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 MAG v 1.07

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alexbell450
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AustinKane
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MAG v 1.07 Empty
PostSubject: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 3:05 pm

If you missed our post about v1.07 a few weeks back, then you should be happy to learn that our latest patch is crammed with sweet new additions that make the game even more fun than it was before, including…

  • A new “Happy Hour” Double XP bonus that’s applied to the first hour of any player’s gameplay session in a 24-hour period
  • Suppression will join Sabotage as a “Faction Neutral” gameplay mode, allowing any PMC to battle each other on any Suppression map!
  • Faster download and patching code that allows us to update MAG with more content and bigger file sizes in a speedier way
  • Updated versions of the Flores Basin (Raven) and Alyeska Terminus (Valor) Domination maps
  • New lighting effects for more attractive and realistic environments
  • Various fixes to address bugs or glitches to improve MAG’s overall performance

There’s plenty more in there too, so look for the full list of patch notes here on the MAG Blog tomorrow morning.
For your convenience, here is the morning’s MAG patch release schedule across a number of different time zones.

  • Pacific: 1am – 3am
  • Mountain: 2am – 4am
  • Central: 3am – 5am
  • Eastern: 4am – 6am
  • Hawaii: 11pm (8/11) – 1am (8/12)
  • Alaska: 12am – 2am
  • GMT: 8am – 10am
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War_Eagle_01
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 3:19 pm

Austin,

I just saw that announcement by Zipper. I might have to skip a work meeting that I have scheduled for lunchtime tomorrow so I can go home and check it out.
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HisSlyness
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 4:00 pm

I hope one of the patch notes is to make the ATAC 2000 a viable weapon again. Rolling Eyes
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Dead_Corps
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 4:09 pm

HisSlyness wrote:
I hope one of the patch notes is to make the ATAC 2000 a viable weapon again. Rolling Eyes

really whats the point of having a fast firing inaccurate weapon with low damage. Question The bullet wander killed this gun for sure.
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 6:34 pm

I used to swear by the atac, it's junk now.
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Relentless
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyWed Aug 11, 2010 7:31 pm

I used to just run with the ATAC, then I hopped on one day and switched to the F90 and just stayed with it.

I never had a problem with bullet wonder with the ATAC. I would occasionally get annoyed when I watched my bullets dance around my targets head. Happens periodically with the F90 as well.
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kaelanstorm
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 10:10 am

frack cock ass bull shit.

Logged on, downloaded and installed the patch with no problems. Then when I get to the start screen 'cannot communicate with server, please upgrade to the latest version' cock sucking bitch, I just did. frack.
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War_Eagle_01
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 10:13 am

Yeah, I just started a thread on mag.com asking Zipper to provide a status update when they can. I'm sure they're as frustrated as we are; hopefully it will be up soon.
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kaelanstorm
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 10:27 am

No I get that. But according to my patch release time, the latest patch should've come out for everyone already and I just dled that patch, so I should be ready to play. But I can't, so it's annoying.
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War_Eagle_01
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 12:16 pm

Oh, definitely. This is a pretty big screw up by Zipper. I think MAG has been offline for at least 5-6 hours at this point, maybe longer. Definitely not the way to roll a new patch out.
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freakshow586
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 12:40 pm

Why doesnt MAG work now. Bullshit. I was so pumped for the update, and i downloaded it an IT WONT frack WORK NOW!!! SOB!!!
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alexbell450
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 12:45 pm

Server's weren't up to scratch. Zipper have their tech guys working on it.

http://forums.mag.com/t5/MAG-Discussion/1-07-Update-Deployment/td-p/660773
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HisSlyness
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PostSubject: Full Patch notes UP   MAG v 1.07 EmptyThu Aug 12, 2010 1:34 pm

V1.07 Full Patch Notes

“Happy Hour” XP Bonus has been added to give players a 100% XP bonus for their first hour of gameplay every 24-hour period
All “Suppression” mode maps can now be attacked by all PMCs
All “Sabotage” mode maps can now be attacked or defended by all PMCs
Added functionality that allows each game mode to have its own unique XP bonuses
Fixed bug that would sometimes delay the proper initial spawn times.
Repaired bug that sometimes inverted a player’s control scheme following a parachute drop
Reduced helicopter settle time and significantly increased health to strengthen their use as a forward spawn point
Slight increase to bunker turret damage vs. vehicles

Weapons
Shotgun overhaul with reduced maximum, effective and headshot ranges; small increase in magazine size, shot spread, and shoot speed following reload (12 Gauge Pump, Boudini 12 Gauge, T-195)
Increased initial magazine count for Sub-Machine Guns, Assault Rifles, and Sniper Rifles
Slight decrease in reload time for KP5 Sub-Machine gun
Updated Light Machine Gun muzzle flash effect and increased reload time by 15% (MK46 Mod0, Apex 100, RTK-74)
Increased reload time by 10% for Medium Machine Guns (KP45 MG, MK43 Mod 1, PKP MG)
Slight decrease in crouch-fire spread for AK-74U Assault Rifle
Minor increase in fire-spread for ATAC 2000 Assault Rifle
Pistols are now held closer to the center of the screen (M9, F57, IZ-443)

Map – Alyeska Terminus
Repaired glitch in which players could walk through the wall on into Vent Station F without destroying the gate
Fixed bug that made snipers laying prone on the balcony of the “Great Wrangler Café” immune to damage
Various collision and art fixes that prevent players from gaining access to areas that were not intended to be accessible

Map – Flores Basin Transfer
Remapped all Objectives to more closely match other Domination missions
Extended to roof cover for Objective buildings in Platoons 1 and 3
Added cover to railing in Platoon 1 building for additional Defender-side protection
Added additional roof panels to Objective buildings in Platoons 2 and 4
Added roof cover to the Defender spawn exits
Removed some cover located on top of the boats in Platoon 2 to improve AAA and bunker sightline
Changed the access points leading onto the AAA boats in Platoon 2
The flank route on the left side of Platoon 1 has been cut off
Partially obstructed segments of the flank route on the right side of Platoon 1
Added more sightline obstructions between the Objective building doors and the Defender spawn exits in Platoon 3
Blocked the direct sightline at Objective B
Added sight-line obstructions at Objective C and G buildings
Reduced the number of access points that attackers have in all Objective buildings
Repositioned Bravo bunker in Platoon 2 to eliminate long sightlines on multiple Attacker spawns
Repositioned Delta bunker in Platoon 2 to improve AAA sightline and give Attackers better spawn protection
Pulled back the tank traps in Platoon 1 to the Defender’s side of the bridge
Various collision and art fixes that prevent players from gaining access to areas that were not intended to be accessible

Interface
Added display to all game mode queues that show the current XP bonus attached to that queue
Added countdown timer to Bleedout screen to show how many seconds are left before the player’s next PMC spawn wave begins
Fixed display issue with “Sabotage” wherein the incorrect number of player dots were shown on the mode side-panel

Audio/ Visual
Improved lightmapping effects for Alyeska Terminus and Flores Basin Transfer Domination maps
Added “surface” sounds when driving vehicles to reflect what kind of terrain is being driven on

Technical
Updated patching technology to allow for smaller patch sizes when updating maps
Repaired crash bugs associated with spending too much time in the CNI or being killed via headshot while using it
Fixed display issue that resulted in dead players appearing to “float” above the location in which they died
Fixed bug that prevented Squad Leaders from receiving points for destroying enemy vehicles with air strikes
Various localization updates
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Dead_Corps
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 2:41 pm

HisSlyness wrote:
V1.07 Full Patch Notes

Minor increase in fire-spread for ATAC 2000 Assault Rifle


WTF increase in fire-spread of our weak ass guns? Lucy, you got some splaning to do. I don't like the sound of this.
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 2:59 pm

ZIPPER! first I wait up all night to download it. doesnt work. almost 12 hours past the patch release still broken. F u c k you!
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 3:07 pm

As long as they don't mess my F90 up I'll be happy
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alexbell450
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 3:08 pm

dean3879 wrote:
As long as they don't mess my F90 up I'll be happy

Amen to that. Anything but my F90.
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War_Eagle_01
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 3:18 pm

Dead_Corps wrote:
HisSlyness wrote:
V1.07 Full Patch Notes

Minor increase in fire-spread for ATAC 2000 Assault Rifle


WTF increase in fire-spread of our weak ass guns? Lucy, you got some splaning to do. I don't like the sound of this.


Yeah, that kinda sucks. I've been rolling with the ATAC2000 lately because I like the 4x scope and I actually wanted to try the grenade launcher (hardly ever used it) so I re-speced to get that the other night. This change could make me go back to using the F90 - immediately.
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Matt_and_Rox
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 4:18 pm

Sucks for the ATAC ... but i use the F90, so i'm all good.

What i dont get is this:

Shotgun overhaul with reduced maximum, effective and headshot ranges; small increase in magazine size, shot spread, and shoot speed following reload (12 Gauge Pump, Boudini 12 Gauge, T-195)
Increased initial magazine count for Sub-Machine Guns, Assault Rifles, and Sniper Rifles
Slight decrease in reload time for KP5 Sub-Machine gun


Why in the hell are they messing around with the shotgun's magazine and shoot speed? It was bang on. Shotguns arent meant to have 100 bullet capacity and fire on full-auto FFS. Since when is 12 gauge semi-automatic to begin with? If anything, they should make an animation for cocking the barrel after each shot, and reduce the shoot speed after reload. Hell maybe even have the player HOLD the reload button while reloading a shotty. Or when tapping the reload button, it only loads in 1 shell at a time. All shot guns as they were before were OP IMHO. This shit is just adding fuel to the fire.

2nd, Increase the innitial mag? Whats the point? Why not make them all the same? Or better yet? Why not LEAVE them all the same? I see no issue with any rifle magazine capacity to be honest, other than the SVER SMG having 64 capacity over Valor and Raven's 50. 16 extra bullets is a bit much to be honest.

Not only does SVER SMG have more ammo per clip, but now they are reducing it's reload time, but not ours or Valors? What a load of crap.

To be honest, i thought they had the guns down pretty good. The bullet wander kinda frustrated me at 1st, but i've gotten used to it to be honest, and it is more realistic. I can only see this weapon patch making things a whole lot worse than they already were.

What they should be fixing is that bloody "magic bullet" that always seems to find its way through solid concrete/metal objects, when you're running for cover and have already hidden past about 5 meters of cover when suddenly BOOM YOU DIE! That really grinds my gears.

On the positive side though, WE GOT ROOFS! TONES OF ROOFS! Finally ... was it that hard? Was it not obvious enough? Hell, we might actualy start holding somebody elses contract for more than one term for once.

/endrant
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Dead_Corps
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 4:25 pm

FYI it's the Valor SMG they tinkered with.



I just wanna play already.

Sony.Believe.Fail
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alexbell450
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 4:29 pm

They aren't changing the size of the magazines. They are changing the number of magazines you carry into battle.
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Lord_Vashima
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PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 5:44 pm

watching the hours in my last day off of the week is killing me. come on sony/zipper/jesus whoever is responsible! fix it! I must kill or I will die! MAG v 1.07 Icon_sad
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 6:31 pm

Yeah, this sucks.
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Dead_Corps
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 7:04 pm

It's back up and working. I hope. I am receiving updates as I type. Can't wait to see whats going on with our Dom map. drunken
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alexbell450
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MAG v 1.07 Empty
PostSubject: Re: MAG v 1.07   MAG v 1.07 EmptyThu Aug 12, 2010 7:04 pm

Shit! I am getting out of my bed right now!!!
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