We will see Blops
We will see Blops
Hey PS3 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
Patch 1.04 is nearing the end of Phase 2 testing. Going into Phase 3 submissions on 12/6.
Patching process: http://www.callofduty.com/board/viewtop ... 0&t=346952
Issues Addressed:
* • Resolved several issues with parties getting disbanded unexpectedly.
* • 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.
* • 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.
* • 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.
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
Patch 1.04 is nearing the end of Phase 2 testing. Going into Phase 3 submissions on 12/6.
Patching process: http://www.callofduty.com/board/viewtop ... 0&t=346952
Issues Addressed:
* • Resolved several issues with parties getting disbanded unexpectedly.
* • 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.
* • 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.
* • 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.


Re: We will see Blops
Sweet, bring the sniper back!
Re: We will see Blops
What I have learned about transmission errors is I hope treyarch is right about why we get dropped. Did you noticed last night when we were in that TDM and we stayed in the room with very few people coming and going on both teams ( oh how I am going to miss Navi) I didnt get booted? We ran pretty damn smooth too from about 9:30 on. The game is fun to me when it works the way its suppose to.
The A-team is a well oiled machine right now. I swear I have never seen us play like we have been playing lately. Mike is just gross right now, I am rocking a 46 game win streak and we have not even started seeing the christmas noobs yet which is always my funnest time of year.
The A-team is a well oiled machine right now. I swear I have never seen us play like we have been playing lately. Mike is just gross right now, I am rocking a 46 game win streak and we have not even started seeing the christmas noobs yet which is always my funnest time of year.


Re: We will see Blops
and Dan is still butthurt. 

- sixpackdan101
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Re: We will see Blops
How can I be butthurt when I get a 2.0 every game? Just not a good game imo...
Re: We will see Blops
I like the game. The flaws are major which is actually a good thing so they can fix them and they are (hopefully 1.04 does what it says). This has been the toughest COD to learn in terms of play due to the forgiving nature of guns. You got to hit them dead on, no more in the area shit.


Re: We will see Blops
Right...go take another picture next to that etched Tiger Woods memorial.sixpackdan101 wrote:How can I be butthurt when I get a 2.0 every game? Just not a good game imo...
- sixpackdan101
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Re: We will see Blops
I saw this right after Nebraska lost...and before i get personal I'm going to back out of here and wait a day or two....BIGmike wrote:Right...go take another picture next to that etched Tiger Woods memorial.sixpackdan101 wrote:How can I be butthurt when I get a 2.0 every game? Just not a good game imo...
Re: We will see Blops
Who you kidding Dan, you heart BIGmike...through thick and thin. 

Re: We will see Blops
Mike, Your Killstreaks should be banned. I tired them for the first time last night and my first game of the night I went 32-1 on TDM
Except I use RC car instead of UAV. I didnt pull less than a 2.0 kd all night on TDM using them. Fucking gross.



Re: We will see Blops
any idea when this is due? i mean its getting stupid. We only play 1/2 the games we 'could' due to lost connections

Re: We will see Blops
The patch was expected to go into phase 3 on 12/6. Phase 3 is where Sony tests the patch. That usually takes a week. Once it finishes there, it goes to the final phase which is the planned release. That takes 2-3 days.
So, if everything is on schedule then you're looking at mid to late next week.
So, if everything is on schedule then you're looking at mid to late next week.
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Re: We will see Blops
I need to go get a job at Sony!
Here at my job, we put in emergency elevates in a few days from the start of initial testing to the final elevate.
When it is something significant, they need to treat it like an emergency elevate.
Here at my job, we put in emergency elevates in a few days from the start of initial testing to the final elevate.
When it is something significant, they need to treat it like an emergency elevate.
PSN: The_Niddler
TWITCH: The_Niddler
TWITCH: The_Niddler
- LetsGoPeay
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Re: We will see Blops
If you have an emergency elevate that lasts longer than four hours you should probably call a doctor.The_Niddler wrote:emergency elevate.

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Re: We will see Blops
LetsGoPeay wrote:If you have an emergency elevate that lasts longer than four hours you should probably call a doctor.The_Niddler wrote:emergency elevate.



PSN: The_Niddler
TWITCH: The_Niddler
TWITCH: The_Niddler