Post: Black-Ops II [Patch v.104] Out now for PS3(NOTES)
12-07-2012, 08:22 AM #1
2RAW4THESTREET
The Best who ever lived
(adsbygoogle = window.adsbygoogle || []).push({}); Patch v.104 was released for the PS3 and here are the official notes:

Originally posted by another user
6 Dec 2012 – PS3 Game Update (1.04) Notes:

New Features & Feature Improvements
Added support for posting Live Stream URLs to Twitter.
Improved audio/rumble responsiveness when hitting enemies with gunfire.
Improved overall communication of Double XP when enabled.
AAR better communicates how much XP was earned in each match.
Added the ability to "View League Teams" from any player's Playercard.
Added the ability to “View Playercard” from League solo leaderboards.
Added a number of security system enhancements.

Issues Addressed
Fixed a rare hang (“Awaiting Textures”Winky Winky upon loading into maps when joining a session in progress after fresh boot.
Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it.
Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
Added a fail-safe to prevent spawn trapping in CTF.
Increased sight checks on turrets to improve spawning algorithms.
Fixed a number of new UI error messages reported by users.
Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
Improved overall Theater and Live Streaming stability.
Improved film rendering stability and made progression bar more accurate while rendering a film.
Addressed issues which prevented some master challenges from being completed.
Precision challenge “Wet Work” will now unlock with 10 kills.
The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
Players that help with the “Synchronized Attack” challenge now get credit for it.
Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
Emblem Editor no longer closes the current emblem when discarding changes.
Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to “constant”.
Players using Ghost and a Suppressor attachment will no longer appear on the enemy’s minimap while shooting and moving while a UAV is up.
The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
Players can no longer get on top of the shrubs in Nuketown 2025.
Thermal vision overlay no longer appears using the VTOL glitch.
Kills from the explosion on the explosive crossbow bolt now count towards challenges.
Counter UAV no longer remains for the rest of the game after a host migration.
Clan tag is no longer locked immediately after prestige.
Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
Multi-team games no longer count as a tie if an entire team quits.
Fixed an area in Express where K9 Unit dogs could get stuck.
EMP grenades no longer affect the CODcaster HUD.
Party Privacy count no longer affects how many bots will spawn in Combat Training.
Shadows seen through sniper scopes now render more correctly.
Players can no longer stand on invisible collision in Carrier.
Awesome facerop Shot” medal is no longer awarded after standing back up.
Players can now copy a custom class to the extra prestige slot.

Gameplay Balancing

The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from usage patterns of weapons, equipment, perks and scorestreaks since launch.

Scorestreaks:
UAV: cost increased from 350 to 425.
Lightning Strike: added 750ms delay

Equipment/grenades:
Bouncing Betty: increased the grace period between trigger and activation by 200ms.
Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
Concussion Grenade: decreased movement penalty and turn speed penalty when hit.

SMGs:
All: increased hip fire recoil.
All: increased max hip fire spread from 4.75 to 5.
All: reduced bullet penetration.
MSMC: increased recoil slightly.
PDW-57: increased recoil slightly.

Assault rifles:
All: reduced idle sway for more reliable long-range aiming.
XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
XM8 + Select Fire: increased recoil.
FAL OSW + Select Fire: increased recoil.
SWAT-556 + Select Fire: increased recoil.
MTAR: Made auto aim values consistent with all other assault rifles.

Sniper Rifles:
All: increased hip fire spread.
All + Laser Sight: increased hip fire spread.
XPR-50: increased recoil slightly.

Shotguns:
R870: reduced one-hit kill range by 45 inches.

Pistols
B23R: reduced headshot multiplier from 1.4 to 1.
KAP-40: reduced headshot multiplier from 1.4 to 1


Here is the official thread: You must login or register to view this content.

NOTE: Xbox 360 users will see the update this weekend according to David V.


What are you most happy to see in this patch? What was not addressed that ypu wished was addressed? I personally am glad the R870 got it's range reduced. It was too powerful for the size of the maps. Wish they would have addressed those annoying shock charges though.
Last edited by 2RAW4THESTREET ; 12-07-2012 at 07:13 PM.

The following 4 users say thank you to 2RAW4THESTREET for this useful post:

ChillChiefly96, dznut5, ResistTheSun, sonofpops
12-07-2012, 04:26 PM #11
Originally posted by dznut5 View Post
A lot of NOTES for this PATCH! I agree and disagree on a lot of these but 3ARC NEEDS to ADDRESS the HARDCORE PLAYLIST and ADD KC already!!!


They did this...

Originally posted by another user
Added Hardcore Kill Confirmed playlist to the Hardcore category

The following user thanked Carbon0x for this useful post:

dznut5
12-07-2012, 05:20 PM #12
I thought I noticed a major increase in recoil with my fal -.-.It used to have 1% recoil -.-.Why change this gun was it was the most under used assault weapon.I've only been killed by them 180 times vs 7200 kills and alot of those kills were people stealing my gun
12-07-2012, 05:33 PM #13
x420XP
Utter Perfectionist
Originally posted by ResistTheSun View Post
I doubt you even have 100 kills with the 870.
Should never touched if you die to a shotgun in this game you did something wrong.
Only thing I'm happy about is the nerf to concussions.

Should be good to see how it changes the metagame with this patch.


Actually I've got way over 100 kills with the R870 (I've prestiged it once), but I still believe it was overpowered, I found the majority of the time, I was getting 1 hit kills, and my opponent had no chance at all.
As much as I enjoy having advantages, things like this still need to be changed.

Don't jump to conclusions again.
Last edited by x420XP ; 12-07-2012 at 05:37 PM.
12-07-2012, 05:59 PM #14
Illmatic_96
< ^ > < ^ >
I'm not happy to see the spy plane made higher and the m8 needed a lil I just used a token on it :(
12-07-2012, 06:11 PM #15
ResistTheSun
In Flames Much?
Originally posted by x0XP View Post
Actually I've got way over 100 kills with the R870 (I've prestiged it once), but I still believe it was overpowered, I found the majority of the time, I was getting 1 hit kills, and my opponent had no chance at all.
As much as I enjoy having advantages, things like this still need to be changed.

Don't jump to conclusions again.


You must be playing a different game to me.
End of the day shotguns are high risk high reward and that reward is one hit kill power. Take that away why use a shotgun over a SMG ?
If you think it overpowered you are insane in my eyes.

Most people who call it OP have yet to use it why I said it.
12-07-2012, 06:15 PM #16
Good job Treyarch. Fixing the most useless things imaginable. When are they gonna realise no one cares about these "issues", and start fixing real problems.

The following 2 users say thank you to Benoxity for this useful post:

|ManiaC|, yoloMODz
12-07-2012, 06:53 PM #17
TTS.
< ^ > < ^ >
One step at a time.

Best part of this:
Players using Ghost and a Suppressor attachment will no longer appear on the enemy’s minimap while shooting and moving while a UAV is up.
Gameplay Balancing
12-07-2012, 06:54 PM #18
sonofpops
Are you high?
the gun nerfs are barely noticeable just tried them all, shotguns still beast, guess those 'extra inches' are not important and it is the way you use it. (but thats just something someone with a small shotgun would say)
12-07-2012, 07:38 PM #19
Porter_Justice
Cake is a lie
Originally posted by x0XP View Post
Actually I've got way over 100 kills with the R870 (I've prestiged it once), but I still believe it was overpowered, I found the majority of the time, I was getting 1 hit kills, and my opponent had no chance at all.
As much as I enjoy having advantages, things like this still need to be changed.

Don't jump to conclusions again.


Only time I used a shotgun is when picking one up so I can't speak from experience. However unless your issue is the range the shotguns have then how are they OP? Sure it's annoying to get killed by one but if pump action shotgun didn't kill in one hit up close then why even use it? The lag and hit detection makes weapons look better or worse. On your screen maybe you shot first by quite a margin. When in reality you fired at same time and of course shotgun won.

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