Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
First the SCAR-H nerf and now this... sigh...
I'm actually okay with mines going away after a time.. It always seemed kinda stupid that Claymores go away but mines won't.. It's also pretty aggravating when someone isn't playing the objectives because all they are doing is running around laying mines, dying, laying more mines, effectively reducing our fighting force.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
First the SCAR-H nerf and now this... sigh...
This needed to be done.
So bad.
So many terrible Engi's that place at mines every 2 feet.
It's no different than C4 or anything else.
If you die what ever you had on the map should go. Health, ammo and everything else does that.
Also SCAR needed to be nerfed as well as most Engi guns.
Carbines should never have more umph and ranged acc than assault rifles.
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Wonder what the hell that means..
Typically when you die... every bullet you shot stops immediately. So if someone kills you after you fire a round that takes time to travel... typically the bullet would stop and never reach its destination just because you died.
Now after the patch you can fire a bullet and die... but possibly still kill someone after the bullet finds its place.
Well they already did that, so I was thinking they're increasing the distance before a bullet starts to drop.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
First the SCAR-H nerf and now this... sigh...
This needed to be done.
So bad.
So many terrible Engi's that place at mines every 2 feet.
It's no different than C4 or anything else.
If you die what ever you had on the map should go. Health, ammo and everything else does that.
Also SCAR needed to be nerfed as well as most Engi guns.
Carbines should never have more umph and ranged acc than assault rifles.
I disagree on the SCAR-H for one reason, 21 round clip and larger bullet size. It's meant to do a little more damage but run out of ammo faster.... The way i see it now... they minimized the damage but kept the 21 max clip size which is beyond unbalanced seeing that others have a 31 max clip size.
It had stopping power at the sacrifice of constant reload after targeting a single person which was perfect for my play style... now i'm forced to look toward the G36C potentially.
I can understand the AT15 mine nerf simply because it only takes one bad apple to screw us all over... Sure i enjoyed placing mines in a line around a point i knew was often traveled... died... then placed another line towards B... covering 2 flag points for the entire game. Just lame is all :|
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Wonder what the hell that means..
Typically when you die... every bullet you shot stops immediately. So if someone kills you after you fire a round that takes time to travel... typically the bullet would stop and never reach its destination just because you died.
Now after the patch you can fire a bullet and die... but possibly still kill someone after the bullet finds its place.
Well they already did that, so I was thinking they're increasing the distance before a bullet starts to drop.
The "time to live" is the same update they did then... looks like they just extended the duration on sniper rounds for the time to live then... so it can travel further before being dismissed.
No there's stopping power then there's what the SCAR had.
It was OP even for a 7.62mm round.
As it stands it's still has way to little recoil to be a 7.62mm carbine.
Just pick up the G36 already.. It's a decent enough gun, IMO better than the A-91.. The only Engineer-only weapon that's really better than the G36 as far as accuracy and damage is the SCAR, and to me, the smaller mag size just doesn't make up for what little edge you gain, especially now since it's been nerf'd.
No there's stopping power then there's what the SCAR had.
It was OP even for a 7.62mm round.
As it stands it's still has way to little recoil to be a 7.62mm carbine.
It had plenty of recoil until you equipped the foregrip which was essential to the gun. You could only take out a maximum of two people on a single clip unless you switched to single fire mode which was typically too slow for me unless they were at extreme far range.
The SCAR-H used to maintain a 34 damage rating until 10M or further out... as did the G3A3. But again it had a MUCH slower bullet per second discharge and a low 21 round clip.
I don't officially know yet what the new damage rating is but if it's below 30 the gun is now useless and the G36C would become an adequate replacement.
Just pick up the G36 already.. It's a decent enough gun, IMO better than the A-91.. The only Engineer-only weapon that's really better than the G36 as far as accuracy and damage is the SCAR, and to me, the smaller mag size just doesn't make up for what little edge you gain, especially now since it's been nerf'd.
If you saw how i played with it you might understand, but at this point i have no choice BECAUSE of said nerf. Otherwise it was the perfect gun for me. It MIGHT still be, but i don't see any new damage tests yet.
I'm rather disappointed they are reducing the damage of the frag rounds in semi and auto shotguns. They take 4 shots to kill (More if you are hitting an area near a person) and at over 20 yards they have a spread of 10+ yards in any direction your barrel is pointed.
Yet it's ok for SMAW / RPG / M203 to have better range, accuracy, and killing power.
Guess it'll be back to the F2000 for me come patch day.
I am kinda disappointed in all these nerfs all of a sudden, some were really needed but i feel like most were just people bitching and DICE overreacting (see the IRNV nerf).
But to be fair... with all the activity... new vehicles... new weapons... and active patches with true changes that they announce... it feels alright though.
To me i feel like if DICE were SE... RDM would have cure V 2 patches ago... they give in too easily to all the whining on the official forums it feels like.
The SCAR-H prenerf was identical to real life, the fix made it useless.
They're also adding additional nerfs to the PDW's which is dumb because the UMP-45 is a great gun in real life and is a retardedly awesome as it was beta and MW2.
Mines/Claymores should both stay on the battlefield, they're already pretty useless unless you don't use IR or are driving a transport vehicle - they've basically taken something that only tards/noobs die to and made them an ineffective part of the game entirely (like in BF2 - no one ever died to mines)
Making helo's suck more, that's wonderful too.
Guess I need to get my 5th mine star before the 6th.
I just started playing PC version tonight with my wife and friend, jesus mary mother of got conquest large was a very bad idea to start off on with no unlocks/anything............
beautiful to see but way too hard with no equipment or proper attachments...
My battlelog on PC version is off to a very... very... very very very bad start >:(
Also having some complications with wifes PC sometimes staying black when loading a new map forcing her to close the BF process and reopen the game through battlelog.
I love how i've played 12 games sofar, and of all 12... all 12 are losses because each time it puts us on a team, its all level 1-12's while the other team has 4-5 colonel and 30-40+ people.
I love how i've played 12 games sofar, and of all 12... all 12 are losses because each time it puts us on a team, its all level 1-12's while the other team has 4-5 colonel and 30-40+ people.
Get used to it..
Also I want to report the most *** kill ever..
I was killed by the M230.. No, not the explosive round.. M230 Smoke. The assailant instantly bursted out with an "LOLOLOLOLOLOL" I guess he was amazed as I was.
The reason that happens, is because of team hopping.. No one likes to lose, except the new comers, they don't really mind because they're still learning, but when someone of a high rank is on a losing team it's somehow unacceptable, so they just wait til they can switch. Teams get stacked in terms of rank pretty quickly.
I'll be honest, I don't like playing with a ***team. Even a team full of rank 1-20's can be good but not when they're all on recon and mortars, driving jeeps up mountains instead of to objectives. When I see that ***I just run up and kill them then swap teams.
I'll be honest, I don't like playing with a ***team. Even a team full of rank 1-20's can be good but not when they're all on recon and mortars, driving jeeps up mountains instead of to objectives. When I see that ***I just run up and kill them then swap teams.
That's my point mostly.. Everyone jumps ship to the better team, I do it as well.. I don't like being spawned camp.. There's a difference between 'challenge' and 'rape'. If the team I'm on is just that horrible (and it's about 70% of the time because they are just content to camp instead of push the front line back) I'll switch as well, I don't spawn camp, on foot, or vehicle, I'll protect a flag or two, I don't camp the earliest, and one of the only ways in, I just protect our assets.. In the plane, I look for tanks, vehicles, or infantry trying to take flags and then deal with them, I won't engage a chopper or plane until they engage me first. I only start in on ground troops once they start in on an objective. I guess you could say I play by gentlemen rules.
But if my team is just that bad, I'm going to switch.. It's just not fun to get killed every single time you spawn because the majority of the team wants to work solo or set up sniper rifles. If there's a chance that just a few skilled players can turn the match around and we're only marginally being out done, I'll give it my all and stay on the team and actually try to turn it around, but don't expect me to stay on your team when half the team is just sniping and not trying to do a damned thing.
EDIT: A few snipers can really be an asset.. When they aren't just going for kills.. When I'm sniper, I spot EVERYTHING.. I spot before shooting, I spot when I'm not even going to shoot, I spot air vehicles, tanks, jeeps.. It really helps to know the general areas where enemies are coming from, if you're sniping and not spotting ***, you aren't helping, and if you're being sniped back, and dying, then you're actually hurting your team.
I'll be honest, I don't like playing with a ***team. Even a team full of rank 1-20's can be good but not when they're all on recon and mortars, driving jeeps up mountains instead of to objectives. When I see that ***I just run up and kill them then swap teams.
That's my point mostly.. Everyone jumps ship to the better team, I do it as well.. I don't like being spawned camp.. There's a difference between 'challenge' and 'rape'. If the team I'm on is just that horrible (and it's about 70% of the time because they are just content to camp instead of push the front line back) I'll switch as well, I don't spawn camp, on foot, or vehicle, I'll protect a flag or two, I don't camp the earliest, and one of the only ways in, I just protect our assets.. In the plane, I look for tanks, vehicles, or infantry trying to take flags and then deal with them, I won't engage a chopper or plane until they engage me first. I only start in on ground troops once they start in on an objective. I guess you could say I play by gentlemen rules.
But if my team is just that bad, I'm going to switch.. It's just not fun to get killed every single time you spawn because the majority of the team wants to work solo or set up sniper rifles. If there's a chance that just a few skilled players can turn the match around and we're only marginally being out done, I'll give it my all and stay on the team and actually try to turn it around, but don't expect me to stay on your team when half the team is just sniping and not trying to do a damned thing.
EDIT: A few snipers can really be an asset.. When they aren't just going for kills.. When I'm sniper, I spot EVERYTHING.. I spot before shooting, I spot when I'm not even going to shoot, I spot air vehicles, tanks, jeeps.. It really helps to know the general areas where enemies are coming from, if you're sniping and not spotting ***, you aren't helping, and if you're being sniped back, and dying, then you're actually hurting your team.
I couldn't agree more with these 2 comments. Something I really hate seeing in this game is on TDM and watching ppl camp with a sniper wpn just sitting in some corner or in a house on Operation Metro or Seine Crossing. Seriously? Camping in TDM.. I've actually msg'd ppl on the psn to stop because its ludacris. If u wanna camp, go play Rush or Conquest. I may be picky, and it may seem like I am forcing my own value of "Fast killing and fun" onto someone else but still, CAMPING IN TDM?!
@ Rearden I guess I play with a bunch of n00bs & tards then, lol. every time on Caspian border I get at least 4-5 tank kills because of the AT mines i put down under the little canopy on the road from A - D. I put 2-3 on the one full open lane nearest to the Road up to C and then 2 more near the car and the last 1 randomly on the outside turn lane. EVERY TIME I get someone. truly are tards for never looking.
am also excited for back to karkand on the 6th. (mainly cuz we get it a week before everyone else and dually because I want to play those maps more then Operation Metro and Kharg Island. >.<)
MikaelKalms
Enlisted: 2011-10-22
2011-12-02 13:45 , edited 2011-12-02 13:48 by MikaelKalms
Quote
Hi all,
We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.
It will be both a client update -- approximately 2GB in size -- and a server update.
The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.
The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.
Bugfixes:
Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed
Balance Tweaks:
Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
Tweaked the max vehicle height on Noshahar Canals
Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.
Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts
Have those changes already been implemented on the 360? If so good because I can't notice a difference when flying the jet, but if it hasn't yet.. some of those nerfs are going to be irritating.
MikaelKalms
Enlisted: 2011-10-22
2011-12-02 13:45 , edited 2011-12-02 13:48 by MikaelKalms
Quote
Hi all,
We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.
It will be both a client update -- approximately 2GB in size -- and a server update.
The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.
The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.
Bugfixes:
Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed
Balance Tweaks:
Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
Tweaked the max vehicle height on Noshahar Canals
Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.
Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts
Have those changes already been implemented on the 360? If so good because I can't notice a difference when flying the jet, but if it hasn't yet.. some of those nerfs are going to be irritating.
As far as I'm aware, no.. PC gets it's updates before PS3 or 360, simply because Sony and Microsoft have to first approve everything.. There isn't that problem on PC. PC got the first major patch containing tweaks, then PS3, this is the second round of tweaks for PC. I'm not sure if or when 360 received the first round.
Just pick up the G36 already.. It's a decent enough gun, IMO better than the A-91.. The only Engineer-only weapon that's really better than the G36 as far as accuracy and damage is the SCAR, and to me, the smaller mag size just doesn't make up for what little edge you gain, especially now since it's been nerf'd.
I agree G36C is my favorite SMG out of everything they have available.
MikaelKalms
Enlisted: 2011-10-22
2011-12-02 13:45 , edited 2011-12-02 13:48 by MikaelKalms
Quote
Hi all,
We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.
It will be both a client update -- approximately 2GB in size -- and a server update.
The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.
The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.
Bugfixes:
Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed
Balance Tweaks:
Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
Tweaked the max vehicle height on Noshahar Canals
Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.
Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts
Have those changes already been implemented on the 360? If so good because I can't notice a difference when flying the jet, but if it hasn't yet.. some of those nerfs are going to be irritating.
As far as I'm aware, no.. PC gets it's updates before PS3 or 360, simply because Sony and Microsoft have to first approve everything.. There isn't that problem on PC. PC got the first major patch containing tweaks, then PS3, this is the second round of tweaks for PC. I'm not sure if or when 360 received the first round.
Great.. already looking forward to being shot down by stingers now. As long as I can do as much or damn close to the same amount of damage the A-10/Frogfoot's cannon can do to tanks, but in the Conquest jet equivalent with the boost they're giving to damage against vehicles I think it will be a sufficient trade off I guess. I just wish they'd make the *** AA guns actually destructible. I can't stand the people that just sit in it the entire round trying to shoot down aircraft and come out completely unscathed because you can't retaliate against them in any way. I know it's supposed to be a form of spawn protection I guess, but it's still just one of the main things about this game that irks me. Then I would be a VERY happy man haha.
Lol I just got 2 headshots with the same bullet from a sniper rifle.. I didn't even try to do it, right when I fired at the front guy, the other lined up with him.
Where do I sign the petition that server admins can't make up rules like "no shooting the uncap" if they run a ranked server
Was literally told to let their team get A Flag on Seine today and people who shot into uncap would be kicked - meanwhile their team is sitting in the uncap camping and shooting us. Happened the next CQ map too when I took the AH-6 over to their area on Damavand. Little sniper douche trying to pick me off from their spawn and when I killed him I got kicked.
After it was all said and done they had kicked half my team, most of them the best players. We split rush next round and raped them on CQ again.
Decided to go ahead and make a thread on it since there isn't one yet, and wanted to see who all is getting it?
Well PC version anyways, I hate playing FPS on console, it's one of the few (maybe the only?) genre where playing on PC actually makes the most sense (due to keyboard/mouse rather than controller. Mouse makes for far better reaction times, using a keyboard takes some getting used to though). If you plan on getting it on PC we should hook up in game and pop some heads. :).
I will be pre-ordering it, nothing could stand in my way of getting it.. I'm a huge Battlefield fan, and have been since 1942.
I was actually in a state of shock when I saw that 3 was on it's way.. I hadn't actually kept up on the next/newest installments, and while I love BC and BC2, there's just no Battlefield on console that compares to BF2 (and arguably, no FPS on console period that does).