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Update...

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Post by S7 R0LLING THUND3R Sun Nov 14, 2010 3:36 am


Xbox 360 Community Update (11/13/10)
Posted: 3 days ago
Hey 360 gamers,

We are listening to you and we’ve been busy working on updates based on feedback from the community. We have already deployed a number of updates, and there will be many more to come. Stay tuned right here for all the latest info.

LIVE FIXES

11/5
* - Villa: User can clip into rock at west edge of grid zone B2 and see through to the other side
* - Crisis: User can clip into LVT between grid zone A3 and B3 and see through to the other side
* - User can get an infinite number of 'Sam Turret', 'Care Package' and 'Sentry Gun' killstreaks (commonly referred to as the “care package glitch”)

11/9
* - Radar sweep when there are only 2 players left in One in the Chamber will stop functioning if the 2 players have multiple lives when the sweep starts
* - Crash when viewing content (films, clips, etc) in the Community & Recent Games menu

11/10
* - Users’ rank and stats can get wiped under very specific conditions

11/11
* - Online number counts were not updating properly; these are now reporting exact online numbers
* - Parties getting disbanded when host did not find a match quickly

11/12
* - Launch: User could access a small platform outside of the intended play space below the rocket gantry by jumping to a very specific location; now blocked from access
* - Launch: User could access a small area inside geometry at vents near Dom flag A by going prone and moving around in a very specific location; now blocked from access
* - Some users reported that weapon attachment challenges were not resetting after prestige; now all are guaranteed to clear as soon as selecting the prestige option

IN PROGRESS

* - Improved matchmaking to find matches faster
* - Improved match and host selection; will result in much better networking conditions for all games (a.k.a., decreased lag)
* - Weekly and Monthly leaderboards stats reporting incorrectly for kills, deaths and assists (All Time leaderboard not affected by this)
* - Additional improvements to party system

Regards,
-JD

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Post by S7 Sticky Sun Nov 14, 2010 3:45 am

the only one i care about is this

* - Improved matchmaking to find matches faster
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Post by APG Celt Tue Nov 16, 2010 5:54 pm

Ok that and the respawn problem in Nuketown, My own suggestion would be to set up where in Nuketown when you respawn hit the "X" key twice then when you respawn you fart, if anyone immediately respawns behind you and trys to kill you with a gun the muzzle flash ignites the methane in the flatulence and they are instantly incinerated, giving the farter the points for the kill.

This is my best solution, you may not like it but hey I am working the problem.
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Post by S7 mrmiller Wed Nov 17, 2010 8:43 am

APG Celt wrote:Ok that and the respawn problem in Nuketown, My own suggestion would be to set up where in Nuketown when you respawn hit the "X" key twice then when you respawn you fart, if anyone immediately respawns behind you and trys to kill you with a gun the muzzle flash ignites the methane in the flatulence and they are instantly incinerated, giving the farter the points for the kill.

This is my best solution, you may not like it but hey I am working the problem.

I like the idea of the "personal napalm" perk to take out spawn campers. LOL.

~mrmiller
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Update... Empty Update of the update with more fixes comming

Post by S7 R0LLING THUND3R Thu Nov 18, 2010 9:22 pm

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Post by S7 mrmiller Fri Nov 19, 2010 8:37 am

I can't read that link- could someone cut and paste for me Smile

~mrmiller
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Post by S7 DROOPY Fri Nov 19, 2010 8:40 am

Here Hey 360 gamers,

We are listening to you and we’ve been busy working on updates based on feedback from the community. We have already deployed a number of updates, and there will be many more to come. Stay tuned right here for all the latest info.

IN PROGRESS
· Prevention of Valkyrie rocket exploding upon release under rare conditions
· Prevention of Gunship failing to give player full control under rare conditions
· Prevention of a rare issue where a player will get teleported outside the map boundaries under very specific circumstances

LIVE FIXES
11/18
· Improvements to the spawn system to resolve an issue where negative spawn influencers from specific game events were not always being deleted after the danger had cleared – in some matches, this was causing good spawns to be erroneously flagged by the game as bad spawns, which in turn forced actual bad spawns to get selected later in the match
· Experimental slight reduction in knife lunge range – this is a trial change
· Prevention of Prestige glitching – trying to prestige from Combat Training will reset your stats but not give you prestige

11/17 (full title update)
· Improved matchmaking to find matches significantly faster
· Improved matchmaking to ensure that players are more effectively matched to games with the best networking conditions
· Improved host selection to ensure that the best host is always selected in the pre-game lobby
· Improved party system to ensure that parties don’t get broken apart
· Disable ability to join Private Match, Combat Training and Theater lobbies when searching for Player Match games
· Server-side and game-side changes to decrease the amount of failed Film uploads
· Weekly and Monthly leaderboards will now track all kills, deaths and assists properly (All Time leaderboards were not affected by this)
· Prevention of Combat Training stats getting crossed with Player Match stats under rare conditions
· Prevention of temporary loss of functionality when a button was being held down at the point of a disconnect
· Additional fine-tuning of audio levels and ranges for footsteps and gunfire
· Additional fine-tuning of audio levels for bomb plants/defuses
· Additional online security enhancements

11/16
· Prevention of killstreak selection getting disabled in Combat Training under rare conditions
· Array: Added collision to prevent players from partially clipping into a tree
· Launch: Added collision to prevent players from strafe jumping onto an invisible ledge at the base of the rocket near B3
· Summit: Added collision to prevent players from jumping to a location outside of the map boundary when in Custom Games where player speed is maxed out
· Havana: Added collision to prevent players from jumping onto an invisible ledge above a doorway at C2
· Nuketown: Adjusted a spawn point that would spawn players on top of a mannequin’s head when that mannequin was randomly spawned in that location

11/12
- Launch: User could access a small platform outside of the intended play space below the rocket gantry by jumping to a very specific location; now blocked from access
- Launch: User could access a small area inside geometry at vents near Dom flag A by going prone and moving around in a very specific location; now blocked from access
- Some users reported that weapon attachment challenges were not resetting after prestige; now all are guaranteed to clear as soon as selecting the prestige option

11/11
- Online number counts were not updating properly; these are now reporting exact online numbers
- Parties getting disbanded when host did not find a match quickly

11/10
- Users’ rank and stats can get wiped under very specific conditions

11/9
- Radar sweep when there are only 2 players left in One in the Chamber will stop functioning if the 2 players have multiple lives when the sweep starts
- Crash when viewing content (films, clips, etc) in the Community & Recent Games menu

11/5
- Villa: User can clip into rock at west edge of grid zone B2 and see through to the other side
- Crisis: User can clip into LVT between grid zone A3 and B3 and see through to the other side
- User can get an infinite number of 'Sam Turret', 'Care Package' and 'Sentry Gun' killstreaks (commonly referred to as the “care package glitch”)

Regards,
-JD
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Post by Atrum Fri Nov 19, 2010 1:40 pm

S7 mrmiller wrote:· Experimental slight reduction in knife lunge range – this is a trial change

Finally.
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Post by S7 Interseptor Fri Nov 19, 2010 1:52 pm

AtrumX wrote:
S7 mrmiller wrote:· Experimental slight reduction in knife lunge range – this is a trial change

Finally.

It's really not a bad in this game I think a lot of it is lag. MW2 was crazy though.
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Post by S7 mrmiller Fri Nov 19, 2010 3:08 pm

People always complain about lag in the COD games, as most of the time they perceive it from the killcam. You have to remember that there is no time of flight, so it’s all when the button is pressed, and not the resulting animation. Like on MW2 commando, when the guy knifing presses the button, the enemy is registered as dead. That all happens before it shows the animation of the lunge and perhaps the enemy returning fire. It’s no different here. When you see someone get hit with a bullet and drop a second after the crosshairs sweep past them, it most likely meant the detection was made at the proper time and the animation is “lagging” to catch up. Not true lag like when you shoot and then the next second the player is a foot to the left of where you aimed so you missed.

The knife lunges in this one do seem to reach out better than the non-commando ones in MW2, but still not as far as a commando knifing. They do however seem to have a bit wider range on the swipe, allowing you to get hits even if you are not lined straight up on the enemy.

~mrmiller
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Post by S7 Epic Sat Nov 20, 2010 5:22 am

True dat. There should be more lag between the button press and knife, nobody can put their gun away THAT fast.

Tbh, I hate the knife. It ruins the litte 1 v 1 spray'n'pray battles.

CS had it right with the knife.
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Post by Atrum Mon Nov 22, 2010 12:42 pm

S7 Epic wrote:
CS had it right with the knife.
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Post by S7 Smack Mon Nov 22, 2010 8:58 pm

At least they're coming out with fixes that's a positive sign.
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Post by S7 DROOPY Mon Dec 06, 2010 8:51 am

New update suppose to be today
Resolved several issues with parties getting disbanded unexpectedly. (PS3 Only)
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. (PS3 Only)
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. (PS3 Only)
Addressed issue that prevented the “Load MP by Default” option from saving when other specific option combinations were set. (Xbox 360 Only)
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.

Booo on the hardline pro change, Yea on the ninja pro change
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Post by S7 mrmiller Tue Dec 07, 2010 12:25 pm

I didn't notice the update last night, as i still changed my SAM turrets to a Blackbird and RCXD. Any news on when this will go "live"?

~mrmiller
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Post by S7 Sticky Tue Dec 07, 2010 12:52 pm

just did hardline pro for the first time yesterday with wiggles


first round with it 2 dogs and a chopper gunner

2nd round i called in my 3 care packages and turned them into 3 chopper gunners
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