MAG 2.0 Patch Released Today


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Zipper has totally revamped the MAG experience, as those of you who have played with the beta already know. They’ve dubbed their patch “Mag 2.0,” and it releases worldwide today, September 30, 2010. Highlights of the revision include PS Move support, a totally revamped skill tree, an economy that mandates purchasing gear and weapons (rather than unlocking them with skill points), and a level cap increase from 60 to 70. Check the “New Features” tab for a complete list of changes.

There are numerous other small tweaks as well. Some of the most striking to me are that repair kits can now damage enemy objects, helicopters have more hit points (they could sometimes be all but useless as a forward spawn in the past when they were so fragile), all players can see sprinting enemies on the minimap without the need for motion tracking gear, knife reach has been decreased, respec point requirements have increased and respec points can’t be stored in reserve. For a much for complete list of changes and bug fixes, see the press release. For a list of the (beta) skill trees, see the MAG wiki.

Are you all enthusiastic about the changes? Many of them sound great to me, but I’m a little disheartened that I’ll have to “rediscover” the weapons now, as my favored weapons often change after they experience balancing tweaks (and these changes sound like more than “tweaks”!). I’d love to see some new maps and modes as well. I actually uninstalled the Interdiction DLC as it often takes such a long time to get a game put together for it. (I have a feeling that many people have uninstalled it as well.)

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Patch v2.0
Available September 30th, 2010 | 36MB (TPPS), 532MB (DLS)

Gameplay (General)

  • Character level cap has been increased from level 60
    to level 70
  • Added new “Supply Depot” menu and in-game economy
    system (see “Gameplay – Economy” section for details)
  • Implemented new “Clan Deploy” feature that allows
    Clan Leaders and Officers to deploy into group queues of up to
    128 players
  • Characters moving from MAG v1.XX to MAG 2.0 will
    receive an immediate and automatic Respec the first time they
    log in
  • Repair Kits can now inflict damage on enemy soldiers,
    vehicles and objectives
  • XP rate for “Repair” has been increased from 1.5XP/
    10pts to 3XP/ 10pts
  • Players can now track all “sprinting” enemies on the
    mini-map without the need for equipment
  • All “Damage Bar” rates for “Domination” maps have
    reverted back to their original (and identical) values
  • Tuned the frequency in which a player can jump to
    eliminate “bunny hopper” techniques
  • Reduced helicopter settle time, widened turret
    rotation and significantly increased health to strengthen their
    use as a forward spawn point
  • The “Silent Step” OIC Leadership ability now works as
    intended by allowing nearby squadmates to move at both regular
    and running speeds without detection from the motion sensor –
    does not stack with any related skills or modifiers

Gameplay – (Economy)

  • Added in-game currency known as “Currency Points
    (CP)” that is awarded for by completing objectives, earning
    ribbons, finishing missions, and killing enemies
  • All gear and weapons are now located by default or
    can be sold or purchased in the “Supply Depot” menu

Gameplay – Skills (Overall)

  • All Skills cost only one point per unlock, allowing
    players to purchase new skills with every level increase
  • Removed all gear and weapon attainment from the
    “Skills” menu, they now reside in the separate “Supply Depot”
  • Added “Engineering, Medical, Resistances, Special
    Ops,” and ‘Vehicles” meta-categories to the “Skills” menu
  • Removed “Electronics, Explosives, Heavy, Personal
    Defense,” and “Support” meta-categories from the “Skills” menu
  • Each meta-category in the “Skills” menu now has
    multi-branching paths
  • The “Advanced Grenades, Improved Resuscitation,
    Improved Shot Detection, Improved Stealth,” and “Knives
    Expanded Reach” skills have all been eliminated or rolled into
    other skills (see Skills sub-sections below for details)
  • Respec Points progression has been changed from 1K,
    2K, 3K, 3K-Repeat to 1K, 3K, 5K, 5K-Repeat
  • Respec Points can no longer be “banked” and are
    capped at the amount needed for the next Respec

Gameplay – Skills (Assault)

  • Added the following skills to the “Assault” menu:
    “Assault Swap Speed” and “Rocket Launcher Reload Speed”
  • Added three upgrade tiers to the following “Assault”
    skills: “Assault Reload Speed, Assault Rifle Steady Aim,
    Assault Swap Speed, Grenade Launcher Reload Speed,” and “Rocket
    Launcher Reload Speed”
  • “Assault Reload Speed” skill has changed and now
    decreases the reload time for all assault rifles and machine
    guns
  • “Assault Rifle Improved Stability” skill has been
    renamed to “Assault Recoil Stability” and has been changed to
    reduce the recoil on all assault rifles and machine guns
  • “Assault Swap Speed” skill has been changed and now
    decreases the amount of time it takes to swap assault rifles,
    machine guns, rocket launchers and grenade launchers

Gameplay – Skills (Marksman)

  • Added the following skills to the “Marksman” menu:
    “Increased Scope Magnification, Marksman Fire Rate, Marksman
    Recoil Stability” and “Marksman Swap Speed”
  • Added three upgrade tiers to the following “Marksman”
    skills: “Increased Scope Magnification, Marksman Fire Rate,
    Marksman Reload Speed, Marksman Recoil Stability, Marksman
    Steady Aim,” and “Marksman Swap Speed”
  • New “Increased Scope Magnification” skill increases
    the level of zoom when using a scope on a sniper rifle
  • New “Marksman Fire Rate” skill increases the rate of
    fire for all sniper rifles
  • New “Marksman Recoil Stability” skill reduces the
    amount of recoil on sniper rifles
  • New “Marksman Swap Speed” skill decreases the amount
    of time it takes to swap sniper rifles

Gameplay – Skills (Close Quarters)

  • Added the following skills to the “Close Quarters”
    menu: “Close Quarters Fire Rate, Close Quarters Swap Speed,
    Improved Knife Damage,” and “Knife Frequency”
  • Added three upgrade tiers to the following “Close
    Quarters” skills: “Close Quarters Fire Rate, Close Quarters
    Recoil Stability, Close Quarters Reload Speed, Close Quarters
    Swap Speed, Improved Knife Damage,” and “Knife Frequency”
  • “Close Quarters Improved Stability” skill has been
    renamed to “Close Quarters Recoil” stability and has been
    changed to reduced recoil on all pistols, personal defense
    weapons, submachine guns and shotguns
  • New “Close Quarters Fire Rate” skill increases the
    fire rate of all pistols, personal defense weapons, submachine
    guns and shotguns
  • New “Close Quarters Swap Speed” skill decreases the
    amount of time it takes to swap all pistols, personal defense
    weapons, submachine guns and shotguns
  • New “Improved Knife Damage” skill increases the
    amount of damage knife attacks do to enemy soldiers
  • “Knives Improved Swipe Speed” Skill has been renamed
    to Knife Frequency” skill, which decreases the time between
    knife attacks

Gameplay – Skills (Special Ops)

  • Added the following skills, all with three-tiered
    upgrades, to the “Special Ops” menu: “Extended Tracking
    Duration, Improved Acoustic Locator, Improved Explosive
    Detector, Improved Motion Tracker, Improved Sensor Jammer” and
    “Improved Suppressors”
  • New “Extended Tracking Duration” skill increases the
    amount of time a detected enemy is tracked on the mini-map and
    CNI
  • New “Improved Acoustic Locator” skill increases the
    effective range of an equipped Acoustic Locator gear item
  • New “Improved Explosive Detector” skill allows a
    soldier with an Explosives Detector gear item equipped to
    approach enemy mines while prone without triggering them
  • New “Improved Motion Tracker” skill increases the
    range an equipped Motion Tracker gear item detects enemy
    movement
  • New “Improved Sensor Jammer” skill allows a soldier
    with Sensor Jammer gear items to move at a faster rate before
    being spotted by enemy Motion Trackers, as well as masking
    nearby squadmates
  • New “Improved Suppressors” skill increases the
    effectiveness of any suppressor when mounted on a weapon

Gameplay – Skills (Medical)

  • Added the following skills, all with three-tiered
    upgrades, to the “Medical” menu: “Heal Recharge Rate, Improved
    Healing, Improved Resupply Rate, Medical Kit Heal Range, Self
    Heal Speed,” and “Resuscitation”
  • New “Heal Recharge Rate” skill reduces the time
    between medical kit and first aid kit applications
  • New “Improved Resupply Rate” skill reduces the time
    it takes to refill your gear and ammo at supply points
  • New “Medical Kit Heal Range” skill increases the
    range a medical kit can heal wounded teammates
  • New “Self Heal Speed” skill decreases the time it
    takes to apply a first aid kit or medical kit when self-healing

Gameplay – Skills (Engineering)

  • Added the following skills, all with three-tiered
    upgrades, to the “Engineering” menu: “Advanced Electronics,
    Advanced Explosives, Improved Repair Kit Damage, Improved
    Repairing,” and “Mine Deploy Speed”
  • New “Advanced Electronics” skill decreases the amount
    of time it takes to take control of battlefield
    electronics-based objectives
  • New “Improved Repair Kit Damage” skill increases the
    amount of damage the repair kit does to enemy soldiers,
    vehicles and objective assets
  • New “Mine Deploy Speed” skill reduces the amount of
    time it takes to deploy anti-personnel and anti-tank mines

Gameplay – Skills (Athleticism)

  • Added the following skills to the “Athleticism” menu:
    “Increased Launcher Move Speed, Increased Move Speed,” and
    “Improved Sprint Speed”
  • Added three upgrade tiers to the following
    “Athleticism” skills: “Advanced Paratrooper, Increased
    Endurance, Increased Launcher Move Speed, Increased Move Speed,
    Improved Sprint Recovery,” and “Improved Sprint Speed”
  • New “Increased Launcher Move Speed” skill increases
    the top speed a soldier moves and aims while holding a rocket
    launcher
  • New “Increased Move Speed” skill increases the top
    speed a soldier moves normally
  • New “Improved Sprint Speed” skill increases the top
    speed a soldier moves while sprinting

Gameplay – Skills (Vehicles)

  • Added the following skills, all with three-tiered
    upgrades, to the “Vehicles” menu: “Improved Smoke Screen Rate,
    Improved Turret Cooldown, Improved Vehicle Awareness, Improved
    Vehicle Impact Damage, Increased Vehicle Speed,” and “Vehicle
    Mine Resistance”
  • New “Improved Smoke Screen Rate” skill reduces the
    amount of time between smoke screens activated by the driver of
    the vehicle
  • New “Improved Turret Cooldown” skill reduces the time
    it takes for the soldier’s turret weapon to cool down after it
    has overheated
  • New “Improved Vehicle Awareness” skill makes the
    mini-map visible while a soldier is manning a vehicle or bunker
    turret and can be upgraded to add base Acoustic Locator and
    Motion Tracker functionality
  • New “Improved Vehicle Impact Damage” skill increases
    the amount of damage inflicted on enemy soldiers when impacted
    by the driver’s vehicle
  • New “Increased Vehicle Speed” skill increases the top
    speed of the vehicle the soldier is driving
  • New “Vehicle Mine Resistance” skill decreases the
    amount of damage a vehicle the soldier is driving takes from
    enemy anti-vehicle mines

Gameplay – Skills (Resistances)

  • Added the following skills, all with three-tiered
    upgrades, to the “Resistances” menu: “Chemical Damage
    Resistance, Extended Bleedout, Explosive Damage Resistance
    Flashbang Resistance, Impact Damage Resistance,” and “Increased
    Health”
  • New “Extended Bleedout” skill increases the time a
    soldier can remain incapacitated before he bleeds out
  • New “Flashbang Resistance” skill decreases the
    duration a soldier is affected by flashbang grenades

Weapons

  • Increased base damage on most automatic weapons by an
    average of 15%
  • Improved the spread rate of Assault Rifles and
    Submachine guns when auto-firing so that they remain accurate
    longer
  • All suppressors now reduce shooting detection range
    by half of their old default value
  • Knife tuning: Reduced range by roughly 30 centimeters
    and decreased default “facing” damage bonuses
  • Knife tuning: Changed knife attack angle so that a
    hit requires target to be closer to the center of the screen
  • Shotgun tuning: Corrected issue that prevented all
    shotguns from reloading when the player was still holding the
    “fire” button
  • Explosive tuning: Anti-personnel Mines now have a
    “line of sight” check for detonation and have been given a more
    realistic damage cone
  • Explosive tuning: Increased “Anti-tank Mine” damage
    to vehicles by 50%

Gear and Apparel

  • Explosives Detector no longer beeps when in proximity
    of a teammate’s mines — only when near an enemy’s; beep
    frequency has also been adjusted
  • Motion Tracker has been updated so that it is no
    longer based on an enemy’s speed and is now based on an enemy’s
    stance, detecting movement for all un-jammed players
  • The Sensor Jammer had been updated so that all prone
    movement by the equipped player is masked; can be enhanced with
    “Improved Sensor Jammer” skill to mask crouched movement at
    level 1, walking at level 2 and sprinting at level 3
  • Light/ Improved Light Armor base speed has been
    reduced by nearly 3%
  • Heavy/ Improved Heavy Armor base speed has been
    increased by nearly 3%
  • Light and Heavy Armor types have been given “bonus”
    modifiers when used in conjunction with “Speed” skills so that
    Light Armors receive greater benefits and Heavy Armors receive
    lesser benefits

Interface

  • Added “Community News” page to better inform players
    in-game of all MAG-related events or promotions
  • Different grenade types now show specific in-game
    icons when thrown
  • Repaired bug that would sometimes result in the
    post-game results screen displaying the incorrect amount of
    earned XP
  • Added “Total Awarded Currency Points” to “Bonuses”
    section of the character “Stats” page

Audio/ Visual

  • Thrown or launched grenades now have a “trail” effect
    as well as an updated overall appearance to make them more
    visible on the battlefield
  • Solved issue that prevented equipped grenades to
    appear in the player’s hand prior to throwing them
  • An assortment of camera and animation optimizations
    for various scenarios including but not limited to iron sight/
    laser sight zoom, ladder climbing, mine placement,
    self-healing, and weapon swapping
  • Improved presentation of the character “jump”
    animation
  • Updated various pieces of artwork with newer versions
    for better performance
  • Fixed issue that sometimes prevented medical device
    appearance and/ or animations from displaying properly
  • Increased the Sensor Array’s animation time to match
    the duration of its usage
  • Repaired bug that prevented the “Alarm” audio from
    being played when charges were planted at “Objective C” in the
    “Syr Daria Uplink” and “Darrien Network” maps
  • Slightly lowered the amount of camera shake from air
    strikes, explosions, and when firing weapons
  • Repaired camera “pop” problem that would sometimes
    occur when sprinting out of a parachute drop
  • Removed “shiny” graphics that would randomly appear
    on bridges for all maps in which a bridge is present
  • Fixed issue that prevented win/ loss voice-over from
    being played when game clock expires in “Interdiction” mode
  • Improved visual appearance of the Ribbon awards

Technical

  • MAG now fully supports the PlayStation Move
    peripheral
  • Fixed “Spooning Elevator” bug that allowed players
    who revived downed teammates while laying on top of them to
    float upwards and reach areas not intended to be accessed
  • “MVP” criteria no longer considers bonus XP modifiers
    in its equation
  • Repaired issue that disconnected some members of
    large-sized clans from the MAG game environment when logging in
  • Fixed issue that would sometimes halt the patching
    process at 99% of the install period
  • Resupply Depots have been optimized so that the meter
    accurately reflects what is being resupplied and the resupply
    process itself is more efficient
  • Players can no longer take the driver’s seat in
    vehicles that are not their squad’s “spawn” APC, but can take
    any other seat in the vehicle regardless if their squad “owns”
    the APC or not
  • Repaired issue with “Happy Hour” timer that would
    sometimes shave a few minutes off the correct total
  • Solved problem that sometimes caused incapacitated
    players to rotate and move around
  • Players are now prevented from spawning inside a
    helicopter that is headed out of the map
  • Mended problem that caused the “Primary Objectives
    Completed” stat to sometimes double for various game types
  • Made additional fixes for rare “game crash” scenarios
  • Various localization updates and changes

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Written by: premiersoupir - News Contributor


  1. #1 by Kicks on September 30th, 2010 [ 539 Points ]

    Anyone picking up this greatest hits title now? I’m still borrowing my friends copy

  2. #2 by Tosh on September 30th, 2010 [ 1102 Points ]

    Can you create a game just for those that play with Move controllers ?

  3. #3 by Smegmazor on September 30th, 2010

    Tosh: Can you create a game just for those that play with Move controllers ?  

    Unfortunately, no. I think Move users should first practice in Suppression, so that they can get a handle on it before entering the bigger game modes.

    I can’t wait to get home to download the new update. Whoopee!

  4. #4 by Bilzac on September 30th, 2010 [ 30 Points ]

    I posted an idea on the sony blog, suggesting that they should bundle this game with the sub controller for 50 bucks since, they already dropped the price of this game to 30 and it now supports move.

  5. #5 by mike on September 30th, 2010

    will there be a MAG 3.0 though?

  6. #6 by premiersoupir on September 30th, 2010 [ 17020 Points ]

    mike: will there be a MAG 3.0 though?  

    I agree that calling it 2.0 is a rather sketchy move, as it implies a totally new release. Still, I appreciate that Zipper continues putting so much effort into bettering the product, and I definitely tip my hat to them for providing the fruits of that labor gratis.


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