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MAG får en tung uppdatering [patch 1.03]
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UserPost

11:31
2010-02-25


Robert Johansson

Moderator

Götelaborg

posts 358

1

Trodde ni att Zipper Interactive skulle ligga på latsidan efter den förra (och lilla) uppdateringen de släppte till MAG (8/10)? Icke! I morse släpptes den senaste uppdateringen och det är också den största än så länge, inte storleksmässigt, men till vad den rättar till. Det är allt från hastigheten mellan vapenbyten, vapenbalansering och grafikfixar.

Som vanligt är uppdateringen ett resultat av MAG-communityns gensvar och kritik, och Zipper Interactive ska ha en eloge för den snabba responsen. Det är bara för alla MAG-fans att börja fira. Har MAG slagit igenom bland våra läsare eller är det bara Modern Warfare 2 som gäller för er just nu?

Gameplay

  • Overhauled tuning of multiple weapons of all types (see “Weapon” section below)
  • Improved speed of weapon and gear swapping by approximately 500 milliseconds.
  • Fixed bug in SVER’s Aralkum Mechanical Acquisition map and Absheron Refinery Domination map that allowed players to defuse a charge planted on a repaired gate or door.
  • Added a “solid tone” sound effect near the end of a charge’s beeping detonation timer so that players know when the charge can no longer be defused and that they should vacate the area.
  • “Medium Improved” Armor now works as intended with the speed properties of Medium Armor and a defensive value greater than Medium, but less than Heavy Armor.
  • Changed resuscitated player’s camera orientation to match the last camera direction used while incapacitated instead of the pre-harm camera.
  • Players no longer lose XP if a teammate is killed by an objective explosion caused by a charge they planted.
  • Respec Point requirements in Barracks have been changed from 3K, 5K, 10K, 17K, 26K, and 26K-Repeat to 1K, 2K, 3K, and 3K-Repeat.
  • Lowered the amount of damage necessary to kill an incapacitated enemy
  • All fired projectiles (RPGs, Turret Rockets) have been given a steadier aim.
  • Mines that haven’t been triggered are no longer removed from the map when the dead player that deploys them respawns unless that player changes their Loadout (note: The maximum number of mines you can plant cannot exceed the number you initially spawn with).
  • Fixed bug that prevented “fully-resuscitated” players with more than 100 health points from receiving their full HP.
  • Fixed bug that caused players to take unnecessary damage from both friendly and enemy vehicles when touching them.
  • Players no longer lose leadership points after entering “Veteran Mode.”

Weapons

  • “From the hip” firing for Light and Medium machine guns have stronger recoil and are less accurate when moving.
  • Tuned weapon damage for all three factions.
  • Modified all short-ranged weapons (pistols, PDWs, shotguns, SMGs) so that they’re less effective at long distances.
  • Made Battle Rifles more effective.
  • Reduced accuracy bonus for using iron sights and reflex sights so that players can no longer snipe with weapons that aren’t intended to do so.
  • Increased damage values for all rockets to make them more effective (ex: three rockets can now destroy a DE turret).
  • Shooting through thin materials (fences, tents, etc.) will be more consistent.
  • Increased spread on shotguns.
  • Improved animations for rocket launchers.

Graphics

  • Fixed bug that caused the recoil animation to end early or stop animating if a player was firing their weapon for a long period of time.
  • Changed detonation time on smoke and poison gas grenades to prevent them from exploding in mid-air to eliminate unintended FX issues.
  • Added realistic fogging effects to sky-domes.

Technical

  • Fixed most conditions that caused players to be caught in a “respawn loop” which kept restarting the respawn queue when the countdown clock reached 0.
  • Changed in-game conditions to make it less likely to experience in-game freezes.
  • Improved client-side stability.

Läs det ursprungliga blogginlägget

13:52
2010-02-25


Johan Öbrell

Admin

Uppsala

posts 764

2

Utmärkt med lite vapenbalansering, jag har varit lite irriterad på Machine Guns…

13:58
2010-02-25


Robert Johansson

Moderator

Götelaborg

posts 358

3

Johan Öbrell said:

Utmärkt med lite vapenbalansering, jag har varit lite irriterad på Machine Guns…


Samma här, även om jag själv spelar mycket med dem. Känns dessutom som att SVER's vapen har vart klart bättre än de andra också. På MAG wiki kan man se tabellen över hur mycket varje vapen gör skada för respektive fraktion (innan dagens uppdatering). Dock har jag plockat upp flera SVER-vapen och det jag reagerar mest över är att deras rödpunktssikten är mycket bättre. Det skymmer inte lika mycket runtom som för Raven.

Sen ska vi inte ens börja tala om SVER's Acquisition-banor. Fyra turretbunkrar på vardera sida. Jo tjena…undrar ens om en bra tränad klan klarar av den banan. Valors bana är raka motsatsen, känns väldigt enkel då deras AA bara är kantad av två bunkrar och en port. Sen är det fritt fram till deras depå.



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