increased Scope Magnification, Marksman Fire Rate, Marksman Recoil Stability” and “Marksman Swap Speed”
    * Added three upgrade tiers to the following “Marksman” skills: “Increased Scope Magnification, Marksman Fire Rate, Marksman Reload Speed, Marksman Recoil Stability, Marksman Steady Aim,” and “Marksman Swap Speed”
    * New “Increased Scope Magnification” skill increases the level of zoom when using a scope on a sniper rifle
    * New “Marksman Fire Rate” skill increases the rate of fire for all sniper rifles
    * New “Marksman Recoil Stability” skill reduces the amount of recoil on sniper rifles
    * New “Marksman Swap Speed” skill decreases the amount of time it takes to swap sniper rifles

    Gameplay – Skills (Close Quarters)

    * Added the following skills to the “Close Quarters” menu: “Close Quarters Fire Rate, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
    * Added three upgrade tiers to the following “Close Quarters” skills: “Close Quarters Fire Rate, Close Quarters Recoil Stability, Close Quarters Reload Speed, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
    * “Close Quarters Improved Stability” skill has been renamed to “Close Quarters Recoil” stability and has been changed to reduced recoil on all pistols, personal defense weapons, submachine guns and shotguns
    * New “Close Quarters Fire Rate” skill increases the fire rate of all pistols, personal defense weapons, submachine guns and shotguns
    * New “Close Quarters Swap Speed” skill decreases the amount of time it takes to swap all pistols, personal defense weapons, submachine guns and shotguns
    * New “Improved Knife Damage” skill increases the amount of damage knife attacks do to enemy soldiers
    * “Knives Improved Swipe Speed” Skill has been renamed to Knife Frequency” skill, which decreases the time between knife attacks

    Gameplay – Skills (Special Ops)

    * Added the following skills, all with three-tiered upgrades, to the “Special Ops” menu: “Extended Tracking Duration, Improved Acoustic Locator, Improved Explosive Detector, Improved Motion Tracker, Improved Sensor Jammer” and “Improved Suppressors”
    * New “Extended Tracking Duration” skill increases the amount of time a detected enemy is tracked on the mini-map and CNI
    * New “Improved Acoustic Locator” skill increases the effective range of an equipped Acoustic Locator gear item
    * New “Improved Explosive Detector” skill allows a soldier with an Explosives Detector gear item equipped to approach enemy mines while prone without triggering them
    * New “Improved Motion Tracker” skill increases the range an equipped Motion Tracker gear item detects enemy movement
    * New “Improved Sensor Jammer” skill allows a soldier with Sensor Jammer gear items to move at a faster rate before being spotted by enemy Motion Trackers, as well as masking nearby squadmates
    * New “Improved Suppressors” skill increases the effectiveness of any suppressor when mounted on a weapon

    Gameplay – Skills (Medical)

    * Added the following skills, all with three-tiered upgrades, to the “Medical” menu: “Heal Recharge Rate, Improved Healing, Improved Resupply Rate, Medical Kit Heal Range, Self Heal Speed,” and “Resuscitation”
    * New “Heal Recharge Rate” skill reduces the time between medical kit and first aid kit applications
    * New “Improved Resupply Rate” skill reduces the time it takes to refill your gear and ammo at supply points
    * New “Medical Kit Heal Range” skill increases the range a medical kit can heal wounded teammates
    * New “Self Heal Speed” skill decreases the time it takes to apply a first aid kit or medical kit when self-healing

    Gameplay – Skills (Engineering)

    * Added the following skills, all with three-tiered upgrades, to the “Engineering” menu: “Advanced Electronics, Advanced Explosives, Improved Repair Kit Damage, Improved Repairing,” and “Mine Deploy Speed”
    * New “Advanced Electronics” skill decreases the amount of time it takes to take control of battlefield electronics-based objectives
    * New “Improved Repair Kit Damage” skill increases the amount of damage the repair kit does to enemy soldiers, vehicles and objective assets
    * New “Mine Deploy Speed” skill reduces the amount of time it takes to deploy anti-personnel and anti-tank mines

    Gameplay – Skills (Athleticism)

    * Added the following skills to the “Athleticism” menu: “Increased Launcher Move Speed, Increased Move Speed,” and “Improved Sprint Speed”
    * Added three upgrade tiers to the following “Athleticism” skills: “Advanced Paratrooper, Increased Endurance, Increased Launcher Move Speed, Increased Move Speed, Improved Sprint Recovery,” and “Improved Sprint Speed”
    * New “Increased Launcher Move Speed” skill increases the top speed a soldier moves and aims while holding a rocket launcher
    * New “Increased Move Speed” skill increases the top speed a soldier moves normally
    * New “Improved Sprint Speed” skill increases the top speed a soldier moves while sprinting

    Gameplay – Skills (Vehicles)

    * Added the following skills, all with three-tiered upgrades, to the “Vehicles” menu: “Improved Smoke Screen Rate, Improved Turret Cooldown, Improved Vehicle Awareness, Improved Vehicle Impact Damage, Increased Vehicle Speed,” and “Vehicle Mine Resistance”
    * New “Improved Smoke Screen Rate” skill reduces the amount of time between smoke screens activated by the driver of the vehicle
    * New “Improved Turret Cooldown” skill reduces the time it takes for the soldier’s turret weapon to cool down after it has overheated
    * New “Improved Vehicle Awareness” skill makes the mini-map visible while a soldier is manning a vehicle or bunker turret and can be upgraded to add base Acoustic Locator and Motion Tracker functionality
    * New “Improved Vehicle Impact Damage” skill increases the amount of damage inflicted on enemy soldiers when impacted by the driver’s vehicle
    * New “Increased Vehicle Speed” skill increases the top speed of the vehicle the soldier is driving
    * New “Vehicle Mine Resistance” skill decreases the amount of damage a vehicle the soldier is driving takes from enemy anti-vehicle mines

    Gameplay – Skills (Resistances)

    * Added the following skills, all with three-tiered upgrades, to the “Resistances” menu: “Chemical Damage Resistance, Extended Bleedout, Explosive Damage Resistance Flashbang Resistance, Impact Damage Resistance,” and “Increased Health”
    * New “Extended Bleedout” skill increases the time a soldier can remain incapacitated before he bleeds out
    * New “Flashbang Resistance” skill decreases the duration a soldier is affected by flashbang grenades

    Weapons

    * Increased base damage on most automatic weapons by an average of 15%
    * Improved the spread rate of Assault Rifles and Submachine guns when auto-firing so that they remain accurate longer
    * All suppressors now reduce shooting detection range by half of their old default value
    * Knife tuning: Reduced range by roughly 30 centimeters and decreased default “facing” damage bonuses
    * Knife tuning: Changed knife attack angle so that a hit requires target to be closer to the center of the screen
    * Shotgun tuning: Corrected issue that prevented all shotguns from reloading when the player was still holding the “fire” button
    * Explosive tuning: Anti-personnel Mines now have a “line of sight” check for detonation and have been given a more realistic damage cone
    * Explosive tuning: Increased “Anti-tank Mine” damage to vehicles by 50%

    Gear and Apparel

    * Explosives Detector no longer beeps when in proximity of a teammate’s mines — only when near an enemy’s; beep frequency has also been adjusted
    * Motion Tracker has been updated so that it is no longer based on an enemy’s speed and is now based on an enemy’s stance, detecting movement for all un-jammed players
    * The Sensor Jammer had been updated so that all prone movement by the equipped player is masked; can be enhanced with “Improved Sensor Jammer” skill to mask crouched movement at level 1, walking at level 2 and sprinting at level 3
    * Light/ Improved Light Armor base speed has been reduced by nearly 3%
    * Heavy/ Improved Heavy Armor base speed has been increased by nearly 3%
    * Light and Heavy Armor types have been given “bonus” modifiers when used in conjunction with “Speed” skills so that Light Armors receive greater benefits and Heavy Armors receive lesser benefits

    Interface

    * Added “Community News” page to better inform players in-game of all MAG-related events or promotions
    * Different grenade types now show specific in-game icons when thrown
    * Repaired bug that would sometimes result in the post-game results screen displaying the incorrect amount of earned XP
    * Added “Total Awarded Currency Points” to “Bonuses” section of the character “Stats” page

    Audio/ Visual

    * Thrown or launched grenades now have a “trail” effect as well as an updated overall appearance to make them more visible on the battlefield
    * Solved issue that prevented equipped grenades to appear in the player’s hand prior to throwing them
    * An assortment of camera and animation optimizations for various scenarios including but not limited to iron sight/ laser sight zoom, ladder climbing, mine placement, self-healing, and weapon swapping
    * Improved presentation of the character “jump” animation
    * Updated various pieces of artwork with newer versions for better performance
    * Fixed issue that sometimes prevented medical device appearance and/ or animations from displaying properly
    * Increased the Sensor Array’s animation time to match the duration of its usage
    * Repaired bug that prevented the “Alarm” audio from being played when charges were planted at “Objective C” in the “Syr Daria Uplink” and “Darrien Network” maps
    * Slightly lowered the amount of camera shake from air strikes, explosions, and when firing weapons
    * Repaired camera “pop” problem that would sometimes occur when sprinting out of a parachute drop
    * Removed “shiny” graphics that would randomly appear on bridges for all maps in which a bridge is present
    * Fixed issue that prevented win/ loss voice-over from being played when game clock expires in “Interdiction” mode
    * Improved visual appearance of the Ribbon awards

    Technical

    * MAG now fully supports the PlayStation Move peripheral
    * Fixed “Spooning Elevator” bug that allowed players who revived downed teammates while laying on top of them to float upwards and reach areas not intended to be accessed
    * “MVP” criteria no longer considers bonus XP modifiers in its equation
    * Repaired issue that disconnected some members of large-sized clans from the MAG game environment when logging in
    * Fixed issue that would sometimes halt the patching process at 99% of the install period
    * Resupply Depots have been optimized so that the meter accurately reflects what is being resupplied and the resupply process itself is more efficient
    * Players can no longer take the driver’s seat in vehicles that are not their squad’s “spawn” APC, but can take any other seat in the vehicle regardless if their squad “owns” the APC or not
    * Repaired issue with “Happy Hour” timer that would sometimes shave a few minutes off the correct total
    * Solved problem that sometimes caused incapacitated players to rotate and move around
    * Players are now prevented from spawning inside a helicopter that is headed out of the map
    * Mended problem that caused the “Primary Objectives Completed” stat to sometimes double for various game types
    * Made additional fixes for rare “game crash” scenarios
    * Various localization updates and changes

  18. #658
    Online Dating DOES Work!!
    Sonic Ripoff of the Houe of Weave

    Join Date
    Feb 2006
    Posts
    2,339
    BG Level
    7
    FFXIV Character
    Hiryo Randgris
    FFXIV Server
    Hyperion

    whoa thats a lot of stuff. I'm actually going to turn it on right now. See how it is with Move support.

  19. #659
    E. Body
    Join Date
    Sep 2007
    Posts
    2,321
    BG Level
    7
    FFXIV Character
    Meliadoul Tinjeru
    FFXIV Server
    Gilgamesh

    Pretty happy with all of that except for grenade trails.

  20. #660
    Daddy Warbucks
    Join Date
    Jul 2006
    Posts
    1,371
    BG Level
    6

    Hate the fact that they're bringing the capped respec points back from the beta, but I guess it won't be too annoying with happy hour and retaining all your guns through the supply depot.

Page 33 of 36 FirstFirst ... 23 31 32 33 34 35 ... LastLast