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Update coming soon

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Post by S7 Anonymous Thu Jan 24, 2013 9:51 pm

Hey guys just wanting to let you know what I am hearing. I heard that they plan on putting a update out right before or the day of the new DLC release. Also they will be adding new prestiges as well as buffing some guns and other things as well. They plan to release another 5 prestiges making it 15 but in reality it would only be 4 since prestige master is considered prestige 11.
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Post by S7 Sticky Thu Jan 24, 2013 10:26 pm

ya pre dlc updates for added dlc playlist and all that always adding new content is a good thing cant wait to get my hands on the dlc
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Post by S7 Skandelous Fri Jan 25, 2013 2:56 am

nerf pistols in hardcore much ? fingers crossed
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Post by S7 mrmiller Fri Jan 25, 2013 8:39 am

I do hate when they nerf things unless they are stupidly OP and it's obvious everyone is using them. I would rather they buff everything that underperforms over Nerfing, particularly since many people may have used a prestige token to perma-unlock something which may become useless.

Pistols are pretty much the most powerful weapons after the snipers. They really need to take the range into better consideration.


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Post by S7 DROOPY Fri Jan 25, 2013 9:18 am

hey they already nerfed my Kap40 once! they need to make the assult rifles better or nerf the smg ranges
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Post by S7 Skandelous Fri Jan 25, 2013 12:11 pm

Ill agree there now that im working on assults XD
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Post by S7 Coolhand Fri Jan 25, 2013 1:16 pm

SMGs are only good at range with costrolled bursts and only some of them even then. I don't see a reason to nerf my scorpion's range - it takes skill to 'snipe' people out with it. The only big imbalance I see right now, besides some of the guns in every catergory just sucking, is the OP pistols.
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Post by S7 Anonymous Fri Jan 25, 2013 1:40 pm

Rumors of a new game type going to be added in the next patch. They said that it might be a game type similar to war like they had in world at war.
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Post by S7 Anonymous Sat Jan 26, 2013 4:02 am

Update just launched right now.
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Post by S7 mrmiller Sat Jan 26, 2013 12:01 pm

Here's the info:



New Features & Feature Improvements
o Added support for Live Streaming in all Public Match playlists.
o Added League Best from Season 1 to Player Card.
 If you played in multiple series and/or multiple teams then your highest division and rank will be displayed. The League Best will span all seasons. If you finish with a higher division rank in Season 2 then your new League Best will be displayed after Season 2.
o Added a Cumulative Daily Pool instead of a Weekly Pool in League Play. 200 Rank Points are added to a player’s pool every day. Points that are not used are rolled into the next day.
o Added 2 new pages to the Combat Record (the Combat Summary and Medals).
o Implemented sorting of Medals in the After Action Report.
o Lowered HUD threshold for the "low health" overlay to increase player’s awareness of low health.
o Added a “Go to Top” button for the League Leaderboard.

Issues Addressed
o Matchmaking modified to never return games outside of player’s own continent, unless the Connection Type in Search Preferences is set to “Any”.
o Addressed an issue where the UAV would not trigger if called in while aiming down sight.
o Addressed an issue where the Master Demolition challenge did not unlock when the requirements were complete.
o Addressed issue with the headshot sound not playing in final Killcams and Theater Demos.
o Fixed an issue in League Play where “Career Wins” for a Series were not displayed during placement in the Lobby Career Overview.
o Updated the After Action Report in League Play so that bonus points are not summed with the ladder points in points earned for the match.
o Removed the ability to make dual wield attachment combos in Elite Create a Class and addressed an issue where these classes were appearing as missing in game.
o Corrected mode description message displayed on YouTube when Live Streaming Public Match Core game modes.
o Stocks on SMGs no longer allow a player to move faster while ADS than when moving normally.
o Shotgun crosshairs will no longer turn red if an enemy is out of the shotgun’s maximum damage range.
o Fixed an issue where bullets would not fire straight immediately after aiming down the sight while moving at the same time.
o Improved turret tracking to eliminate false positives when checking line of sight.
o Turrets now have smoother tracking when targeting players.
o Improved bot pathing on multiple maps.
o Current League Info is now getting updated properly in the Player Identity.
o Manual sorting on League Teams removed as the results are now returned correctly.
o Improved the Scoreboard to make friend Playercard information more accessible.
o Addressed multiple UI issues.
o Players can no longer earn credit towards a Prestige Equipment challenge through “friendly” flashbangs, concussions, and shock charges.
o Fixed Select Fire weapons reverting back to their default fire method when using certain Scorestreaks and not calling them in.
o Addressed an exploit where the game allowed access to the Custom Games Settings while believing the game was Public Matchmaking, allowing XP.
o Fixed UI errors when linking Live Stream.
o Score and points are no longer awarded if a player destroys their own turret in Hardcore FFA.
o Improved image alignment when Stereoscopic 3D is enabled.
o Addressed an issue where players were able to plant numerous Assault Shields.
o Addressed an issue where the Stealth Helicopter was able to drop below the map in Drone.
o Players are no longer able to get infinite Black Hats by immediately using another Black Hat.
o Addressed an issue where it was possible for a player to equip two Assault Shields at the same time.
o Players Spectating a One in the Chamber game no longer earn Survivor Bonus Points.
o A player can no longer earn Medals for multi-kills if they continue to kill quickly after dying and re-spawning.
o Various minor map fixes were made across multiple maps.

Gameplay Balancing

Scorestreaks:
o Death Machine: 3 hit kill range increased.
o Dragonfire: health increased, gun spread reduced.
o AGR: ground speed increased, reduced machine gun close range damage.
o Warthog: reduced missile delay.
o Lodestar: reduced missile speed and AOE radius.
o Swarm: drone re-spawn delay increased.

Perks:
o Hard Wired: Players with hard wired are now completely unaffected by EMP grenades.

Equipment:
o Trophy System: increased range.

SMGs:
o All + Silencers: reduced range.

Assault Rifles:
o All: reduced idle sway.
o M27: reduced amount of bullets to headshot kill at all ranges, increased 4-hit kill range.
o Type25: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
o SCAR: reduced amount of bullets to headshot kill at all ranges, slightly reduced maximum hip fire spread.
o SIG556: penetration increased from medium to large, increased maximum number of bullets to kill at long distance and reduced burst delay.
o TAR21: increased 3-hit kill range.
o SMR: slight increase to damage so that 2 hit kills can still happen with minor penetration, headshot multiplier increased at long distance.
o FAL OSW + Select Fire: increased recoil.
o FAL OSW: increased hip spread.

LMGs:
o All: ADS in and out time reduced.

Shotguns:
o SRM1216: slightly increased short range damage.

Pistols:
o Executioner: increased medium range damage.

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Post by S7 mrmiller Sat Jan 26, 2013 12:07 pm

The two guns I use the most, the FAL and 556 all get damaging nerfs- fantastic! It already take three 3-shot bursts at long range for the 556, now it takes 4? Why would that make the game more balanced?

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Post by S7 Skandelous Sat Jan 26, 2013 1:34 pm

hurray they buffed the type 25, the gun im currently working on XD
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Post by S7 mrmiller Sat Jan 26, 2013 2:44 pm

S7 mrmiller wrote:The two guns I use the most, the FAL and 556 all get damaging nerfs- fantastic! It already take three 3-shot bursts at long range for the 556, now it takes 4? Why would that make the game more balanced?

~mrmiller

I don't like the reduced range on the 556, but the increased fire rate does make up for it. Plus it is still super accurate at range, so all in all it's good.

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Post by S7 Anonymous Sat Jan 26, 2013 5:49 pm

Did anyone see that they included the map packs as a game type? Can you play them already or no?
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Post by DeadSockPuppet Sun Jan 27, 2013 6:27 am

S7 mrmiller wrote:The two guns I use the most, the FAL and 556 all get damaging nerfs- fantastic! It already take three 3-shot bursts at long range for the 556, now it takes 4? Why would that make the game more balanced?

~mrmiller

I agree, why do they keep screwing with the FAL. That's been my gun of choice since you and Droopy told me about how sweet it is with the select fire option.
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Post by S7 mrmiller Sun Jan 27, 2013 9:49 am

I've learned to use it without the select fire, and it's just as awesome if not better, than it was before the original nerf.

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Post by S7 Sticky Sun Jan 27, 2013 12:34 pm

S7 mrmiller wrote:I've learned to use it without the select fire, and it's just as awesome if not better, than it was before the original nerf.

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agreed used it most of last night 2 hit kill
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Post by DeadSockPuppet Sun Jan 27, 2013 11:17 pm

Yeah, I like the control you get w/o select fire but I'd like to unlock it so that I can use it to suppress when needed. The gun is pretty brutal as a poor mans sniper with an ACOG when you have it on semi-auto. The more I use it the more versatile I find it to be. It will probably be the next perm unlock I open with my next prestiege.
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