SOCOM Confronts the 1.50 patch next Tuesday
After months of silence, Slant Six and Sony have finally announced the deployment date of SOCOM Confrontation 1.50. Supposedly PSN's biggest first-party multiplayer game (so far), the long-awaited 1.50 patch adds a number of key features, such as Clan Ladders, Tournaments, Calendar, Follow-A-Friend, and Private Games, in addition to fixing a number of issues. The full list of updates can be seen after the break.
Of course, this isn't all that's coming for SOCOM. After 1.50 will be the even-more-long-awaited 1.60 patch, which will add free DLC to the game. Considering the lengthy wait for 1.50, it might take quite some time before we see that one ship.
Of course, this isn't all that's coming for SOCOM. After 1.50 will be the even-more-long-awaited 1.60 patch, which will add free DLC to the game. Considering the lengthy wait for 1.50, it might take quite some time before we see that one ship.
Crashes, Freezes and Hangs Fixed
- Players being booted out of the game to the XMB while loading into gameplay.
- Players freezing on the loading screen going into and returning from gameplay.
- Loss of input issues that occurred when using the pause menu or scoreboard.
- Low frequency freezes when creating a clan.
- Players occasionally getting stuck on the Quick Match screen after selecting an invitation.
- Rare cases where players would become stuck in Spectator mode.
General Gameplay Updates
- Numerous improvements to lag and latency, as well as bandwidth optimizations.
- To eliminate exploits where players were escaping to outside of the playable space, many of the previously found routes are now blocked off. As a further measure, the playable areas are now surrounded by trigger volumes that will kill players attempting to find new exploits.
- Players are no longer able to plant claymores through pillars, walls and other objects.
- Target spotting will now default to OFF in all ranked games.
- Fixed characters occasionally getting stuck when planting flares in Control mode.
- Made the range players could plant the satchel more consistent between levels, in both Breach and Demolition modes.
- Commando reticles now turn green when targeting a VIP in Escort mode.
- Increased the priority of picking up the satchel so it can be picked up more easily when weapons and other objects are piled around it.
- Louder and improved footstep audio for characters that are out of view.
- Limited the angle that climb prompts appear at, character will no longer turn 90 degrees before climbing.
- VIPs no longer appear on the HUD Radar after being killed.
- Added the ability to plant Control flares and Demolition/Breach satchels while prone.
- Improved grenade throws, they now more closely follow the throw arc, added better wall detection to keep players from throwing grenades through walls and other objects.
- Fixed issues where different weapons would appear in characters hands to different players.
- Players can no longer take control of VIPs/Hostages through walls or other objects.
- Improved performance for the late joiner, host and all other players when joining a match in progress.
- The satchel will no longer appear in the incorrect location for players that late join Demolition and Breach matches.
- Fixed cases where the number of rounds won by each team could become out of sync.
- The death camera will stop following the character that killed your player after 5 seconds.
- In spectator mode, the button commands will fade out after 5 seconds.
- When selecting a weapon in-game the player's custom loadout will not be overwritten, that can only be done in the Front End Armoury.
- Fixed cases where Detonators for Key Moments could become desynced, allowing them to be used twice.
- Multiple fixes for situations where characters could become invisible.
- Drastically cut down the Fade-In time at the start of the round.
- Fixed the jittering reticle when planting C4 and Claymores.
- Improved ability to plant the C4 on Breach walls.
- Resolved issues across all maps where players could become stuck when crouching or going prone in tight spaces.
- Closed an exploit where players could shoot through walls close to windows when using a scope.
User Interface
- Improvements across multiple Front End screens to improve the look and feel for Standard Definition users.
- Fixed cases where scrolling rapidly or backing out quickly from Front End screens could lead to multiple items overlapping.
- Sort the Channels list in a more user friendly way.
- Updated several places in the Records and Statistics where the same gun would appear more than once.
- Increased functionality for customizing controls including adding Hold functions to the Analog sticks.
- Added an option to disable D-pad Lean.
- Created a new Nordisk channel.
- Fixed an issue where the Clan Mottos would sometimes be cut off.
- Added more information to the Game Details screen in the briefing room.
Weapons
- Reduced the accuracy of the FAMAS.
- Improved damage of the Desert Eagle.
- Improved damage done by all Sniper Rifles.
Crossroads
- Improved collision on railings to allow bullets to pass through them easier.
- Removed a dynamic spawn from several modes that had a player respawn in a locked room in several modes.
- Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions.
- Updated one of the breach walls on the Overlook so player cannot get past without destroying it.
- Closed several exploit holes that allowed players to gain access to out of bounds areas including: numerous rooftops around the level and the area above the warehouse.
Quarantine
- Players can no longer swim under the platform of the main floor of the dome.
- Players no longer get stuck in the water of the main floor of the dome.
- Improved AI pathfinding with extra focus on the transitions in and out of water, including lowering the water in the dome at the start of the round in Escort and Extraction modes.
- Updated several locations inside the dome where the camera could pass through the ceiling and walls.
- Tweaked the collision on several pipes and beams so players cannot pass through or get trapped.
- Closed several exploit holes that allowed players to gain access to out of bounds areas including: the dome roof, areas past the outer fences and the submarine.
Fallen
- Improved AI pathfinding with special attention given to transitions in and out of the water.
- Aligned a dynamic spawn point with the world to prevent players from spawning halfway into the ground in Escort mode.
- Added more detailed collision to several cliffs to prevent players from clipping through the terrain.
- Closed several exploit holes that allowed players to gain access to out of bounds areas including: the cliffs above each spawn, the roof of the temple and behind fences.
Kasbah
- Aligned Demolition markers to be more visible.
- Resized one case where a Control flare could be thrown over the edge of a balcony.
- Added collision to a fence above Commando spawn that would allow players access to the 32 player area in the 16 player map.
- Closed several exploit holes that allowed players to gain access to out of bounds areas including: across destroyed bridges, outside the walls and on rooftops.
Urban Wasteland
- Aligned markers in Demolition and Breach mode to be exactly at the centre of the target zones.
- Resized two cases where Control flares could be planted behind walls.
- Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions.
- Closed several exploits that would allow the player access to out of bounds areas including: hotel rooftops, the sky bridge roof and several buildings around the level.
FrostFire
- Fixed camera issue where players below the Watch Deck could see enemies above when standing on the pipe.
- Closed several exploits that would allow the player access to out of bounds areas including: rooftops, the helicopter and the water.
Desert Glory
- Smoothed the collision on several pieces of rubble on the ground to allow easier traversal of the level.
- Closed several exploits that would allow the player access to out of bounds areas including: the cliffs above and the winding road below.










Reader Comments (Page 1 of 1)
Solace (Only on PSN) @ Aug 21st 2009 7:26PM
Whoa..
Solace (Only on PSN) @ Aug 21st 2009 7:29PM
One more thing Uncharted 2 is NEVER going to be Sony's biggest first-party multiplayer game EVAR. Neither is MAG and I can guarantee that!
Uncharted 2 is fun but way to casual and MAG is just a big boring generic FPS.
Daffy Duck @ Aug 21st 2009 7:46PM
I don't know about that, I have a buddy that has the MAG beta and said that it's not bad at all. I wish I was in the beta to determine that for myself =[
DrunkRaba @ Aug 22nd 2009 12:04AM
I'm in the beta. You know not of what you speak.
I would possibly care about this update to one of my most beloved series if I hadn't gotten into the MAG beta and COMPLETELY gotten into it, and out of SOCOM. Confrontation is a childs game compared to the beta of MAG.
Solace (Only on PSN) @ Aug 22nd 2009 12:07AM
so am i and you might say its fun now... but i know just like KZ2 and R2 people wont stick with it. The game is so generic and i feel like ive played it before a million times but when you add the name Zipper, and the number 256 to it it becomes one big hyped up game
DrunkRaba @ Aug 22nd 2009 1:07AM
It does feel familiar, like a good combo of SOCOM, COD, BF, and an RTS when you are in command. I really enjoy all the variation it adds to the shooter genre.
My views are probably tainted as SOCOM is such a big letdown and it was my favorite series. It is ruined! But I see bits of it in MAG.
Mein Bratwurst @ Aug 22nd 2009 1:45AM
I too am in the MAG beta and I have to agree with Solace, it feels very generic. It feels like a poor man's Battlefield to me. Honestly, it bores the hell out of me but I still drag myself through playing it since I feel I'm obligated to, being a tester and all.
Also inb4 someone accusing me of being a fanboy. I only own a PS3 and love it.
Solace (Only on PSN) @ Aug 22nd 2009 1:50AM
I love Socom i've been play Socom since the launch of Socom 2 online and Socom 1 offline. I see a little Socom in MAG but its just not a solid enough game to get me addicted and hooked like Resistance 2, Socom: Confrontation, and COD: 4/WAW
Marcus Carter @ Aug 21st 2009 7:35PM
Sounds good but not getting SOCOM till i know for sure that their is no lag.
Yingerman @ Aug 21st 2009 8:09PM
lag is little to none now, and my internet is aweful!
Peter @ Aug 22nd 2009 2:49AM
Yeah, or at least here in europe. It's the game with least lag out there, and my connection isn't that good either. BUT I've heard many americans complain so either you guys are overloading the servers or you just have worse servers :P
DrunkRaba @ Aug 22nd 2009 5:43PM
It's harder to get too much lag when not that many people are playing it :P
Firewarrior @ Aug 21st 2009 7:39PM
Indeed Sage Solace. Anyway about fucking time.
tk42one12 @ Aug 21st 2009 8:18PM
It is much better than it was at launch, lag wise anyway.
Content wise it is pretty lame. Hopefully that is rectified soon enough.
Tez @ Aug 21st 2009 8:52PM
If previous patches are any indication, this will break the entire game.
Chillski @ Aug 22nd 2009 2:38AM
Increased the priority of picking up the satchel so it can be picked up more easily when weapons and other objects are piled around it.
finallly i always used to get shot trying to pick up the bomb and not the pile of weapons surronding it......
nova_sonic77 @ Aug 22nd 2009 3:29PM
So no fixing of the Over the Shoulder View? Its virtually unplayable if the "Camera Switch" Option cannot be moved from the "Cross" Button. SlantSix Sucks. What about the nade Damage? There where so many instances where i should have died for an enemy nade, but it never even hurt me!
Fane @ Aug 23rd 2009 5:32AM
Slant Six really screwed the pooch re: the customization of the controls. Let us map any command to any button FFS.