AVForums

Our philosophy in our forums, reviews, podcasts and feature videos is to promote audio and visual excellence by gathering and sharing the best information and resources available.

Help

To begin please visit our help section »

Not a Member Yet?

It only takes a minute to start enjoying the benefits of AVForums membership, and it's free!

Member Log in

Patch 1.27 - Now available

Post Reply
Old 04-06-2009, 9:06 AM   #1
Senior Member
Join Date: Feb 2004
Experience Points:
8,390, Level: 21
Points: 8,390, Level: 21 Points: 8,390, Level: 21 Points: 8,390, Level: 21
Activity: 14.2%
Activity: 14.2% Activity: 14.2% Activity: 14.2%
Thanks: Gave 223, Got 512
Posts: 2,408
Patch 1.27 - Now available

As the title says, filesize is 76 mb.
  Quote
Thanks from:
BenchyUK (04-06-2009), simon147 (04-06-2009)
Old 04-06-2009, 11:06 AM   #2
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

Looking forward to this.

If anyone has tried it please post some impressions.
  Quote
Old 04-06-2009, 11:10 AM   #3
Illustrious Member
Join Date: Oct 2005
Location: Ashford, Kent
Experience Points:
47,254, Level: 53
Points: 47,254, Level: 53 Points: 47,254, Level: 53 Points: 47,254, Level: 53
Activity: 47.0%
Activity: 47.0% Activity: 47.0% Activity: 47.0%
Thanks: Gave 396, Got 933
Posts: 15,205
Re: Patch 1.27 - Now available

cheers, i'll give it a bash later
  Quote
Old 04-06-2009, 11:20 AM   #4
Conspicuous Member
 
Br0ken's Avatar
Join Date: Jun 2006
Location: localhost
Experience Points:
34,147, Level: 45
Points: 34,147, Level: 45 Points: 34,147, Level: 45 Points: 34,147, Level: 45
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 591, Got 1,170
Posts: 8,976
Re: Patch 1.27 - Now available

Whats new?
  Quote
Old 04-06-2009, 11:53 AM   #5
Ex Member
Join Date: Nov 2006
Location: Wigan
Experience Points:
5,206, Level: 17
Points: 5,206, Level: 17 Points: 5,206, Level: 17 Points: 5,206, Level: 17
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 197, Got 199
Posts: 1,306
Re: Patch 1.27 - Now available

Quote:
Originally Posted by Br0ken View Post
Whats new?
Here you go

Killzone.com

  Quote
Old 04-06-2009, 12:14 PM   #6
Senior Member
Join Date: Feb 2004
Experience Points:
8,390, Level: 21
Points: 8,390, Level: 21 Points: 8,390, Level: 21 Points: 8,390, Level: 21
Activity: 14.2%
Activity: 14.2% Activity: 14.2% Activity: 14.2%
Thanks: Gave 223, Got 512
Posts: 2,408
Re: Patch 1.27 - Now available

Had a game earlier (had to do a skirmish mind you as online was giving me an error code) and the precision aiming does make a difference. It feels far more responsive with smaller movements, and the 'dead zone' has pretty much gone. However I've found that I have needed to adjust my sensitivity setting to compensate for the finer control. Its not a huge difference, but I'm finding that for those smaller precise movements, it really does help.

EDIT : Just managed to play online and the spawn point placement is going to have to be protected in some way. Actually, I think they may have rendered this ability useless as I was dead before I even got the chance to control my character.
  Quote
Old 04-06-2009, 1:22 PM   #7
Prominent Member
Join Date: Oct 2007
Location: London
Experience Points:
16,867, Level: 31
Points: 16,867, Level: 31 Points: 16,867, Level: 31 Points: 16,867, Level: 31
Activity: 11.8%
Activity: 11.8% Activity: 11.8% Activity: 11.8%
Thanks: Gave 216, Got 336
Posts: 3,847
Re: Patch 1.27 - Now available

For those behind firewalls

Killzone 2 Patch 1.27 Details
28-May-2009 - by Victor Zuylen
Category: News

Quote:
Even though the game has been out in stores for a while, Guerrilla remains committed to keeping Killzone 2 one of the strongest multiplayer experiences for the PLAYSTATION 3.


This week sees the release of Patch 1.27, which introduces a number of tweaks based on direct feedback from the Killzone community. We sat down with Eric Boltjes, Guerrilla's Lead Multiplayer Designer, to walk us through the most important changes and the reasons for their implementation.


First of all, Eric, can you run us through the highlights of Patch 1.27?

Sure! Most importantly, we've added functionality to make the process of finding and playing with friends much easier, tweaked the Skirmish Mode to keep it interesting for players with lower-bandwidth network connections, introduced a new 'High Precision' option to the controller configuration menu, and improved the overall balance of the game. There's also a host of smaller changes as well, but I'll save that for the change log.


Let's start with the first one: finding and playing with friends. How has that been changed?

We've examined how party systems work and added similar functionality to our game where possible. The 'Join Friend' option has been changed so that the player can automatically join a friend's faction and squad - even if faction balancing is on. In addition, squads and their factions are now persistent over multiple games, so friends can keep playing together continuously.



You said the Skirmish Mode been tweaked - can you explain?

Well, we've decided to unlock all the badges in Skirmish Mode. Considering that the game has been out for a while, and that many players have already reached the rank of General, we believe this is a nice way for players with lower-bandwidth network connections to experience the full range of weapons and abilities available in the Warzone.


Control-wise, what exactly does the new 'High Precision' option do?

When this option is switched on, it makes the analog sticks more responsive to small movements. Turned off, the controls behave exactly as they did before the patch. It's not a radical overhaul of the control system, so the layout and the 'weight' of the controls remain the same.

Still, a lot of us here at Guerrilla really enjoy the new High Precision option, so we've decided to switch it on by default for new players. Existing Killzone 2 players will have the option turned off by default after patching - we wouldn't want to force a sudden change to the controls on you!



How have you improved the overall balance of the game?

For starters, Patch 1.27 allows players to switch factions manually if the factions are unbalanced. If the factions consist of, say, 13 players versus 11 players, a player from the largest faction can manually switch over to make it an even 12 versus 12. Switching in the other direction is not allowed, so players from the smaller team can't defect to the larger team if the battle doesn't go their way. Players who switch over retain all their points, but squad affiliations will of course be lost.

Furthermore, we've removed the temporary invulnerability awarded to players who spawn at a spawn point other than the base camp. The players will still be safe at their own base camp, but custom-placed or mission-based spawn points do not yield temporary invulnerability anymore. This will hopefully give opposing players already at this location a fair chance.

Finally, we've made a couple of changes to the Badge abilities. The Assault Badge, for instance, was deemed too powerful by many players - so we tweaked down its Armor ability from 100 hit points to 50 hit points. The Tactician Badge's secondary ability (to request air support from a Sentry Bot) has also been tweaked to make the Sentry Bot more useful. It can aim more accurately now, and its health is a little higher as well. To make it even more useful, we've reduced the way automated turrets target them, so they're not shot down as fast. It should certainly make the Air Support Specialist ribbon easier to obtain!
  Quote
Old 04-06-2009, 5:15 PM   #8
Member
 
Spacedeck's Avatar
Join Date: Nov 2008
Location: Huddersfield
Experience Points:
3,150, Level: 13
Points: 3,150, Level: 13 Points: 3,150, Level: 13 Points: 3,150, Level: 13
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 153, Got 33
Posts: 807
Re: Patch 1.27 - Now available

This patch seems pretty good.
  Quote
Old 04-06-2009, 7:05 PM   #9
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

Quote:
Originally Posted by Spacedeck View Post
This patch seems pretty good.
Agree, played a few games earlier.
  Quote
Old 04-06-2009, 10:02 PM   #10
Illustrious Member
Join Date: Oct 2005
Location: Ashford, Kent
Experience Points:
47,254, Level: 53
Points: 47,254, Level: 53 Points: 47,254, Level: 53 Points: 47,254, Level: 53
Activity: 47.0%
Activity: 47.0% Activity: 47.0% Activity: 47.0%
Thanks: Gave 396, Got 933
Posts: 15,205
Re: Patch 1.27 - Now available

Is it me or have they improved the rumble?
  Quote
Old 04-06-2009, 10:15 PM   #11
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

I had my chatpad clipped onto my controller, and it was making more noise then I remember
  Quote
Old 04-06-2009, 11:34 PM   #12
Member
 
Spacedeck's Avatar
Join Date: Nov 2008
Location: Huddersfield
Experience Points:
3,150, Level: 13
Points: 3,150, Level: 13 Points: 3,150, Level: 13 Points: 3,150, Level: 13
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 153, Got 33
Posts: 807
Re: Patch 1.27 - Now available

I had a try of that new high precision thing and my god I can't work it. Then when I turn it off I'm good again.

One thing I hate is say you spawn in capture and hold from a spawn grenade. You shoot and kill them while you're still protected giving them unfair advantage. It needs to be changed to either your bullets do no damange until it's a 1 second of protection left or soon as you shoot you your protection goes away.
  Quote
Old 06-06-2009, 10:38 AM   #13
Senior Member
 
Geeders's Avatar
Join Date: Dec 2007
Experience Points:
3,539, Level: 13
Points: 3,539, Level: 13 Points: 3,539, Level: 13 Points: 3,539, Level: 13
Activity: 4.4%
Activity: 4.4% Activity: 4.4% Activity: 4.4%
Thanks: Gave 184, Got 125
Posts: 1,016
Re: Patch 1.27 - Now available

I've spent the last few weeks just trying to get the "air support specialist" medal. I'd finally got to 7 ribbons, and now the patch has made the bots loads more dangerous.

It only took one more go and now i've got all 8. Wish i'd waited for the patch now, would have saved loads of frustration

I'm not sure about the spawn point changes but it cuts out spawn points being placed right next to "search and destroy" targets. I dont know about anyone else, but i had got into the habit of spawning - throwing a grenade or 2 - taking someone out and dying all within 5 seconds of spawning, but this should make games a bit better by cutting that out a little.

It is very frustrating mind, when someone camps right next to a spawn point and shoots you before you've got chance
  Quote
Old 07-06-2009, 3:00 PM   #14
Member
Join Date: Aug 2005
Location: premier league burnley!
Experience Points:
5,090, Level: 16
Points: 5,090, Level: 16 Points: 5,090, Level: 16 Points: 5,090, Level: 16
Activity: 1.1%
Activity: 1.1% Activity: 1.1% Activity: 1.1%
Thanks: Gave 126, Got 66
Posts: 777
Re: Patch 1.27 - Now available

sorry to bat on with the whole controls theme again but does the latest update warrant picking up killzone again for somebody that struggled with the original setup?
i only managed 4 hours online and got used to(kind of) the controls but just could not enjoy the game with dodgy deadzone/weight feel.
  Quote
Old 07-06-2009, 4:49 PM   #15
Prominent Member
 
TankTopLover's Avatar
Join Date: Aug 2005
Experience Points:
9,123, Level: 22
Points: 9,123, Level: 22 Points: 9,123, Level: 22 Points: 9,123, Level: 22
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 14, Got 6
Posts: 3,771
Re: Patch 1.27 - Now available

Quote:
Originally Posted by gongatots View Post
sorry to bat on with the whole controls theme again but does the latest update warrant picking up killzone again for somebody that struggled with the original setup?
i only managed 4 hours online and got used to(kind of) the controls but just could not enjoy the game with dodgy deadzone/weight feel.
I have only just got the game and i can safely say(after update) that the controls are superb,no deadzone at all and very smooth.
  Quote
Thanks from:
gongatots (07-06-2009)
Old 07-06-2009, 5:45 PM   #16
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

My only only issue is why didnt they have these controls at launch - A lot of players that never liked the original controls have moved on now.
  Quote
Old 07-06-2009, 7:02 PM   #17
Member
Join Date: Aug 2005
Location: premier league burnley!
Experience Points:
5,090, Level: 16
Points: 5,090, Level: 16 Points: 5,090, Level: 16 Points: 5,090, Level: 16
Activity: 1.1%
Activity: 1.1% Activity: 1.1% Activity: 1.1%
Thanks: Gave 126, Got 66
Posts: 777
Re: Patch 1.27 - Now available

Quote:
Originally Posted by slinkywonka View Post
I have only just got the game and i can safely say(after update) that the controls are superb,no deadzone at all and very smooth.
did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable
  Quote
Old 07-06-2009, 7:49 PM   #18
Distinguished Member
Join Date: Nov 2007
Location: Liverpool :)
Experience Points:
48,837, Level: 53
Points: 48,837, Level: 53 Points: 48,837, Level: 53 Points: 48,837, Level: 53
Activity: 60.5%
Activity: 60.5% Activity: 60.5% Activity: 60.5%
Thanks: Gave 2,355, Got 2,870
Posts: 12,666
Re: Patch 1.27 - Now available

Quote:
Originally Posted by gongatots View Post
did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable
With the precision mode switched on the whole aiming process is alot smoother. If you played it pre patch you will definately notice the difference. I've had to actually put my sensitivity down as it was moving to fast.

Big shame they never had this at the start as Batblade said. Alot more people would still be into this.
  Quote
Thanks from:
gongatots (07-06-2009)
Old 08-06-2009, 9:20 AM   #19
Conspicuous Member
 
Br0ken's Avatar
Join Date: Jun 2006
Location: localhost
Experience Points:
34,147, Level: 45
Points: 34,147, Level: 45 Points: 34,147, Level: 45 Points: 34,147, Level: 45
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 591, Got 1,170
Posts: 8,976
Re: Patch 1.27 - Now available

I think they had to do something about the spawn grenades because game modes like S&D they ruin the match but the 'no-protection spawn' idea is rubbish. Would have been better if they just had a boundary where if the spawn grenade is thrown into it doesn't go-off, it becomes a dud.
  Quote
Old 08-06-2009, 11:40 AM   #20
Distinguished Member
Join Date: Nov 2007
Location: Liverpool :)
Experience Points:
48,837, Level: 53
Points: 48,837, Level: 53 Points: 48,837, Level: 53 Points: 48,837, Level: 53
Activity: 60.5%
Activity: 60.5% Activity: 60.5% Activity: 60.5%
Thanks: Gave 2,355, Got 2,870
Posts: 12,666
Re: Patch 1.27 - Now available

Quote:
Originally Posted by Br0ken View Post
I think they had to do something about the spawn grenades because game modes like S&D they ruin the match but the 'no-protection spawn' idea is rubbish. Would have been better if they just had a boundary where if the spawn grenade is thrown into it doesn't go-off, it becomes a dud.
I think they could have easily solved the spawn grenade problem by whilst you were invulnrable you are unable to fire your weapon. This way no-one has any advantage at all. Now you just get spawn camped wherever the grenade is dropped.
  Quote
Old 08-06-2009, 12:01 PM   #21
Veteran Member
Join Date: Aug 2003
Experience Points:
20,076, Level: 34
Points: 20,076, Level: 34 Points: 20,076, Level: 34 Points: 20,076, Level: 34
Activity: 13.9%
Activity: 13.9% Activity: 13.9% Activity: 13.9%
Thanks: Gave 323, Got 685
Posts: 6,558
Re: Patch 1.27 - Now available

Well if people played properly; you'd find somewhere safe to throw your spawn grenade (ie: out of sight from snipers etc), hold the area, drop it, and spawn thru it - keep a couple of defenders to stop the enemy camping it.

Of course if people use them like they did pre-patch, then they deserve all they get IMO
  Quote
Old 08-06-2009, 12:20 PM   #22
Veteran Member
 
Tall_Paul's Avatar
Join Date: Dec 2005
Location: Bristol
Experience Points:
15,489, Level: 30
Points: 15,489, Level: 30 Points: 15,489, Level: 30 Points: 15,489, Level: 30
Activity: 9.1%
Activity: 9.1% Activity: 9.1% Activity: 9.1%
Thanks: Gave 445, Got 1,138
Posts: 6,108
Re: Patch 1.27 - Now available

The spawnpoints have definitely improved S&D in my opinion, it's much less hectic, more controlled. Of course 32 player games are still pretty full-on, but the smaller (16/20 player) games are much better.

The main thing to remember is not to chuck a spawn nade right next to the objective, instead you have to try and control the area by placing spawns closeby, but not too close, and in clever locations to allow a couple of different attack routes, flanking etc. then once you've secured the area it's much easier to defend, and you can place the c4

It has changed the game quite a lot, but for the better IMO. The key to winning is having competent tactitians, who know what they're doing (which is pretty rare in random games unfortunately - backwards spawn points?! )
  Quote
Old 08-06-2009, 1:10 PM   #23
Conspicuous Member
 
Br0ken's Avatar
Join Date: Jun 2006
Location: localhost
Experience Points:
34,147, Level: 45
Points: 34,147, Level: 45 Points: 34,147, Level: 45 Points: 34,147, Level: 45
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 591, Got 1,170
Posts: 8,976
Re: Patch 1.27 - Now available

That was my point. In S&D the spawn grenades ruined the gamemode, the change is a pro for that game mode but since the change a mode like deathmatch is ruined because spawn camping will be worse.
It's no good hoping that when you join a random game that the people are all master tacticians lol Anyway, how many times have you spawned/seen a spawn grenade and thought, "I'll just wait here to cover this spawn in case the enemy try to camp it"?

All in my opinion of course.
  Quote
Old 08-06-2009, 1:16 PM   #24
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

So far I love the way the spawn is.

I have been tact since the patch (was always medic before) and I have mostly placed the spawn points in good places which contributes a lot to my team winning.

If the enermy place spawn points in dumb places then I will happily spawn camp

And airbots are useful which now gives me a good reason to be the tact.
  Quote
Old 08-06-2009, 1:21 PM   #25
Senior Member
 
Hubba-EX's Avatar
Join Date: Sep 2006
Experience Points:
12,280, Level: 26
Points: 12,280, Level: 26 Points: 12,280, Level: 26 Points: 12,280, Level: 26
Activity: 2.0%
Activity: 2.0% Activity: 2.0% Activity: 2.0%
Thanks: Gave 222, Got 225
Posts: 2,838
Re: Patch 1.27 - Now available

Quote:
Originally Posted by gongatots View Post
did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable
If controls were the only problem you had with the game before then I can honestly say you wont now.

This is the second control patch they have released.

Launch controls - I hated it, stopped me from enjoying the game.

1st patch - made a massive difference, and was acceptable.

(another inbetween to tone down the auto aim)

2nd patch (now) - tweaked a bit from patch 1, now very good. Day and night from launch controls.
  Quote
Old 08-06-2009, 8:44 PM   #26
Member
Join Date: Aug 2005
Location: premier league burnley!
Experience Points:
5,090, Level: 16
Points: 5,090, Level: 16 Points: 5,090, Level: 16 Points: 5,090, Level: 16
Activity: 1.1%
Activity: 1.1% Activity: 1.1% Activity: 1.1%
Thanks: Gave 126, Got 66
Posts: 777
Re: Patch 1.27 - Now available

Quote:
Originally Posted by batblade2001 View Post
If controls were the only problem you had with the game before then I can honestly say you wont now.

This is the second control patch they have released.

Launch controls - I hated it, stopped me from enjoying the game.

1st patch - made a massive difference, and was acceptable.

(another inbetween to tone down the auto aim)

2nd patch (now) - tweaked a bit from patch 1, now very good. Day and night from launch controls.
cheers hubba.
i should of just shoved the game under the bed and forgot about it but sold it for £13 on ebay!
i`d love this game if the controls where more responsive!
i`ll try get this back on the cheap.

is there still a decent community online or has the numbers died because of the games controls/online probs etc?
  Quote
Old 08-06-2009, 9:59 PM   #27
Prominent Member
 
Decadence1's Avatar
Join Date: Jun 2008
Location: Ice truck in Miami
Experience Points:
10,979, Level: 25
Points: 10,979, Level: 25 Points: 10,979, Level: 25 Points: 10,979, Level: 25
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 771, Got 1,377
Posts: 3,355
Re: Patch 1.27 - Now available

Quote:
Originally Posted by gongatots View Post
cheers hubba.
i should of just shoved the game under the bed and forgot about it but sold it for £13 on ebay!
i`d love this game if the controls where more responsive!
i`ll try get this back on the cheap.

is there still a decent community online or has the numbers died because of the games controls/online probs etc?
Nope there's still a solid community . Some people have got bored of it though and have moved on to other games. But lots of people are still playing it. You can always find a game on any map.
  Quote
Old 13-06-2009, 5:14 PM   #28
Member
 
Spacedeck's Avatar
Join Date: Nov 2008
Location: Huddersfield
Experience Points:
3,150, Level: 13
Points: 3,150, Level: 13 Points: 3,150, Level: 13 Points: 3,150, Level: 13
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 153, Got 33
Posts: 807
Re: Patch 1.27 - Now available

I'm having second thoughts on this patch. It's unbelievable how many games you play what are soo uneven because of the stupid join your mates team even if its already half of what they have.
  Quote
Old 14-06-2009, 3:25 PM   #29
vrc vrc is offline
Member
Join Date: May 2006
Experience Points:
4,478, Level: 15
Points: 4,478, Level: 15 Points: 4,478, Level: 15 Points: 4,478, Level: 15
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
Thanks: Gave 9, Got 2
Posts: 101
Re: Patch 1.27 - Now available

Exactly; if they get camped, it's their tactician's fault. Likewise if my team gets camped, it's my fault. But that never happens anyway...
  Quote
Post Reply



Thread information and display options
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off