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Battlefield 3: Get back to the fight

  1. Modding Senior Member Company of Heroes Senior Member  #1
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    Battlefield 3: Get back to the fight

    So Battlefield 3 has been out for quite some months now, with Back to Karkand released in December 2011. Then it all pretty much got quiet at DICE. They promised a huge patch and even posted the patch notes for it a while back. However that patch got delayed and delayed. With broken weapon combinations (Soflam + Javalin combo, anyone?), uncounterable jets dominating the skies as well as many weapons and their attachments being too strong or unused, many people started to leave (what in my opinion is an awesome) game.

    The things mentioned above were only a few of many such bugs, imbalances and even game ruiners. It even drove me away from Conquest for quite a while. However all that is supposed to be over now as this HUGE patch of 1.5GB seemed to have fixed, tuned and revived Battlefield 3 from it's 'dead'. I really can't say much of it at this point as I've only played several matches since I got home, but I've been waiting with full excitement and seemed to be worth that long wait.


    Code:
    We’ve been hard at work collecting and working on your feedback and suggestions, and are now happy to report that the next patch for Battlefield 3 will be released for PlayStation 3 on the 27th of March. More information on Xbox 360 and PC will come soon. 
    
    This patch includes many gameplay tweaks and balances; several suggested by you. The full list of changes and updates is as follows. This update will also bring the “Rent a Server” functionality to Xbox 360 and Playstation 3. For more updated information on this functionality, check back next week.
    FIXES FOR PC SERVER OPERATION 
    - Having the same map occur multiple times in the maplist now works properly 
    - If adding a new map to the servers maplist after a clear and then running “mapList.runNextRound” the server will ignore any remaining rounds on the map that it still run since before the clear and move to the new first map in the list. The server will now have reset the current rounds per map and run the map in the list for the number of rounds stated when adding the map. 
    - Maplist can contain up to 1000 entries now 
    - mapList.list will return at most 100 entries. To get the entire list, perform mapList.list repeatedly with increasing offsets (like banList.list) 
    
    GENERAL GAMEPLAY FIXES 
    -Players should no longer take fall damage from short falls. 
    -Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone. 
    -Fixed some situations that would unintentionally make a player unrevivable. 
    -Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced. 
    -Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots. 
    -Spawn protection will no longer be canceled by the player looking around. 
    -Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire. 
    -Increased the inaccuracy and recoil added when a player is fully suppressed. 
    -Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
    -Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons. 
    -Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper. 
    -Attempting to Crouch (like Prone) will now properly interrupt Sprint. 
    -Increased the effectiveness of Suppression Resist Specialization. 
    -Parachutes now respond to turn and throttle inputs more quickly. 
    -Switching from primary weapons to sidearms and back now takes less time. 
    -Increased the effectiveness of explosive resistance. 
    -Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level. 
    -The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks. 
    -Fixed several issues with vaulting objects, especially for thin railings. 
    -The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible. 
    -CRAM weapons on Carriers now count towards stationary weapon awards. 
    
    VEHICLE FIXES 
    -The A10 properly gives Jet score again. 
    -Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters. 
    -Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable. 
    -Slightly reduced the repair speed of the repair tool. 
    -Increased the damage done by TOW weapons to armored vehicles. 
    -Increased the rate of fire and minimum damage of the Coax HMG. 
    -Increased the damage mounted gunner .50cal HMGs do at long range. 
    -Increased the power of the repair tool when killing soldiers or destroying vehicles slightly. 
    -Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators. 
    -Increased the damage of the Javelin and Air to Ground missiles against laser designated targets. 
    -Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs. 
    -Slightly reduced the locking time of all weapons vs Laser Designated targets. 
    -Laser Guided missiles can now be distracted by Flares. 
    -Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets. 
    -Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets. 
    -Reduced the locking time for AA Missiles for Jets to make them more viable against air targets. 
    -Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles. 
    -Flares now more reliably distract missiles, especially for Helicopters. 
    -Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec. 
    -AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots. 
    -AA Missiles should no longer kill the pilot instead of the vehicle. 
    -AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud. 
    -Reduced the damage AA missiles do to jets to 45%. 
    -Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles. 
    -The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace. 
    -Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets. 
    -Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch. 
    -Increased RPG and SMAW damage against aircraft. 
    -Guided Rockets will now only track ground targets, as originally intended. 
    -Reduced the direct damage done by Attack Helicopter gunners vs Armor. 
    -Helicopter guns should now suppress correctly. 
    -Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided. 
    -Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters. 
    -Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle. 
    -The Mi28 has received upgrades to its climbing and yawing abilities. 
    -Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly. 
    -Improved the accuracy of the Mi28 gun to match the AH1 gun. 
    -Increased the direct hit damage of the APFSDS rounds for the IFVs. 
    -Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock. 
    -Miniguns and Helicopter Gunners now more quickly destroy parked cars. 
    -Increased the power of explosions from cars and other explosive static objects. 
    -Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion. 
    -Adjusted the F35?s Center of Mass and Hover Engine for more stable, level flight in all flight modes. 
    -Updated the F35 weapon systems to be consistent with the other Jets. 
    -The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude. 
    -The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle. 
    -Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position. 
    -Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage. 
    -Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough). 
    -The MAV will no longer destroy vehicles that run into it, instead it should be destroyed. 
    -Jet and Helicopter collisions should now properly result in the death of both vehicles. 
    -You can now spot with the EOD bot. 
    -Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst. 
    -Reduced the damage AA guns (both mobile and stationary) do to infantry. 
    -The carrier based CRAM stations are now properly tracked as stationary weapons. 
    -CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default. 
    -Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking. 
    -The A10?s extinguisher should now function properly. 
    -Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled. 
    -The T90?s crosshair now more accurately represents the trajectory of the main gun. 
    -Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns. 
    -The AAV now has zoom and a 3P camera when using the turret. 
    -Tweaked the AAV’s turret controls to be more useful when the vehicle is moving. 
    -The Z11w now properly functions with Below Radar. 
    -Below Radar will now also prevent the lock on of Stinger and IGLA missiles. 
    -Added Horns to all Jeeps. 
    -Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged. 
    
    WEAPONS 
    Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun 
    
    -Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL. 
    -Reduced the recoil of the SKS rifle and increased its maximum damage at close range. 
    -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs. 
    -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage. 
    -The M26 MASS frag and slug rounds are now the more effective pump action versions. 
    -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail. 
    -Fixed the bolt action timer on the L96 that would cause an animation glitch. 
    -9x39mm rounds no longer benefit from the Sniper headshot bonus. 
    -Increased the damage of the 9x39mm rounds at long range. 
    -Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines. 
    -Increased the damage of the .357 and .44 magnum rounds at max range. 
    -All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m. 
    -Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change. 
    -Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest. 
    -Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill. 
    -The spread for Flechette rounds has been reduced slightly on all shotguns. 
    -The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870. 
    -Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets. 
    -Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster. 
    -Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1. 
    -Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds. 
    -Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading. 
    -Fixed 12g FRAG rounds not breaking glass at long range. 
    -Players can now earn the shotgun Ribbon using the M26 MASS. 
    -The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log. 
    -Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log. 
    -Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates. 
    -M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move. 
    -RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27?s higher rate of fire. 
    -M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance. 
    -Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability. 
    -PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire. 
    -M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round. 
    -M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control. 
    -QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG. 
    -MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG. 
    -870: No change. The 870 is a popular and highly effective weapon. 
    -DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun. 
    M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire. 
    -S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload. 
    -MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS. 
    USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output. 
    -M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil. 
    -M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. 
    -AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character. 
    -SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference. 
    -A91: No Change. The A91?s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto. 
    -G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range. 
    -SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB. 
    -G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36. 
    -QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats. 
    -AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability. 
    -M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable. 
    -M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. 
    -M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire. 
    AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role. 
    -F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update. 
    -AN94: Reduced vertical recoil. The AN94?s 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive. 
    -G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3?s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges. 
    -KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire. 
    -L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire. 
    -FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine. 
    -PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced. 
    -UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick. 
    -MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90. 
    -AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed. 
    -PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts. 
    -P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective. 
    -PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19?s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon. 
    
    SCOPES 
    -Fixed the 7x scope not zooming to the full 7x on all weapons. 
    -Corrected the M39?s laser sight so it points at the point of impact and aligns with scopes when zoomed. 
    -Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x. 
    -Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels. 
    -The L96 Straight Pull bolt now functions properly. 
    -The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight. 
    -The L96 now properly shows scope glint when using the 8x, and 12x scopes. 
    -Tweaked IRNV to be more consistent across all levels. 
    -Fixed a rendering issue with IRNV view when taking damage. 
    -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others). 
    -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule 
    
    BIPOD 
    -The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines. 
    -The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines. 
    -Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod’s bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation. 
    
    HEAVY BARREL 
    -The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value. 
    -A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value. 
    -Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B. 
    -The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range. 
    -The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended. 
    
    IRNV FIXES 
    -Tweaked IRNV to be more consistent across all levels. 
    -Fixed a rendering issue with IRNV view when taking damage. 
    -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others). 
    -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule. 
    
    FOREGRIP 
    -The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged. 
    -A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty. 
    
    LASER SIGHT 
    -The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight. 
    -The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously. 
    
    SUPPRESSOR 
    -The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly. 
    -The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor’s bonus for all weapons. 
    -The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value. 
    -Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil. 
    
    FLASH SUPPRESSOR 
    -The Flash Suppressor no longer reduces accuracy for Automatic Fire. 
    -The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor. 
    -A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value. 
    
    GADGETS 
    -Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec. 
    -Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities. 
    -The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy. 
    -The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process. 
    -The MAV now properly shows up in the Kill Feed. Previously it simply displayed “KILLED.” 
    -The MAV can no longer be used as an elevator. 
    -Matched the motion sensor sweep frequency and range on the MAV to the TUGS. 
    -Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed. 
    -Players may now use their knife to destroy enemy equipment. 
    -C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4. 
    -The player may now have a maximum number of mines which will persist after the player’s death. Deploying more than the maximum of 6 mines will remove a previous mine from the world. 
    -Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time. 
    -Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles. 
    -Ammobags now stay until the user redeploys them like Medkits. 
    -Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades. 
    -Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry. 
    -Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec. 
    -Slightly increased the heal rate of the Medical Crate. 
    -The MAV now will also descend by pressing the Crouch Toggle key. (PC) 
    -The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn. 
    -Tweaked M224 exit points so the player faces in the direction of the mortar when he exits. 
    -Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate. 
    
    TEAM DEATHMATCH 
    -Fixed a bug where players would spawn close to the enemy team at the start of the round. 
    -Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge. 
    -Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked. 
    -Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning. 
    -Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely. 
    -Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points. 
    -Caspain Border spawn zones have been tweaked slightly. 
    
    SQUAD DEATHMATCH 
    -Fixed a bug where players would spawn close to the enemy team at the start of the round. 
    -Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map 
    -Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points. 
    -Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest. 
    
    DISABLE ANTI-ALIASING ON PS3 TO REDUCE INPUT LAG 
    PlayStation 3 players may now turn off anti-alias in the options menu to reduce input lag. 
    
    IMPROVED COMMO-ROSE FOR PC 
    
    
    As has been rumored for some time, we are making some improvements to the commo-rose on PC. This is partially based on feedback from the community. 
    
    Please be aware that the commo-rose will change depending on your current position – vehicles and infantry each have separate call outs. Each function should trigger appropriate voice messages as well as icons on the mini map. 
    
    
    
    Each button should trigger appropriate voice messages as well as icons on the mini map. Players should keep an eye on the mini map for these icons that will flash when a team mate is requesting aid via the commo-rose. 
    
    
    
    IMPROVEMENTS TO MINIMAP 
    we are also adjusting the level of detail to give a clearer picture for players when using the mini-map.


    So, with this huge patch finally being released, it's definitely going take me back to the game and hopefully also Conquest. If had lost interested in Battlefield 3, I would really recommend giving this patch a try, because combat has gotten a pretty much overhaul and (most of) the overpowered and abusive strategies have been countered by DICE.

  2. General Discussions Senior Member  #2
    terrible, terrible damage Starfisher's Avatar
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    While you're at it, come join the fun at Global Conflict: http://global-conflict.org/

  3. #3
    Member Julian's Avatar
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    Always up for some BF3, been known to hang about on IRC, or on mumble occasionally. Just thought this was funny:

    Quote Originally Posted by Celéstial
    With broken weapon combinations (Soflam + Javalin combo, anyone?), uncounterable jets dominating the skies
    I sort of thought that the first was the counter to the second. Although I'm willing to admit that a practiced Javelin team can completely destroy the enemy side. Its the most refreshing thing in the world to down chopper after chopper, and the fact that you chew through tanks, and with a support constantly resupplying, its pretty hard to beat, that said, without the SOFLAM, the Javelin is much less useful. But they seem to be buffing that.

    Now at least SOFLAM contributions will be rewarded.

  4. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #4
    The days of being stuck with a slowly dying laptop shall soon be past. Just in time for a new patch as well
    One step closer to the end of the decadent Eldar race.
    [...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]

  5. Tabletop Senior Member  #5
    Don't sass me, boy. Waterbizkit's Avatar
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    How well optimized is the game in general? If no one minds my asking. I got into the beta tests and the game mauled my system, which honestly isn't spectacular. It's the only time in years I've had a game freeze and have to kill it with ctrl-alt-delete. But that was the beta and is assume things have improved since.

    I meet all the minimum reqs and exceed several of them. My processor is probably my weakest link. It's a 2.53ghz Intel dual core. GPU is fine, RAM is fine. So any info is greatly appreciated. Otherwise, ignore me.

  6. #6
    Ever so slightly out of place. Guilliman's Avatar
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    -The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
    I sent ownage coming in the next two weeks (holidays \o/)

  7. Gamers Lounge Senior Member Modding Senior Member  #7
    Adventure Time Ira Aduro's Avatar
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    So I've been annoying asking Nova and Squid a few times every day if they want to play some BF3. I'm up for games whenever I get the time and I've been making more time recently. I'll check out Global Conflict, looks like a cure for the common BF3 squad.

  8. #8
    Don't mess sunshine. OpelFalcon's Avatar
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    @Waterbizkit It runs better than the beta, I'm around the minimum spec and I can run the game in a playable state, sure everything is on low but it works and above all it's fun. I can post my dxdiag, if it helps, just let me know.

    Also, I play regularly (GMT +1, Europe) so anyone is welcome to hit me up for some squad action. Same name and that.


  9. #9
    Nuffle's Bitch Integrity's Avatar
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    Well then, I guess it's time to patch up BF3 and get back on it.

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    ...if it has a gun and tracks, i will drive it. If it has a gun and wings, i will fly it. And if it has a gun and legs, i will drive over it.

  10. #10
    Cat in disguise! MadCatChiken's Avatar
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    "Laser Guided missiles can now be distracted by Flares."

    I hate this change, I know that you could pretty much dominate the jets and helis with a Jav and SOFLAM but thats what ECM Jammer was for, that could distract laser guided missiles.. it makes no sense for them to be distracted by flares.. they're not heatseaking.. At least they're buffing the G3 again, I loved that weapon before they nerfed it beyond use for no reason. Though recently I've been into the AN-94 which happens to be really good once you get used to the recoil, though I don't know how it acts now that they've reduced the recoil a bit.

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  11. Child's Play Donor Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #11
    Left, Right, Left Starblade's Avatar
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    Are they going to fix the bugs where it won't draw the enemy models or register your shots? Because I'm getting real damn tired of both.
    Last edited by Starblade; 29th Mar 12 at 10:09 PM.
    My Interceptor is better than your Interceptor.

  12. #12
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    @MadCat Afaik ECM did only break the lock on, but as soon as a Javelin/guided shell/etc. was on its way there was no way of distracting it. In addition to that ECM did give you a chance to dodge heat seekers.

    I still have to practice more with the new patch, but so far i have noticed that tanks have become more vulnerable in general and to rocket-pods in particular. The greatly decreased range of heat seekers also means that the choppers are much less dangerous to jets then before and people have already found ways of dodging heat seekers easily. Overall I would say that jets have won the "nerf" war ATM and came out stronger than ever. But as said before I will have to play more to see whether this is good or bad.

  13. Forum Subscriber  #13
    Member Ra owa's Avatar
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    I had a little game just after the patch was released and came away from it with a good feeling. There has been some nice fixes in the extensive list, along with some good tweaks and additions. I just have to get used to giving attack/defend orders in the new way, but at least it doesn't change my orders when trying to spot someone.
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    Wow, looks like the Steam servers have been fully relocated to Derpastan

  14. Dawn of War II Senior Member Dawn of War Senior Member  #14
    so amaze Hirmetrium's Avatar
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    Did they also buff the IR smoke on tank to break javelin locks? might actually be worth taking now.

    Looks like Engineers are king again. With the massive nerfs to javelin to make it far less useful vs Jets, AA will now likely be the go-to - guess it comes down to if you want pure AA, pure AT or a mixture (on the javelin).

    That said, tanks were always extremely vunerable to anything that could hurt armour - nerfing that was a bad idea, and taking out tanks will be very easy now (makes reactive armour pretty much essential, which saddens me).
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    IR smoke always broke javelin lock on

    I am still not sure if the portable AA solutions are still viable. They are very short ranged now, which really takes some time getting used to.

    What I do like a lot is that SMAW/RPG/MBT-Gun hit on helos/jets is now an instant kill

  16. Forum Subscriber  #16
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    Between the javelin's one hit disable, the ability to lock on to empty vehicles, and the nerfed repair tool, tanks really don't stand a chance any more. They were balanced as it was, but now everything that could kill them, can now do it ten times easier.

    Reactive armour and Smoke are now as essential to tanks as flares and ECM are to the air.
    BOD is my Shepard

  17. #17
    Cat in disguise! MadCatChiken's Avatar
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    Well I never used ECM/IR on jets I had extinguisher since I could pretty much always dodge the heat seakers, though I'm pretty sure I've had dodged guided shells with ECM after they've been launched either that I just made good use of the terrain and buildings to cover my ass. I've got the patch setup on my PC now though I can't test the guns I normally have since I got everything pretty much unlocked on xbox and only like level 15 on PC..

  18. Modding Senior Member Company of Heroes Senior Member  #18
    Celéstial by heart Celution's Avatar
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    Quote Originally Posted by Waterbizkit
    How well optimized is the game in general? If no one minds my asking. I got into the beta tests and the game mauled my system, which honestly isn't spectacular. It's the only time in years I've had a game freeze and have to kill it with ctrl-alt-delete. But that was the beta and is assume things have improved since.

    I meet all the minimum reqs and exceed several of them. My processor is probably my weakest link. It's a 2.53ghz Intel dual core. GPU is fine, RAM is fine. So any info is greatly appreciated. Otherwise, ignore me.
    Don't compare the game with the beta at all. The Beta wasn't optimized and due to extreme server load also very laggy. BF3 is very nicely optimized and should run fine on the minimum requirements.


    Ira: I'd like to play some games with you soon, would be cool! My BF3 nick is Celution.



    Quote Originally Posted by MadCatChiken
    "Laser Guided missiles can now be distracted by Flares."

    I hate this change, I know that you could pretty much dominate the jets and helis with a Jav and SOFLAM but thats what ECM Jammer was for, that could distract laser guided missiles.. it makes no sense for them to be distracted by flares.. they're not heatseaking.. At least they're buffing the G3 again, I loved that weapon before they nerfed it beyond use for no reason. Though recently I've been into the AN-94 which happens to be really good once you get used to the recoil, though I don't know how it acts now that they've reduced the recoil a bit.
    No you are wrong. It was quite impossible to destroy the Jets even with the SOFLAM/Javalin combination because jets simply outrun the missle until the lock is gone. Helicopters however had a certain death when this combo was used. Smoke on tanks did break the Javalin lock and also distracted it but still.
    However, the Javalin/SOFLAM combo did not get nerfed into the ground as well, they made the lockon to be faster as well as an increased range with more damage of the missle, so when you do get hit, your heli/jet will be disabled; forcing your to bail out or land&repair.

    Quote Originally Posted by saki
    I still have to practice more with the new patch, but so far i have noticed that tanks have become more vulnerable in general and to rocket-pods in particular. The greatly decreased range of heat seekers also means that the choppers are much less dangerous to jets then before and people have already found ways of dodging heat seekers easily. Overall I would say that jets have won the "nerf" war ATM and came out stronger than ever. But as said before I will have to play more to see whether this is good or bad.
    I have to completely agree with this. I still find Jets dominating the skies, especially when flown by a skilled pilot. They are extremely hard to take down even after the increased damage of rockets vs Jets and what really annoys me is that the Jets can obliterate the attack choppers with one good run with the chain gun. The Choppers still barely stand a chance against them, and the Stingers seem to be buggy.

  19. #19
    Member Dark_Avenger's Avatar
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    Giving the flares a shorter cooldown back to the original was a bad idea for the jets. Missiles are basically useless vs them now. I like the idea of the Stinger change, but they nerfed the range waaay to much. You have to be practically beside them to work now.

  20. #20
    Cat in disguise! MadCatChiken's Avatar
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    No you are wrong. It was quite impossible to destroy the Jets even with the SOFLAM/Javalin combination because jets simply outrun the missle until the lock is gone. Helicopters however had a certain death when this combo was used. Smoke on tanks did break the Javalin lock and also distracted it but still.
    However, the Javalin/SOFLAM combo did not get nerfed into the ground as well, they made the lockon to be faster as well as an increased range with more damage of the missle, so when you do get hit, your heli/jet will be disabled; forcing your to bail out or land&repair.
    I dodged Javelin missiles plenty of times in a Heli with the ECM jammer and just making use of terrain and buildings for cover. They've just made it easier for less skilled pilots to dodge them by adding the distraction by flares, as a heli pilot the terrain and buildings are your best friend. I did have a funny kill though on Omen with the Javelin, fired it at a MAV and it missed and did a crazy orbit around it and then went straight into the ground and killed some dude. xD

    Giving the flares a shorter cooldown back to the original was a bad idea for the jets. Missiles are basically useless vs them now. I like the idea of the Stinger change, but they nerfed the range waaay to much. You have to be practically beside them to work now.
    I found Jets were already difficult to take down with Stingers unless you had more than one person firing at it, I just ended up using a jet guns to take out other jets.

    Edit:

    I've found new love for the SKS, since the patch that gun has become a beast, small recoil 21 round mag and enough damage to take out 4 guys in one mag.. Just been running around Metro with iron sights, flash sup and a grip.
    Last edited by MadCatChiken; 1st Apr 12 at 10:08 AM.

  21. Gamers Lounge Senior Member General Discussions Senior Member Dawn of War Senior Member  #21
    Extremely Interested [Vertigo]'s Avatar
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    I played a few rounds with the new man portable AA and it seems less reliable? That or it takes longer to start getting a lock, if that makes any sense. Afoxie was complaining about how the new Jets dominate tanks now. I tend to hate any map that has Jets in it by default since I cant fly them worth a shit and if a competent pilot gets into one the game get much harder to play since there isn't a reliable response to Jets besides use more Jets.
    What happens in Greenville, SC stays in Greenville, SC.

  22. #22
    Quote Originally Posted by [Vertigo] View Post
    I played a few rounds with the new man portable AA and it seems less reliable? That or it takes longer to start getting a lock, if that makes any sense. Afoxie was complaining about how the new Jets dominate tanks now. I tend to hate any map that has Jets in it by default since I cant fly them worth a shit and if a competent pilot gets into one the game get much harder to play since there isn't a reliable response to Jets besides use more Jets.
    This is why I tend to find myself play Strike at Karkand alot, awesome Inf play supported by tanks jeeps and APC's. It's how I like to play Battlefield best. I also managed to pop off a few IGLA/Stinger shots today and I love how they work now. Extremely effective short range AA i must have knocked out 3 or 4 choppers on caspian defending checkpoint and radio tower.
    Last edited by A7K; 3rd Apr 12 at 1:52 AM.

  23. Modding Senior Member Company of Heroes Senior Member  #23
    Celéstial by heart Celution's Avatar
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    Yes but where stingers are effective against the choppers doesn't say anything about how they do against jets. The jets flyby so fast there isn't enough time to locking plus that jets outrun the missiles or just distract them. Plus that when they come back their flares are reloaded already. And with heatseakers being nerfed choppers don't stand a chance at all either. At the moment jets dominate all IMHO.

  24. #24
    Cat in disguise! MadCatChiken's Avatar
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    Well with Below Radar working properly stingers and heat seakers shouldn't get a lock at all if the chopper is close enough to the ground. A chopper is bound to get taken out if it's flying as high as the jets..

  25. #25
    I've found that both ECM and Flares are nearly 100% efficient when it comes to Stinger/IGLA countermeasures. I launched dozens of missiles and I was netted only a single kill. Seems like Stingers are just useful for making someone press X.

    By the way, can anyone fill me in on why a flash suppressor is a viable option as compared to the other attachments in that slot?
    dormimos

  26. #26
    Quote Originally Posted by CyberSargent View Post
    I've found that both ECM and Flares are nearly 100% efficient when it comes to Stinger/IGLA countermeasures. I launched dozens of missiles and I was netted only a single kill. Seems like Stingers are just useful for making someone press X.

    By the way, can anyone fill me in on why a flash suppressor is a viable option as compared to the other attachments in that slot?
    Its all teamplay with Battlefield, I was timing im IGLA/Stinger shots to hit them after they popped ECM/flares when a jet or other AA was actively targeting them, then I follow up during the cooldown with a kill.

    @Celéstial
    Yes that is factual, but then again MP-AA isnt really effective against jets in real life either, It should be the job of you Mobile AA or your jets to control the skies.

  27. Modding Senior Member Company of Heroes Senior Member  #27
    Celéstial by heart Celution's Avatar
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    True, but in reality a Jet wouldn't rampage a chopper that easily either, due to Choppers having way higher chance of survival. Besides, in reality Jets are spotted way earlier and the modern surface-to-air missiles (not hand operated ones like the Stingers) are extremely effective against them. However in BF3 Jets seem to be nearly immortal in their current state.

  28. Tabletop Senior Member Company of Heroes Senior Member Forum Subscriber  #28
    Don't make me angry. Ap0k's Avatar
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    Below Radar only works on air to air locks MadCat. It won't save you from Stingers/IGLA's or the AA vehicles.

    As far as dealing with jets in a chopper, you can either face them while lowering altitude and force them to play chicken if they want the kill, since you can lock them and let missiles off before they get close enough to land guaranteed hits with their miniguns, or if you don't have time for that, you just dive and force them to risk following you and subsequently being unable to pull out of their own dive before they hit the floor.

  29. #29
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    Below radar should also work against stinger/IGLA, at least it was noted in the patch:
    -Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
    with the new improved lock on speed of missiles and 1 hit disable, stealth seems to be mandatory to use on helicopters. I am still not sure what to think of jets, but otherwise the game seems to be fun still and everyone has a decent chance of killing stuff

  30. Tabletop Senior Member Company of Heroes Senior Member Forum Subscriber  #30
    Don't make me angry. Ap0k's Avatar
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    Oh cool! I totally missed that when I was reading through the mile-long patch notes.

  31. Gamers Lounge Senior Member General Discussions Senior Member Dawn of War Senior Member  #31
    Extremely Interested [Vertigo]'s Avatar
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    Not really. Ap0k. Some maps have a very low flight ceiling like Sharqi Peninsula Rush. That little bird is hard to take down with the IGLA.

  32. Forum Subscriber  #32
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    Stingers are much more effective post patch vs jets.

    The stinger is a one hit disable and has a much shorter lock on time. Flares also no longer prevent lock ons and aren't 100% reliable. Any good pilot will run with ECM now, but with the quick stinger lock on and a touch of lag, if fails a lot too, where it doesn't break the lock fast enough, and once the missile is launched it's up to pilot skill to throw it off.

    Jet v Stinger, Jet will win 9 times out of 10, but get a couple of guys with stingers or heatseekers and the jet will lose every time.

    Choppers have become overly weak though. A Jet can now destroy them in one pass with the MG, which forces them low to the ground, where they then become easy pickings for tankers.

  33. Dawn of War Senior Member  #33
    Antipostmodern Aron_DeTomado's Avatar
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    The problem with getting "a couple of guys with stingers" is that you are tying up multiple people for a significant amount of time to take out a single guy in a jet who'll be back after 15 seconds of respawn time, nevermind sacrificing antitank capabilities for those engineers. Needing more than one person to take out one person is practically the definition of imbalanced.

    The problem with the stingers is that they don't scale with skill; you either know how to use them or you don't. Pilots, on the other hand, can advance beyond simply knowing how to fly to actually being good at flying, at which point stingers become largely useless against them. I like the idea of making them a reliable defensive weapon, rather than an unrealiable offensive weapon (as they were prepatch), but as it stands there is just no way for an engineer, no matter how skilled, to counteract the evasive capabilities of a decent pilot, and when skill counts for nothing, you have a balance issue.
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  34. Forum Subscriber  #34
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    Between choppers, jets and engineers on the ground, there will always be more enough lock on weapons to deal with any jet. On console with only 12 people on the other team it's a constant struggle to shake off stingers and heatseekers, and if I annoy enough people, it's only a matter of time before I'm taken out. On PC with the larger player counts I honestly don't have a clue how anyone could stay airborne for more than a couple of minutes.

    The skill required to be effective in the air is a lot greater than the skill to lock on with a stinger, so if a stinger were actually an effective weapon then the skill:kill ratio would be completely out of whack.
    It really boils down to the fundamental flaw with lock on weapons - The skill required to use one isn't equal to the skill required to fly a jet or chopper.

    Pre-patch stingers were useless, but now they're almost too effective. If the ECM and flares didn't fail constantly it would be tolerable, but with the stinger being essentially a one hit kill, if you make a strafing run on the wrong engineer you're done.
    And now thanks to the beam scanning buff, jets with heatseekers are the most irritating thing in the game.

  35. #35
    Man, console pilots must be really bad. I've never seen a stinger kill a jet; since all they have to do is take stealth or below the radar and fly in a straight line and they'll be out of the lock on range before someone can fire one.

  36. Forum Subscriber  #36
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    Air radar is more useful than stealth, or at least it was until they decided that friendly air vehicles need not show up... The stingers become dangerous when you're flying directly at them. Once the lock starts, you ECM and continue to fly towards them. ECM fails and you're now flying head on into a missile.

    If I flew out of range every time someone tried to lock on it wouldn't really be worth getting in a jet since I'd only get 1 kill ever half hour or so.

    Below radar is also a permanent upgrade, and it never works.

  37. #37
    Member Sinogrim's Avatar
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    Below radar does work, but it's just ridiculously low before it starts taking effect. I'm guessing between 1 and 10 metres or something.

    Also, I honestly feel that the flares/ECM is just rolling the dice and hope you get lucky. Sure, I can understand this is sort of realistic, but in a game like BF, I like to know that when I release my flares the heatseeker will be avoided or when I use ECM the lock will break. It's incredibly frustrating getting taken down after you did absolutely everything right to avoid dying.

    Besides that, I really dislike the changes they did to jets. I can understand the need to decrease it's cannon damage vs heli's, but against jets aswell? Dogfights have become endless circle-jerks that last forever. While dogfighting against a good pilot used to get my on the tip of my chair, now it just feels dull and boring. I bet every jet pilot out there has had plenty of "disable already!!! >_<" moments since this patch. The cannon damage vs jets is just stupidly low and the saddest thing about this is that this decrease in cannon damage vs air-vehicles has done nothing good for anybody. Heli's still go down just as easily since jets are more maneouvrable while flying at lower speeds, thus all you need to do is come in from above or behind, hold the brakes and spray the heli down.

    Lastly, the F35 is still complete and utter crap to fly with. It's still the SU35's bitch cause it just can't keep up with it's opponent's turning speed and until DICE decides to make it fly just as good as the SU35, it'll stay a useless vehicle that's simply not capable of contesting Russian air-superiority.

    I honestly feel DICE has completely missed the ball and messed up the air balance. Jets take too long to take down other jets, heli's are still easy prey for jets, rocket-pods do too much damage vs ground-targets and TV-missile is just broken as hell...
    Make no mistake. War is coming. With all it's glory, and all it's horror...

  38. Forum Subscriber  #38
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    Below radar does work, but it's just ridiculously low before it starts taking effect. I'm guessing between 1 and 10 metres or something.
    I've never noticed it in action. I was dipping my wing in the river on Caspian trying to prevent a lock and still got a heatseeker in the arse for my trouble.

    You are right about jet vs jet through. If there's another good pilot on the server you're in for a battle of wills to see who gets bored first and tries to break off.

    The only thing to do with the F-35 is fly it to the Russian base and steal a Flanker.

  39. Child's Play Donor Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #39
    Left, Right, Left Starblade's Avatar
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    When it comes to damage and collision detection this is the least consistent game I have ever seen. Some times I do almost flawlessly, other times my gun literally does not do damage to enemy targets (when it decides to draw their models).

    Also, I honestly feel that the flares/ECM is just rolling the dice and hope you get lucky. Sure, I can understand this is sort of realistic, but in a game like BF, I like to know that when I release my flares the heatseeker will be avoided or when I use ECM the lock will break.
    I've never seen flares not work. Are you sure you're not getting hit by multiple missiles?

  40. #40
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    IMO below radar and stealth are necessary for helicopters to stay alive. Since the patch I have switched back from guided missiles to stealth as helicopters are easy targets for jets and I have to fly low and become a prime stinger target. With the current lock on speeds correct timing of ECM without stealth is really hard to pull off. With stealth equipped I usually have enough time to use ECM and fly (very)-low in order to avoid being tagged. Flying low makes me vulnerable to MBT-Guns, SMAWs and RPGs though.

    In general below is radar quite reliable for helicopters and the minimum height seems to be different from jets, which really have to be literally touching ground in oder benefit from it.

    From my experience flares do always work. Some reasons why they may hit you anyway are: First is lag, if its really close ranged the missile will already touch your plane when you hear the acoustic warning and your reaction will come to late, even though flares were deployed on your screen. And second are multiple missiles as mentioned before by Starblade.

    From my limited experience in jets I observed that missiles miss quite often. By going full afterburner and turning at the same time I was able to dodge several missiles. In addition to that I have seen skilled pilots dodging missiles with ease and killing me in the process. (I was testing ray scanner + missiles in a jet myself)

  41. Modding Senior Member Company of Heroes Senior Member  #41
    Celéstial by heart Celution's Avatar
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    Well I'm saying goodbye to air maps for a while again, as everything they seemed to fix is completely bugged or broken, plus that it just frustrates me that Jets can demolish Choppers with the Chaingun so fast you can't even react to it.



    Javalins/Guided Shells from air to ground will still hit 100% of the time, and are not distracted by flares whatsoever, the ECM will only 95% counter Stingers and Heat Seekers. The Stinger is very easily dodged, so it can be very unreliable when you try to take down the enemy air dominance.

    Heat Seekers will often just misfire or hit without damaging, plus that in the battle Chopper vs Jets, the Choppers gun barely damages the Jet as well as that the Heat Seekers just aren't hitting due to the Jet outrunning them or just distracting them. Not to mention that Flares seem to recharge faster than the Heat Seekers..

  42. #42
    Member Sinogrim's Avatar
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    I've never seen flares not work. Are you sure you're not getting hit by multiple missiles?
    Absolutely sure. I remember being locked on by an AA on Firestorm. As soon as the first missile is launched, I drop my flares. The lock stays on however and the "incoming missile" tone is still there. Nothing out of the ordinary, the 2nd missile is probably still chasing me, but it'll in no way disable me right? WRONG! I get hit TWICE by the same AA. I double checked it by asking it in chat. The guy simply fired his 2 missiles and my flares did absolutely nothing to either of the missiles, thus causing me to crash to the ground even though I did everything right to avoid being disabled.

  43. Tabletop Senior Member Company of Heroes Senior Member Forum Subscriber  #43
    Don't make me angry. Ap0k's Avatar
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    Flares dont break locks any more. They merely (are supposed to) distract the incoming missile.

    I've been choppering for most evenings this week, and to be honest, I don't really find the experience any more or less frustrating than it was pre-patch. IF you manage to get a decent gunner you can still wreck face.

  44. Child's Play Donor Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #44
    Left, Right, Left Starblade's Avatar
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    First is lag, if its really close ranged the missile will already touch your plane when you hear the acoustic warning and your reaction will come to late, even though flares were deployed on your screen.
    The worst part about lag in this game is there's no real giveaway until you're dead and you think about it. I'm sure most of my problems (that aren't graphical issues, like models not drawing) are because of it, but its no less frustrating every time I go an entire game getting two kills because the game thinks I'm somewhere else on the map.

  45. Dawn of War II Senior Member  #45
    My Knob has 0HP! Vintage's Avatar
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    Hey guys if you are having trouble adapting to the new suppression changes in the recent patch (400% more recoil while suppressed, as well as magical inaccuracy that ensures even if you put your sights on a target with 400% more recoil the bullet won't even go where you are shooting) this video shows how to handle suppression. It basically shows you how to suppress quickly, and what to do if you are suppressed.
    The true mind can weather all the lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.

  46. Forum Subscriber  #46
    Member Ra owa's Avatar
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    New patch to go live on 4th and 5th of June. Finally they can fix the m26 bug!

    Sorry for the non-perfect copy paste of the notes - I can't get everything to work from here (at work!).

    http://blogs.battlefield.com/2012/05...date-announce/

    The next Battlefield 3 update goes live June 4-5 on all formats. As usual, the period between the last update and this upcoming one has been spent listening to our community, tweaking parameters, balancing performance, and eliminating issues that we have found with your help. In short, the June update will make sure Battlefield 3 plays even better.

    The full June update change list is featured below. Changes are valid across all platforms (PC, PlayStation3, and Xbox 360) unless stated otherwise. The schedule for this update is:
    PC and Xbox 360 worldwide: June 4th
    PlayStation 3 in Japan/Asia: June 5th
    PlayStation 3 in all other regions: June 4th

    How to download the June update on your platform
    PC: As soon as you start your Origin client, the latest game update will automatically start downloading (unless you’ve disabled the option “Automatically keep my games up to date”, in which case it will start downloading when you try to run the game). In Battlelog, you will be notified from the Game Manager. Once you acknowledge the update, it will start downloading within the Origin client.

    PlayStation 3: When you start the game, you will be prompted that there is an update available. To continue, you must accept the update, which will install automatically.

    Xbox 360: You will be prompted there is an update available. If you accept it, it will download. If you do not accept it at this time, you can find it manually in the in-game store or on Xbox Live Marketplace, named Multiplayer Update 3. If you do not locate it manually this way, you will be prompted again the next time you start the game.

    Before we dive into the full change list, we would like to focus on a few of the biggest additions in this update. Let us know what you think in the comments section below.

    M26 dart situation resolved
    Some of you have noticed lately how a certain loadout has been overpowered. When the M26 Lightweight Shotgun System was mounted under an assault rifle with a heavy barrel, the M26 would accidentally fire assault rifle bullets instead of shotgun pellets. This is fixed in the June update.

    Somewhat reduced suppression effect
    Since the last update, there has been an interesting debate on the increased suppression effect we introduced. While a lot of players like the increased effect and the possibilities it introduced, some players felt suppression was becoming too powerful. Now, we are dialing the suppression effect back a notch. It will still be higher than it was prior to any of our patches. Let us know what you think of this tweak.

    Adding symbol for custom server rules (console)


    The "§" makes it easier to spot servers running custom rules.
    We know a lot of you want to know whether a server you’re about to join is running extreme custom rules (such as setting the ticket count to max, leading to marathon games). By adding a “§” symbol in the console server browser, we make it quicker and easier for you to make an informed decision on where to join and where not to.

    The “§” (see image above) signifies a server running custom rules. Note that this can still be either a Ranked or Unranked server, as some rule changes will turn a server Unranked, while some (such as ticket counts) do not affect the server’s Ranked status.

    We are not enforcing this symbol. Instead, the “§” is a manual optional flag you can set if you are a server admin and want players to know you are running custom rules. We hope this will make it easier for server admins to get the right players flocking to their servers, while players will more easily find the type of gaming experience they prefer. Let us know what you think.

    Colorblind support (console)


    No more accidental team kills! Click for full size.
    Earlier, we introduced colorblind support for PC players. We are now very happy to extend this to console players as well. After installing the June update, you will find an option to turn colorblind support on in the options menu. This will affect the colors of HUD symbols to more clearly differentiate teams. You can see above what this will look like.

    Improved VTOL fighter jet (F35) performance
    Based on community feedback, we have improved the performance of the F35 in Back to Karkand to better match that of the SU35, particularly when it comes to turning speed.

    FULL JUNE (“MULTIPLAYER UPDATE 3?) CHANGE LIST BELOW
    Vehicle related changes
    > Tweaked the F35 handling to more closely resemble that of the SU35 (see above).
    > Jet & helicopter ECM Jammer should now deflect missiles more reliably when it is active.
    > Fixed an issue where vehicles wouldn’t spawn if their intended space was occupied by a deployable gadget. The vehicle will now spawn as intended and the gadget will be destroyed in the process.
    > Fixed AA missiles not doing damage to vehicles moving at very high speeds.
    > Reduced the direct damage from unguided Javelins to require better side hits for a 1 hit disable. This was previously too forgiving and easy to accomplish.
    > Removed the direct damage from aircraft launched guided missiles. Players will need to have laser designated targets for full effectiveness.
    > Adjusted the helicopter rockets to their original prepatch damage value against armored vehicles. This is a reduction; a revert of a knock on effect that was introduced accidentally.
    > Fixed the US Tank Guided Shell doing the reverse damage values when guided and unguided.
    > Adjusted the M224 mortar damage against vehicles. Some tweaks and adjustments in a previous update accidentally increased its effectiveness greater than intended.
    > Increased the range on the AA guns so they can reach vehicles hovering at the maximum height in select maps.
    > Replaced the VDV buggy on Gulf of Oman (Back to Karkand) with the DPV buggy for both teams at the City flag.
    > Fixed a bug where some vehicle unlocks were still enabled after the player left the vehicle.

    Soldier and gadget related changes
    > Reduced the inaccuracy added when in suppression. There is still an enhanced suppression compared to the initial state in the game, but the effect is now less than it was in the last patch (see above).
    > Reduced input lag for gamepads/joysticks on all platforms. Aiming as a soldier when using a gamepad or joystick should now be more responsive.
    > Tweaked the deploy times on gadgets to be faster to deploy in high stress combat situations.
    > Greatly improved the responsiveness when deploying a bipod when going prone and shortly after moving. The bipod deploy should no longer abort if the player deploys the bipod immediately after stopping.
    > Fixed bug where you couldn’t deploy the mortar anywhere on Grand Bazaar.
    > When changing the accessories of a weapon in the Customize screen, the weapon previously selected in the Deploy screen will now automatically be selected when entering the Accessories screen.
    > Increased the effectiveness of the Aim Assist at close range. Testing in Close Quarters proved our current assist to be inadequate in tight quarters. This is a global change, and will improve the effectiveness of Aim Assist for all modes and maps. Aim Assist over distance is still significantly less effective. This is console only, as Aim Assist is not present on PC. If you prefer, you can also turn it off on console.
    > Players will now spawn on the Radio Beacon looking in the same direction the Beacon is facing. The Beacon always faces in the direction the player is facing when it is planted. Previously the Beacon’s direction had no impact on the player’s spawn direction.
    > The Spawn Preview camera on the Spawn Beacon has been updated to better reflect the direction the player will be looking when he spawns.
    > 40mm smoke now stays longer again.
    > Tweaked some tracers on sniper rounds to have better visibility at range (the tracers are smaller).
    > Tweaked the flashlight so it is less blinding at the edge of the screen.
    > Fixed bug where you couldn’t pick up your deployed gadgets after being revived.

    Weapons related changes
    > Fixed a bug where Heavy Barrels and Underslung Shotguns could be over powered. (This is the so called M26 dart issue, see above)
    > All semi-automatic sniper rifles now properly have shorter range when using a suppressor.
    > The L96 now properly shoots where the iron sights are aimed. The position was previously offset.
    > The SKS now has the proper damage values when using a suppressor. The damage was previously too low at close range.
    > Slightly reduced the suppression effect of SKS rounds.
    > Decreased the long range damage of the SKS to highlight its close to medium range role.
    > Slightly decreased the foregrip aimed accuracy penalty on the M4A1 to bring it in line with other guns.
    > Slightly increased the foregrip aimed accuracy penalty on the SCAR-H to bring it in line with other guns.
    > Reduced some of the vertical recoil and zoomed accuracy penalties added to the FAMAS in the previous update.
    > F2000 foregrip accuracy penalty reduced and recoil reduction bonus increased.
    > AEK971 foregrip recoil reduction bonus increased.
    > SG553 foregrip recoil reduction bonus increased.
    > FAMAS foregrip recoil reduction bonus increased.
    > Fixed the M416’s M26 with Flechettes not having a name in the kill log.
    > Fixed so all clip based LMGs have Extended Mags as an available unlock.
    > All semi-automatic shotguns now fire at 220rpm. There was previously simply a small difference between them, whereas now they have different pellet counts instead of rates of fire.
    > Improved the recoil and accuracy of the M26 to match the 870.
    > Reduced the impact suppression has on shotguns. Shotguns are still affected by Suppression but it should no longer significantly impact their accuracy from the hip as it previously did.
    > The 870’s pump speed has been increased slightly from 0.55 seconds to 0.48 seconds. The empty reload time for the 870 has also been reduced slightly.
    > Improved the accuracy of aimed shotguns when on the move.
    > The Saiga’s recoil has been reduced.
    > The M1014 now fires 10 projectiles. The other semi auto shotguns have 9 pellets, and since the M1014 has a lower mag size and a slower reload it now fires 10 pellets to give it some edge.
    > The USAS-12 now fires 7 projectiles.
    > The MK3A1 now fires 8 projectiles.
    > Fixed so the weapon’s fire mode is saved between spawns.

    Miscellaneous changes
    > Added colorblind option for consoles (see above).
    > Added colorblind icon for squad leader (all formats).
    > Added the option for console server admins to show a symbol in the server browser signifying custom rules are in effect (see above).
    > Fixed an issue where footsteps couldn’t be heard behind you.
    > Fixed so that the arming of an M-COM station will not be cancelled if you look at a dropped weapon.
    > Fixed exploit where you could teleport to the AA gun on carriers by firing an EOD bot at its door.
    > Fixed co-op ammo HUD not showing on first enter.
    > Fixed so you get prompted if you really want to switch team when pressing the Switch team button.
    > Fixed so that Assignments are being correctly sorted on the My Soldier\Assignments screen.
    > Fixed issue with commorose not working on soldiers in vehicles (PC).
    > Added blinking capture point icons in the 3D HUD, and added blinking neutral icons in objectives bar.
    > Composed a more informative error message for when a console player attempts to rent a server in a location where there are currently no servers available.
    > Fix for dog tag icons in the My Soldier/Assignments screen appearing slightly stretched.
    > Fixed some tracers appearing behind the soldier or vehicle that fired them.
    > Potential random audio crash fix.
    Last edited by Ra owa; 1st Jun 12 at 7:15 AM.

  47. Forum Subscriber  #47
    Member
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    Oddly I'm looking forward to the spawn beacon orientation issue being fixed most out of that list. It'll be nice to spawn facing something other than a wall.

    On another note, EAUK got shut down this morning, so I guess that's the end of an era.

  48. Modding Senior Member Company of Heroes Senior Member  #48
    Celéstial by heart Celution's Avatar
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    This patch will hopefully have quite some impact on air warfare against the Jets. It will definitely fix that once 1 team has good Jet pilots everything calling itself a vehicle (boath ground, water and air) was doomed. However they will still be able to fly at slow speed and thus being able to instant burst any chopper...

    Then I read this:
    > Fixed AA missiles not doing damage to vehicles moving at very high speeds.
    This means that Heat Seekers and Guided Missles will finally hit and damage Jets. I doubt it will fix that Jets are overpowered against Choppers, but at least they will be able to take down.

    Jets are so broken, even after the Heat Seeker fix they completely dominate anything and especially the Choppers... It feels like Jets are better armored than Tanks with a deadly set of weaponry. Jets should be fragile to any bullet impact (and especially rockets) but in return they are fast (thus difficult to hit) and well armed. They also shouldn't be able to fly at such slow speeds, and being able to spray Choppers to death with a single good run. In other words, Jets should be glass cannons, and getting hit should be extremely dangerous and demolishing. As well as that Choppers shouldn't die this easily. With Javalins still one shotting them, Jets strafing them so easily in their current form and that practically any high calibre shell disables the thing too, it is nearly impossible to survive in Choppers, mostly because of the Jets though. DICE MUST rebalance the Jets, in their current form they still ruin Conquest.

    Also really awesome to see the underslung fix, was getting quite annoyed of this, as well as that Tanks finally will have a better chance of survival again.

  49. #49
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    Just got this game, damn are flashlights annoying.

  50. Modding Senior Member Company of Heroes Senior Member  #50
    Celéstial by heart Celution's Avatar
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    Flashlights are only really useful on your sidearm (thus on Pistols), for the reason that you don't want everyone to see you running around all the time and on long range it doesn't help you at all. On close range it obviously does though.

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