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ONGOING RETAIL PATCH NOTES (UPD: APRIL 16, 2011) [ Edited ]
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04-16-2011 03:00 AM - last edited on 04-16-2011 10:51 AM
'ello!
The most common question on the SOCOM 4 forums directed at Zipper is easily, “what changes are you guys making based on our feedback and internal data collection?” While we have answered some of these questions one at a time in various threads, the guarantee that everyone would see those multiple posts is very small. With that in mind we’ve put this list together to better inform you of some of the changes and additions you’ll see to the retail version of SOCOM 4: U.S. Navy Seals (aka SOCOM: Special Forces).
One note about all changes listed below, these revisions are not reflective of all planned updates or changes -- just what we can confirm at this time. All listed updates are considered tentative pending Zipper and Sony Computer Entertainment approval and could be moved to a different patch without notice.
First Patch – SOCOM 4: U.S. Navy SEALs v1.02
Release Date: April 19, 2011
Gameplay
Increased XP requirements to gain “rank” levels
Lowered XP bonuses for “Classic” mode “Wins”
Decreased Weapon XP bonuses earned for “Kills, Assists” and “Headshots”
Adjusted “Classic” mode merit bonuses so that “Kills, Assists, Team Kills, Bomb Techs Killed” and “Data Carriers Killed” are the only bonuses that are increased by “Classic” status
Expanded “heal” detection area for teammate revive command
(Standard Mode) Suppression game length changed to 10 minutes from 20 minutes
(Classic Mode) Suppression rounds changed to 11 from 7
(Classic Mode) Suppression rounds changed to 5 minutes from 7
(Classic Mode) Uplink rounds changed to 11 from 4
(Classic Mode) Uplink game length changed to 5 minutes from 10
(Standard Mode) Last Defense rounds changed to 1 from 3
(Standard Mode) Last Defense minutes changed to 15 from 30
(Classic Mode) Last Defense rounds changed to 11 from 5
(Classic Mode) Last Defense minutes changed to 5 from 11
(Classic Mode) Bomb Squad rounds changed to 10 from 4
(Classic Mode) Bomb Squad minutes changed to 7 from 10
Weapons and Gear
Increased firing accuracy for all weapons and views so that the first few shots are substantially more accurate (with variations by weapon)
Increased horizontal and vertical recoil while in Reflex, ACOG and Low Variable Scope modes
Long-range Sub-machine Gun damage has been tightened
Decreased maximum throwing power and lowered throwing angle for all grenade types
Fixed the display stats for the FDO-11 and IW80-A2 assault rifles to their appropriate values
Audio/ Visual
Camera position has been moved back to show more of the player-character
Camera field of view has been widened by roughly 20%
Smoothed camera movements when changing locations in tight spaces
Updated “Vote Kick” user-interface so that it takes up less of the screen
Technical
Fixed issue that prevented Clan Challenge queue from properly working
Miscellaneous
Made various PlayStation Move adjustments including latency reduction, less sensitive recoil countering, the added ability to pitch up while firing, and turn/ pitch tuning
Renamed PlayStation Move control schemes to “Standard Aim” and “Standard Arcade”
Second Patch – SOCOM 4: U.S. Navy SEALs v1.03
Estimated Release: Late April/ Early May 2011
Added center dot to targeting reticule
More to confirm…
Patch(es) TBD
Estimated Release: TBD
Camera fixes that include even more “smoothing” fixes and a camera collision repositioning above the player character’s head
Mic system overhaul that improves UI, functionality
More to confirm…
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Jeremy Dunham
Sr. Community Manager, Zipper Interactive
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day 1 patch plus mga upcoming patches. and for addressing players feedback, good job zipper interactive