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 MAG Version 2.0 - Update

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MAG Version 2.0 - Update _
PostSubject: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyThu Sep 16, 2010 8:48 pm

ok, i will be posting anything relating to the newest patch which will be out eventually here

"MAG 2.0 Coming Soon
posted by Jeremy Dunham, September 16, 2010 10:00 am

Everyone here at Zipper Interactive is extremely proud to announce that our next downloadable MAG update, MAG 2.0, is not only our biggest and most important patch yet, but also one that’s less than a month away!

That’s right! All the feedback and suggestions you’ve made from countless hours spent playing our new MAG Beta program will pay off in the retail version of MAG in a very big way. We’re calling it “MAG 2.0″ for a reason and it’s because of the sheer number of fantastic new additions, including:

  1. PlayStation Move support
  2. An increased level cap that goes to level 70
  3. A revamped Skill Tree that allows for the deepest character customization and specialization ever found in a first-person shooter
  4. A brand-new in-game economy that lets you earn credits to spend on weapons and items from the also-new “Supply Depot”
  5. Our useful “Clan Deploy” feature that enables clan leaders and officers to queue up to 128 of their fellow clan members into a single game
  6. A “MAG News” page that brings players up to date on all the latest happenings the moment they log in
  7. A multitude of updates that refine existing weapons, maps, and vehicles
  8. Important bug fixes and other enhancements that streamline the overall experience


We’ll have specifics as to what else is in the MAG 2.0 patch as we near its release. Oh, and before we go, don’t forget to keep an eye out for additional news in the near future regarding our next DLC pack, which includes our upcoming Escalation game-type and nine all-new weapons.

We hope that you’re just as excited to get your hands on MAG 2.0 as we are to give it to you, and we’ll see you again real soon!

Want to talk about it? Go ahead and do it with other MAG fans right here!"
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 3:07 am

Nice. Hopefully the DLC will be free *prays*
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 4:18 am

I wonder if this will actually bring the player numbers up....

My 2nd favorite game, MAG (my favorite is Fallout 3) is dying and I don't think this will do anything to help it because every other patch didn't do anything towards the player count.
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 7:24 am

^^^ Agreed. Mag was my love i never loved a game like i did mag. and all this changing broke my heart. so mag is a heartbreaker but lets see if we can work it out lol. if not im getting a divorce
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 7:37 am

Divorce over a video game? Now that's what you call extreme....
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 7:52 am

Lol i know but think of it like this when mag was 1st talked about i was playing mw2 (which i hated) i couldn't wait for mag to come. Mag comes i'm super awesome i fall in love and played it 5 months straight. Now they change everything and for the worse. Guns take to many bullets to kill someone now and they just suck. People use knives before they try and shoot me (imagine someone running half across a field at you to knife you) It's just stupid how they cater to all the cry babies who can't kill spit even if you put it in front of them. What about the ones who liked it the way it was? Nothing has been said about that. To me they are making Mag Fail big time and i'm slowly losing my one true love. It's heartbreaking yes and i don't want to divorce it because i love it so much. It's just heartbreaking. Sad everyday Sad
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 10:14 am

hearing all that makes me not even want to bother with MAG. I think i'll wait for Blk Ops and MOH, as it will most likely detour the attention away from some of these current games played;like MAG. MAG, BC2 had detoured gamers from the current games they were playing when they was released. Gotta stay current otherwise you see members fall to the wayside .
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 3:53 pm

The reason that they change it is because even if the majority are happy with MAG, then they will not post stuff saying keep it the same, while all the crybabies will post multiple times about it being rigged for SVER with most powerful guns even tho we got least DPS and least accuracy
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyFri Sep 17, 2010 7:40 pm

^ You nuts?! ALL the guns in MAG don't really do that much damage. That's the reason most people are switching to the knife as their main weapon. At least the knife has not been reduced to a ****ty pea shooter.
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 3:07 am

Agreed. My fav wep is knife and silenced shotty. COMMANDO AWAY!!!
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 8:25 am

My 2 favorite weapons got turned into bb guns o.O
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 8:37 am

Captain_Tpr wrote:
Agreed. My fav wep is knife and silenced shotty. COMMANDO AWAY!!!

Wait... the shotgun can be silenced? The shotgun sucks too. In real life, does it take 2 blows from a shotgun at point blank range to kill someone? No, it does not! In fact, the shotguns in FPS shooters are nowhere near what shotguns in real life are like.
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 11:38 am

^ thats mainly because they wan all guns to be equal, however it should take 1 shot from 1 - 10 metres to kill, 2 shots at 11 - 20, 3 shots at 21 - 30
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 3:03 pm

demi-god-1993 wrote:
^ thats mainly because they wan all guns to be equal, however it should take 1 shot from 1 - 10 metres to kill, 2 shots at 11 - 20, 3 shots at 21 - 30

Here is what it should be:

1 shot at 0 (point blank) - 3 metres to kill.

2 shots at 4 - 7 metres to kill.

3 shots at 8-12 metres to kill.

4 shots at 12 - 19 metres to kill.

Don't even try: 20+ metres.

Zipper's idea of balance is to make everything suck. Soon it will take 4 headshots to kill with an AR, two clips to kill with the SMG, 20 shots at point blank to kill with the shotgun, LMGs/MMGs will do 1 damage per shot. At least that is what I am thinking will happen...
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 5:16 pm

Lady wrote:
My 2 favorite weapons got turned into bb guns o.O
thats too funny Lady.
I recall when the game was released ppl saying sver had the better weapons.
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySat Sep 18, 2010 10:47 pm

^ they said that cuz they lost.

SVER has had the worst guns since 1.0
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySun Sep 19, 2010 5:44 am

True. We just know how to shoot. When an opponent bests you with a handicap, you don't cry "They overpowered!!!1!" You suck it up, put on your big boy boxers & deal with. Grow sone skill, y'know?
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MAG Version 2.0 - Update _
PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySun Sep 19, 2010 9:09 am

^^ Free so true i never once complained about a game i couldn't get any kills in i suck it up and practice that's all it takes. But the people who play mag they complain so much it's not even funny and when they do it they complain about that they will never be happy...
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySun Sep 19, 2010 1:58 pm

gah i need to start playing again before this happens so i dont have to get to lvl 70 to get away from raven lol.
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySun Sep 19, 2010 2:02 pm

dont worry it still takes just as much xp to get to 70 as it did to get to 60 before 2.0 comes out, so itll just boost ur level i think, im not to sure...
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyMon Sep 20, 2010 1:59 pm

Wewh, so I just shouldnt bother buying this?..
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyMon Sep 20, 2010 3:31 pm

unknown why would u think u shouldnt buy this?
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyMon Sep 20, 2010 3:35 pm

Oh, ****! I posted this in the wrong topic!
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptySun Sep 26, 2010 11:32 am

All i want is, dear zipper; can u add an automatic shotgun in this 2.0 patch, its because kinda suck to pump the shotgun for each bullets while the Lmg are made a hole in my body in just want push of a trigger Mad

pig
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PostSubject: Re: MAG Version 2.0 - Update   MAG Version 2.0 - Update EmptyThu Sep 30, 2010 4:16 pm

OK! EVERYBODY 2.0 IS NOW OUT! Full patch notes released by zipper... it is long as ****

Patch Alert: MAG 2.0
posted by Jeremy Dunham, September 30, 2010 9:45 am

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

Want to discuss MAG 2.0? Visit our official thread on the MAG forums and do it right now!


EDIT: I love how they referred to the elevator thing as the “Spooning Elevator”
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