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The Dunham Report


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Ongoing Retail Patch Notes (UPD: April 29, 2011)

 

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04-16-201103:00 AM - last edited on 04-29-201102:10 PM

'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.

 

Update: April 29, 2011 -- The PSN Outage that occurred on April 20 has delayed the deployment of all patches and DLC; our new dates reflect that. Sorry for any inconvenience.

 

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: Mid/ Late May 2011

  • Repaired multiple issues related to camera collision
  • Added controller options for adjusting the dead zone and acceleration curve
  • Added option to activate a center dot for your targeting reticule if desired
  • Added option to turn in-game XP displays on or off
  • Removed Merits and Victory Dances in Clan Challenge Matches
  • "Ready" Clans are now filtered to the top of the Clan Challenge list
  • Added Clan Lobby Player Counts to Clan Challenge Invites
  • Made improvements to camera while in "Spectator" View
  • Increased Victory Dance animation duration
  • Multiplayer Gametypes are now organized by category
  • Added queues for "Classic Small Suppression. Classic Medley" and "Classic Small Medley"
  • More to confirm…

 

Third Patch – SOCOM 4: U.S. Navy SEALs v1.04

Estimated Release: June 2011

  • Activation of SOCOM 4 Party System
  • More to confirm…

 

Patch(es) TBD

Estimated Release: TBD

  • Mic system overhaul that improves UI, functionality
  • More to confirm…

--------------------

Jeremy Dunham

Sr. Community Manager, Zipper Interactive

--------------------

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Though I like that they are trying to keep us informed. The time table they have set is BS.

 

The important issues that effect this game exponentially are ones that are not even in the immediate future. Mics are a HUGE problem. And you can't do matches that we have come to do here at UF.

 

I honestly have no clue how we are even going to be able to hold 1 match here at UF. Zipper essentially made UF irrelevant.

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Guest Attitude

I think the lack of pre-game lobbies and the "green-up" feature is the biggest disappointment in this game. You can't hold a conversation with anyone in this game, not even your clanmates(unless your waiting in the clan challenge que). It totally blows not being able to just ask a friend a question and then you can't get the response because the match launches.

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Absolutely nothing on the late spawning issue(one of the biggest issues imo)?

 

Unfortuantely I think this was intended. If you notice there is a pattern. If you survive the whole round you spawn right away, but the earlier you die in a round, the later you respawn. It is kinda stupid, but I don't see it changing given it is intentional.

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