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Black Ops 2 Update [1.04]: Keep all related posts here.
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Black Ops 2 Update [1.04]: Keep all related posts here.Posted:

TriQ
  • Powerhouse
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Status: Offline
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Title update 1.04 has been released.
To prevent spam, can you try keep all related posts here.


Anything to do with:
Nuketown DLC
Theater mode problems.
Weapon buffs and nerfs
Anything regarding the patch below.




Patch Info:
Black Ops 2 Title Update 1.04 Notes:

New Features & Feature Improvements
Added support for posting Live Stream URLs to Twitter.
Improved audio/rumble responsiveness when hitting enemies with gunfire.
Improved overall communication of Double XP when enabled.
AAR better communicates how much XP was earned in each match.
Added the ability to View League Teams from any players Playercard.
Added the ability to View Playercard from League solo leaderboards.
Added a number of security system enhancements.
Added Hardcore Kill Confirmed playlist to the Hardcore category

Issues Addressed
Fixed a rare hang (Awaiting Textures) upon loading into maps when joining a session in progress after fresh boot.
Game now resets the Care Package for a non-owner if the owner re-rolls the package using the Engineer perk.
Players with Black Hat PDA can no longer hack a Care Package faster than the owner can capture it.
Addressed an exploit where modified console hackers could maliciously spread infected films to other users.
Added a fail-safe to prevent spawn trapping in CTF.
Increased sight checks on turrets to improve spawning algorithms.
Fixed a number of new UI error messages reported by users.
Addressed a number of issues that would cause friendly/enemy color indicators on equipment and scorestreaks to display as the wrong team.
Improved overall Theater and Live Streaming stability.
Improved film rendering stability and made progression bar more accurate while rendering a film.
Addressed issues which prevented some master challenges from being completed.
Precision challenge Wet Work will now unlock with 10 kills.
The wins challenge will now account for all FFA modes when ending a match with a tie (if you are in the top 3).
Players that help with the Synchronized Attack challenge now get credit for it.
Players will not be able to manually take control of their AGR if they die at the exact moment that their AGR deploys.
Emblem Editor no longer closes the current emblem when discarding changes.
Players using Ghost will no longer be invisible at all times in Custom Games with the mini-map option set to constant.
Players using Ghost and a Suppressor attachment will no longer appear on the enemys minimap while shooting and moving while a UAV is up.
The median for the K/D graph in the AAR is set to 1.0 instead of 0.0.
Players can no longer get on top of the shrubs in Nuketown 2025.
Thermal vision overlay no longer appears using the VTOL glitch.
Kills from the explosion on the explosive crossbow bolt now count towards challenges.
Counter UAV no longer remains for the rest of the game after a host migration.
Clan tag is no longer locked immediately after prestige.
Offline profiles can no longer be exploited to join online games when an online profile is also signed in.
Multi-team games no longer count as a tie if an entire team quits.
Fixed an area in Express where K9 Unit dogs could get stuck.
EMP grenades no longer affect the CODcaster HUD.
Party Privacy count no longer affects how many bots will spawn in Combat Training.
Shadows seen through sniper scopes now render more correctly.
Players can no longer stand on invisible collision in Carrier.
Drop Shot medal is no longer awarded after standing back up.
Players can now copy a custom class to the extra prestige slot.


Gameplay Balancing
The following is a list of numerous gameplay balancing tweaks that were made after thorough review of statistical data from usage patterns of weapons, equipment, perks and scorestreaks since launch.

Scorestreaks:
UAV: cost increased from 350 to 425.
Lightning Strike: added 750ms delay

Equipment/Grenades:
Bouncing Betty: increased the grace period between trigger and activation by 200ms.
Sensor Grenade: increased the range (now 1000 units), frequency (now 800ms between pings), and amount of time (now 6s) that players appear after explosion.
Concussion Grenade: decreased movement penalty and turn speed penalty when hit.

SMGs:
All: increased hip fire recoil.
All: increased max hip fire spread from 4.75 to 5.
All: reduced bullet penetration.
MSMC: increased recoil slightly.
PDW-57: increased recoil slightly.

Assault Rifles:
All: reduced idle sway for more reliable long-range aiming.
XM8: reduced lethal range of 3-hit kills from 250 to 50 inches.
XM8 + Select Fire: increased recoil.
FAL OSW + Select Fire: increased recoil.
SWAT-556 + Select Fire: increased recoil.
MTAR: Made auto aim values consistent with all other assault rifles.

Sniper Rifles:
All: increased hip fire spread.
All + Laser Sight: increased hip fire spread.
XPR-50: increased recoil slightly.

Shotguns:
R870: reduced one-hit kill range by 45 inches.

Pistols:
B23R: reduced headshot multiplier from 1.4 to 1.
KAP-40: reduced headshot multiplier from 1.4 to 1





Current known info:

Theater mode problem:
Theater mode should now be up and running, all systems go!

Nuketown Zombies DLC not downloading: A problem with the store has caused Treyarch to bring down the DLC temporarily

Weapons been altered in performance: Check the Patch notes above to check if your weapon of choice has been altered.

Zombies round skipping glitch has been patched: Claymores are now knocked out of players hands when the playing is holding them, This prevents the glitch from happening. (Courtesy of Freq)




Staff, you can alter this post if any information is wrong or if anything needs added.

- Scuxx


Last edited by TriQ ; edited 3 times in total

The following 1 user thanked TriQ for this useful post:

iainbruX (12-08-2012)
#2. Posted:
iainbruX
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Need to also add that the Zombies Round Skipping glitch no longer works.

Claymores can now be knocked out of the hands during zombies when equipped.

This blocks the round skipping glitch,
#3. Posted:
TriQ
  • Powerhouse
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Freq wrote Need to also add that the Zombies Round Skipping glitch no longer works.

Claymores can now be knocked out of the hands during zombies when equipped.

This blocks the round skipping glitch,


Thank you very much Freq, will add that into the post.
#4. Posted:
iainbruX
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Scuxx wrote
Freq wrote Need to also add that the Zombies Round Skipping glitch no longer works.

Claymores can now be knocked out of the hands during zombies when equipped.

This blocks the round skipping glitch,


Thank you very much Freq, will add that into the post.


No worries! I'll keep you informed and up-to-date if I notice anything else
#5. Posted:
333
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Your not a mod though

You cant say what to do
#6. Posted:
TriQ
  • Powerhouse
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Reaproching wrote Your not a mod though

You cant say what to do


Sorry, my post was a bit confusing. I have altered it into a question rather than a command. Sorry about that,
#7. Posted:
TriQ
  • Powerhouse
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Freq wrote
Scuxx wrote
Freq wrote Need to also add that the Zombies Round Skipping glitch no longer works.

Claymores can now be knocked out of the hands during zombies when equipped.

This blocks the round skipping glitch,


Thank you very much Freq, will add that into the post.


No worries! I'll keep you informed and up-to-date if I notice anything else


Cheers Buddy, Keen to help the community
#8. Posted:
Parade
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The Nuketown doesnt work for me
#9. Posted:
iainbruX
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2 More patch notes:

Theatre Mode - Will be making a return within 48 hours of the update.

NukteTown Zombies Release - Though currently glitched and unable to download, the release for NukeTown zombies has been pushed.

- Freq
#10. Posted:
TriQ
  • Powerhouse
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Parade wrote The Nuketown doesnt work for me


Should say in the Post, Nuketown Zombies DLC is down at the moment because of a store error.
Should be fixed in the near future bud, it's worth the wait!
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