I got shived by a Monkey_Butt17. Fucker.
Quote from: CountDeMoney on November 22, 2011, 06:59:30 AM
I got shived by a Monkey_Butt17. Fucker.
Was he on your team? If not then it wasn't our Monkeybutt. Although "17" could be a reference to his wife or many children. :hmm:
Quote from: Octavian on November 22, 2011, 07:14:52 AM
Although "17" could be a reference to his wife or many children. :hmm:
Yeah, I think it's probably symbolic for him, as that was how old his wife was when they first met.
Not me. I would have noob tubed you at point blank range.
Quote from: Ed Anger on November 22, 2011, 07:31:36 AM
Not me. I would have noob tubed you at point blank range.
I've been doing the whole Palestinian thing with the C4 explosives. Running up to a tank or an APV, I don't even fucking try to run away.
ALLAH ACKBAR MOTHERFUCKERS *click*
Knifing folks is fun in this game. Pulling the guys head back and stabbing them is satisfying.
edit: This was the 35,000th post in the game forum.
In case any of you deranged losers play this on PC, my profile is http://battlelog.battlefield.com/bf3/user/FunkMonke/. Add me so I can kill you (in-game).
I'll be on PC too, if the Black Friday sale on Origin or any other website is good enough.
29.99 on Origin.
Are the Iranian protests against Battlefield 3 influencing your enjoyment of the game?
Quote from: The Brain on November 25, 2011, 07:18:51 AM
Are the Iranian protests against Battlefield 3 influencing your enjoyment of the game?
No, as it's Yanqui Peegdog Marines versus Russkies. Shame, I was really hoping for some BF2-style Allah Admiral Ackbar Action.
Is everyone playing on PC? I don't think my will run it and I am thinking about getting it for the 3600 but I'm not sure I can handle a shooter with a gamepad anymore.
The game is on sale for $40 at the local store.
GF and I are. I suck though.
Hey GF, I got kicked outta that server by an Admin. :mad: :lmfao:
Hardcore is hard too.
@Funk, :lol: You killed him?
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
These days, I find shooters on the gamepad to be easier, probably because they're actually easier. But then again, I also spent a hundred and something hours playing Bad Company 2, so I suppose I got some practice in. That, and my friends all play 360.
Quote from: FunkMonk on November 28, 2011, 10:43:44 PM
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
That's another problem with PC gaming: Most of the people playing are assholes, cheaters or both.
I try to find 'good' servers to play on and favorite them, which generally limits the assholery and cheating.
Of course, I enjoy being an asshole myself sometimes. When I do that I'll hop on a huge public server or a goon server and fuck people's shit up. It's all about the options, baby.
I made Colonel. I'm not a good one, but I made it. Love the M16A4 with a heavy barrel, the IR scope and a bipod. Makes for a damned good sniper.
Quote from: FunkMonk on November 28, 2011, 10:43:44 PM
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
I think I had 5 tk in a row. Fucking assholes crossing my fire line.
Quote from: Neil on November 28, 2011, 10:46:53 PM
Quote from: FunkMonk on November 28, 2011, 10:43:44 PM
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
That's another problem with PC gaming: Most of the people playing are assholes, cheaters or both.
Better than listening to the 12 year olds squealing and screaming faggot every 4 seconds. It's why i refused to play black ops on my ps3. All dusty and shit now.
Quote from: Alcibiades on November 29, 2011, 03:09:07 PM
Quote from: Neil on November 28, 2011, 10:46:53 PM
Quote from: FunkMonk on November 28, 2011, 10:43:44 PM
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
That's another problem with PC gaming: Most of the people playing are assholes, cheaters or both.
Better than listening to the 12 year olds squealing and screaming faggot every 4 seconds. It's why i refused to play black ops on my ps3. All dusty and shit now.
Grallon was playing?
Quote from: Alcibiades on November 29, 2011, 03:09:07 PM
Quote from: Neil on November 28, 2011, 10:46:53 PM
Quote from: FunkMonk on November 28, 2011, 10:43:44 PM
I only TKed two guys. :P
I won't mention getting ambushed by my own team and also being run over by our own tank.
That's another problem with PC gaming: Most of the people playing are assholes, cheaters or both.
Better than listening to the 12 year olds squealing and screaming faggot every 4 seconds. It's why i refused to play black ops on my ps3. All dusty and shit now.
Your mistake is playing anything that's Call of Duty in the first place.
Controlling the jets is crazy hard. Worse then the Helicopters.
Quote from: Grey Fox on November 30, 2011, 06:57:31 AM
Controlling the jets is crazy hard. Worse then the Helicopters.
I love how you can clip a helicopter with a jet, but nothing happens to the jet. The chopper, however, goes down faster than getting hit with an RPG in Mogadishu.
It's not especially hard, it's just that you're flying really fast and really close to the ground. Getting people with that chaingun is pretty hard.
The keyboard controls are weird too.
It's a little better with a 360 controller but not much.
Anybody know of any PS3 cheats to unlock the weapons from Co-op?
I so not do Co-op.
Quote from: CountDeMoney on December 04, 2011, 04:35:12 PM
Anybody know of any PS3 cheats to unlock the weapons from Co-op?
I so not do Co-op.
I'm sure they'll come up later as DLC.
But I need that modified M-14 sniper rifle now.
Quote from: Alcibiades on November 29, 2011, 03:09:07 PM
Better than listening to the 12 year olds squealing and screaming faggot every 4 seconds. It's why i refused to play black ops on my ps3. All dusty and shit now.
I really wish they didn't have headset for these things.
So I was thinking, OK I'll try Modern Warfare, getting a little burned out on BF3, figured I'd change it up. Won't even let me get past the intro or title screen. Press START. OK, I did.
So, I went back to BF3. My START button works fine in that game.
By the way, Sexboxers, they're pushing out the patch they did already for PS3 soon--
QuoteBalance changes
• Increased the damage of helicopter miniguns, AA guns, and jet cannons against infantry
• Increased the damage of helicopter miniguns against jeeps
• Reduced the physics impact of AA guns and jet cannons so players under attack from these weapons no longer should lose control
• Increased the damage of the 44 Magnum slightly
• Increased the range and minimum damage of the .357 Round from the MP412 Rex
• Increased the range of all .45cal and 9mm weapons
• Slightly increased the range of the P90 and MP7 and PDW-R
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft
• Increased the damage and range of the 40mm BUCK rounds
• Reduced the damage .50cal weapons do against helicopters
• Updated T90 canister shell tweaks to match Abrams canister shells
What they don't say is how they totally nerfed IR scopes now. Useless on most maps now, except for maybe Tehran Highway.
Why nerf the Stinger? It's already mostly useless, especially against jets.
People use the Stinger? :huh:
Quote from: FunkMonk on December 05, 2011, 09:01:40 AM
People use the Stinger? :huh:
Absolutely. It's important to keep the attack choppers from circle-strafing.
Gotcha. I'm one of those terrible players who couldn't give a fuck about the air power. I'd much rather spam RPG rounds.
Quote from: FunkMonk on December 05, 2011, 06:49:48 PM
Gotcha. I'm one of those terrible players who couldn't give a fuck about the air power. I'd much rather spam RPG rounds.
Stingers and SA-7s load faster than a chopper can reload IR flares, and like Neil said, they're great for chopper hovertards.
They are getting buffed in tomorrow's PC update too.
Quote from: FunkMonk on December 05, 2011, 06:49:48 PM
Gotcha. I'm one of those terrible players who couldn't give a fuck about the air power. I'd much rather spam RPG rounds.
I think they've made it more difficult to circle strafe, but there were some maps in Bad Company 2 that were unplayable because one side had a chopper, and could just rape the other team out of existence because AA was pretty useless. As a result, I like to keep an eye on those guys.
Finally figured out launching COD, and got it going.
Oh, dead God. First map, and I'm playing with a wigger squad from the Jersey Shore. YO THAT WHACK YO
Yeah, CoD is really popular with douchebags and retarded children.
COD is only worthwhile when playing co-op with a friend. My brother and I had a blast with the previous iteration.
Doing the download now. Karkand is about a 1385MB download.
OK, the Karkand weapons are class achievement unlocks, two for each class.
FAMAS for example, requires easy stuff, like 10/10 Heals and 10/10 Revives. Next level weapon is tougher.
2nd level Sniper rifle, which IIRC is the L98, requires like 20 Headshots and 20 Spot Assists. Stuff like that.
FAMAS comes with the x12 ballistic scope :menace:
The PC patch was 4gb & it doesn't seem to include Karkan.
You have to buy the Karkand map/weapons pack, unless you bought the Limited Edition of BF3, in which case you get it free.
Yes but is it a different download? If it is, then yesterday's 4gb patch was BIG.
I think so. The Karkand pack hasn't been released on PC yet, only PS3.
Yeah. PC and Xbox get it next Tuesday.
Battlefield 3 : Hitting your bandwith hard.
Doesn't bother me unless they start capping bandwidth.
Quote from: Neil on December 07, 2011, 12:58:52 PM
Doesn't bother me unless they start capping bandwidth.
We're all lucky none of us live in Ontario.
Quote from: Grey Fox on December 07, 2011, 01:00:14 PM
We're all lucky none of us live in Ontario.
That cannot be repeated enough times.
The Karkand maps are beautiful, but because of the way they have the tickets distrupted, the rounds are way too short. 8 minutes a drop, as opposed to, say, 20 or 25.
Quote from: CountDeMoney on December 08, 2011, 07:28:26 AM
The Karkand maps are beautiful, but because of the way they have the tickets distrupted, the rounds are way too short. 8 minutes a drop, as opposed to, say, 20 or 25.
servers with many tickets is the way to go then. That way I get to
fly... crash my jets into the ground more often
50 headshots, 50 spot assists, and 5 knife kills to unlock the 2nd sniper rifle, the L96 :bleeding:
Quote from: CountDeMoney on December 08, 2011, 08:03:51 AM
50 headshots, 50 spot assists, and 5 knife kills to unlock the 2nd sniper rifle, the L96 :bleeding:
On the Karkand maps, after buying the DLC? From where do they measure?
Quote from: Neil on December 08, 2011, 09:12:32 AM
Quote from: CountDeMoney on December 08, 2011, 08:03:51 AM
50 headshots, 50 spot assists, and 5 knife kills to unlock the 2nd sniper rifle, the L96 :bleeding:
On the Karkand maps, after buying the DLC? From where do they measure?
It's cumulative on all maps, but yeah, you need the DLC.
Quote from: CountDeMoney on December 08, 2011, 08:03:51 AM
50 headshots, 50 spot assists, and 5 knife kills to unlock the 2nd sniper rifle, the L96 :bleeding:
This system is crazy fucked up. The higher above the average you are, the higher the system pushes you via better equipment. Way to go, balance.
Quote from: Tamas on December 09, 2011, 07:21:42 AM
Quote from: CountDeMoney on December 08, 2011, 08:03:51 AM
50 headshots, 50 spot assists, and 5 knife kills to unlock the 2nd sniper rifle, the L96 :bleeding:
This system is crazy fucked up. The higher above the average you are, the higher the system pushes you via better equipment. Way to go, balance.
Fuck Balance, this isn't a Rock-Paper-Scissor RPG.
Sometimes when you are getting killed repeatbly by the same guy, the thing to do, is to throw a grenade is way.
So will a new player stand a chance in a few months when he has no upgrades and eveyone else is running around with the uberversion of everything?
Everyone has that right now & I'm a new player. It ain't exactly easy but I do get kills. Learning the map is the most important thing to do.
Quote from: sbr on December 09, 2011, 08:30:08 AM
So will a new player stand a chance in a few months when he has no upgrades and eveyone else is running around with the uberversion of everything?
The only piece of equipment that I think is a bit overmighty is the infrared scope. Other than that, it's all about learning the maps and getting the drop on guys.
Quote from: sbr on December 09, 2011, 08:30:08 AM
So will a new player stand a chance in a few months when he has no upgrades and eveyone else is running around with the uberversion of everything?
yeah, easy as pie. The trick is to try an not run around by yourself. Put yourself in squads, go after flags, respawn on them when it's safe, try to take gunnerseat in tanks or jeeps... Heal people or throw out ammo. That'll give you points fast enough
Quote from: sbr on December 09, 2011, 08:30:08 AM
So will a new player stand a chance in a few months when he has no upgrades and eveyone else is running around with the uberversion of everything?
Yup.
Battlefield 3 A-Team. The music is perfect.
http://youtu.be/FOaGhE_sejI
I can't do that. That's crazy.
Quote from: FunkMonk on December 10, 2011, 09:53:07 AM
Battlefield 3 A-Team. The music is perfect.
http://youtu.be/FOaGhE_sejI
LOLZ
Quote from: FunkMonk on December 10, 2011, 09:53:07 AM
Battlefield 3 A-Team. The music is perfect.
http://youtu.be/FOaGhE_sejI
The music makes the clip.
It reminds me of those kills in CoD when you throw a knife across the map and gank someone, except this is way cooler.
That may be the coolest thing I've ever seen.
Unlocked 5 of the new weapons already. The Chicom LMG is nastier than I thought it would be.
Unlocked 7 of the 10 weapons. Just need a few more kills for the MG36.
I have found my true home in hardcore. No kill cams. Niggers think they're so smart, trying to snipe from the cranes. CANT SEE THROUGH THE SCOPE WITH THAT RED MIST FROM YOUR HEAD BITCH
:hug:
Hardcore is where it's at.
Finally limped through enough Co-Op with PUGtards to get my M39 EMR unlocked. Oh my, such a nice sniper weapon.
Goddamn, I miss the Soviet Union.
Worse thing since the wall to fall has been Russians playing video games everywhere.
Quote from: CountDeMoney on December 18, 2011, 12:31:43 PM
Goddamn, I miss the Soviet Union.
Worse thing since the wall to fall has been Russians playing video games everywhere.
They are worse than Germans. :(
They need to just cut the cables for the internet into Russia.
You still have the problem with Poles, Hungarians, Romanians and the balkantards populating the net.
Quote from: Razgovory on December 18, 2011, 08:48:16 PM
You still have the problem with Poles, Hungarians, Romanians and the balkantards populating the net.
North American Internet should be sliced cleanly off and isolated from foreigners.
I only play on North American servers in order to maintain the best possible ping.
Quote from: Neil on December 18, 2011, 09:11:09 PM
I only play on North American servers in order to maintain the best possible ping.
So do I; which is why I want stricter immigration laws on cossacks and other subhuman Eastern Euroslime.
Finally bought this for the 360 a couple weeks ago. A little too easy to dazzle someone with the laser site (or blind someone in daylight with the flashlight attachment), but overall I'm liking the multiplayer. A buddy of mine always wants to play Squad Deathmatch, but I hate that with a passion. Capture, or better yet, Rush gives a lot better feel of an actual battle.
64 person Rush is very fucking hard, especially in Metro.
Quote from: derspiess on December 19, 2011, 12:48:11 PM
Finally bought this for the 360 a couple weeks ago. A little too easy to dazzle someone with the laser site (or blind someone in daylight with the flashlight attachment), but overall I'm liking the multiplayer. A buddy of mine always wants to play Squad Deathmatch, but I hate that with a passion. Capture, or better yet, Rush gives a lot better feel of an actual battle.
Yeah, I play pretty much exclusively Conquest on the 360. The flashlight and lasersight thing is a little overdone, I have to agree.
Quote from: Grey Fox on December 19, 2011, 12:51:20 PM
64 person Rush is very fucking hard, especially in Metro.
Metro is a fucking slaughterhouse in any mode, with any amount of players.
Quote from: Neil on December 19, 2011, 09:02:36 PM
Quote from: derspiess on December 19, 2011, 12:48:11 PM
Finally bought this for the 360 a couple weeks ago. A little too easy to dazzle someone with the laser site (or blind someone in daylight with the flashlight attachment), but overall I'm liking the multiplayer. A buddy of mine always wants to play Squad Deathmatch, but I hate that with a passion. Capture, or better yet, Rush gives a lot better feel of an actual battle.
Yeah, I play pretty much exclusively Conquest on the 360. The flashlight and lasersight thing is a little overdone, I have to agree.
They're also a sniper's best friend. Can't believe the number of kills I've gotten from morons going prone, and forgetting to turn off their flashlights. HELLO MY NAME IS SHOOT ME IN THE HEAD
Quote from: Neil on December 19, 2011, 09:06:21 PM
Quote from: Grey Fox on December 19, 2011, 12:51:20 PM
64 person Rush is very fucking hard, especially in Metro.
Metro is a fucking slaughterhouse in any mode, with any amount of players.
Incredibly spammy, but one hell of a way to rack up the kills with shotguns and those little high ROF SMGs.
Quote from: CountDeMoney on December 19, 2011, 09:06:29 PM
Quote from: Neil on December 19, 2011, 09:02:36 PM
Quote from: derspiess on December 19, 2011, 12:48:11 PM
Finally bought this for the 360 a couple weeks ago. A little too easy to dazzle someone with the laser site (or blind someone in daylight with the flashlight attachment), but overall I'm liking the multiplayer. A buddy of mine always wants to play Squad Deathmatch, but I hate that with a passion. Capture, or better yet, Rush gives a lot better feel of an actual battle.
Yeah, I play pretty much exclusively Conquest on the 360. The flashlight and lasersight thing is a little overdone, I have to agree.
They're also a sniper's best friend. Can't believe the number of kills I've gotten from morons going prone, and forgetting to turn off their flashlights. HELLO MY NAME IS SHOOT ME IN THE HEAD
To tell you the truth, I don't even use them. Too much of a pain.
Quote from: CountDeMoney on December 19, 2011, 09:07:22 PM
Quote from: Neil on December 19, 2011, 09:06:21 PM
Quote from: Grey Fox on December 19, 2011, 12:51:20 PM
64 person Rush is very fucking hard, especially in Metro.
Metro is a fucking slaughterhouse in any mode, with any amount of players.
Incredibly spammy, but one hell of a way to rack up the kills with shotguns and those little high ROF SMGs.
The whole middle ground in Conquest is spam-land for grenades and the noob-tube.
There's nothing quite like the comraderie that's spawned by getting TKed for a vehicle right off the bat.
I got spawned into one of the fighter jets, and somehow I was TKed straight through the cockpit. Didn't even think that could happen.
Not knowing who did it, I shot both our jets down with the Centurion CIWS immediately. Just to be sure.
Ah, hardcore. You are indeed.
Yeah, I've avoided hardcore so far. Too many assholes. Every time I see some asshole strafe in front of me in a firefight, I thank heavens for no TK.
Quote from: Neil on December 19, 2011, 09:06:21 PM
Quote from: Grey Fox on December 19, 2011, 12:51:20 PM
64 person Rush is very fucking hard, especially in Metro.
Metro is a fucking slaughterhouse in any mode, with any amount of players.
I like how it goes from sniper-friendly to close quarters to sniper-friendly again. Only dowsnide: no vehicles. I love blowing those damned things up.
Quote from: Neil on December 19, 2011, 09:02:36 PM
Quote from: derspiess on December 19, 2011, 12:48:11 PM
Finally bought this for the 360 a couple weeks ago. A little too easy to dazzle someone with the laser site (or blind someone in daylight with the flashlight attachment), but overall I'm liking the multiplayer. A buddy of mine always wants to play Squad Deathmatch, but I hate that with a passion. Capture, or better yet, Rush gives a lot better feel of an actual battle.
Yeah, I play pretty much exclusively Conquest on the 360. The flashlight and lasersight thing is a little overdone, I have to agree.
What's your gamertag? Always nice to have one or more people in my squad who knows what he's doing.
Quote from: Neil on December 19, 2011, 09:40:14 PM
Yeah, I've avoided hardcore so far. Too many assholes. Every time I see some asshole strafe in front of me in a firefight, I thank heavens for no TK.
I only played hardcore so far. Too many assholes in regular. PC vs Console, eh.
Quote from: Neil on December 19, 2011, 09:40:14 PM
Yeah, I've avoided hardcore so far. Too many assholes. Every time I see some asshole strafe in front of me in a firefight, I thank heavens for no TK.
The occasional TK is worth the lack of kill cams.
Quote from: CountDeMoney on December 19, 2011, 09:24:13 PM
There's nothing quite like the comraderie that's spawned by getting TKed for a vehicle right off the bat.
I got spawned into one of the fighter jets, and somehow I was TKed straight through the cockpit. Didn't even think that could happen.
Not knowing who did it, I shot both our jets down with the Centurion CIWS immediately. Just to be sure.
Ah, hardcore. You are indeed.
:lol:
Took me a while to realize that LVTP's take a lot of work to kill & are meant to be a mobile spawn point. And what were they smoking when they decided to put the SKS in the game as a "long range" sniper rifle??
Also, I'm not doing so well with any flying vehicle. Is there any way to practice flying outside of a match, to avoid embarrassing yourself & pissing off your teammates?
I was eventually able to get the hang of flying the Huey in BFBC2: Vietnam but for some reason the helicopters in BF3 seem more difficult. And don't get me started on jets-- you start out only with guns & I can't figure out how to line up a target for more than a half-second.
Yeah, those LVTPs are a bitch. I've stacked all the C4 possible on a healthy one (I think 4 packs), and all I did was get it to start smoking.
LOL the SKS, no shit. Those semi-auto rifles are much more fun with ACOG sights, foregrips, and a laser sight. Run around and be a goof.
Quote from: CountDeMoney on December 30, 2011, 12:29:56 PM
LOL the SKS, no shit. Those semi-auto rifles are much more fun with ACOG sights, foregrips, and a laser sight. Run around and be a goof.
I got tired of getting whacked every time I tried to do a little sniping, so I pretty much did that with the M39 EMR. ACOG takes away the annoying sway and reflection and gives enough magnification to get some decent-range kills. Not sure if I've even unlocked the foregrip for it yet.
I'm still playing Engineer more than anything. If you have a recon guy on your side with a laser designator thingie, Javelin kills are ridiculously easy. Even better if you have a Support guy doing his job & keeping you supplied with ammo. Really puts those shithead Colonel-10 ranked pilots in their place. I'm starting to go back to RPG/SMAW on some maps, though, since the above scenario is hard to come by. And it still surprises me how often the other side doesn't notice AT mines :)
For Support I unlocked the mortar last night. Almost feels like cheating-- until some mortar guy on the other team takes you out.
The only way to successfully snipe is on hardcore conquest, and only on the bigger maps. You should didi mau most riki tik after about 2 or 3 kills; displace and relocate.
And yeah, people have a habit of missing the AT mines, even when they show up on the mini-map. Idiots are speeding and not paying attention to the mini-map.
I love Support on Team Deathmatch drops; set up a couple claymores to cover my ass, find a nice, long field of fire, sit down with the bipod and an ACOG, and farm the kills from idiots running around like goofs. A good CQB setup with Support is something like the M249 with a foregrip, smaller scope and a suppressor. You're a buzz saw in a hallway with that thing.
RPGs and SMAWs are hilarious on the city maps; morons insist on trying to get to the 2nd and 3rd floors of buildings. Rain down destruction upon them.
Quote from: derspiess on January 10, 2012, 11:15:27 AM
Quote from: CountDeMoney on December 30, 2011, 12:29:56 PM
LOL the SKS, no shit. Those semi-auto rifles are much more fun with ACOG sights, foregrips, and a laser sight. Run around and be a goof.
I got tired of getting whacked every time I tried to do a little sniping
I cannot believe how awful I am at sniping in this game. I bought the xbox version on release day and I still have yet to level the recon class up once! I just changed my primary weapon on the kit to the saiga....just so I can unlock a decent weapon.
I wish there was the air campaign mode like BF1943 had so you could practice flying. I am a badass with helicopters....I feel like Hawke from Airwolf. The jets....not so much.
I get the best kill/death ratio with assault - and the 100 pts for reviving is amazing, but I always have the most fun as an engineer. Taking out vehicles is a lot of fun...but yes, those LVTs are a bitch.
Quote from: Mr. Grey on January 11, 2012, 08:28:22 AM
I cannot believe how awful I am at sniping in this game. I bought the xbox version on release day and I still have yet to level the recon class up once! I just changed my primary weapon on the kit to the saiga....just so I can unlock a decent weapon.
The SV98 seems like a good sniper rifle. The M39 w/ACOG is a good weapon for medium range engagement as well. I'm still struggling a bit with estimating & compensating for bullet drop at long ranges.
One thing I'm having to adjust to vs. BFBC2 is bullet drop for assault rifles. More specifically, I need to break myself of the habit of taking on a sniper at medium or long range when I'm assault class.
QuoteI wish there was the air campaign mode like BF1943 had so you could practice flying. I am a badass with helicopters....I feel like Hawke from Airwolf. The jets....not so much.
Hell, BF1943 had a full-blown flying tutorial. I was still a shitty pilot after doing it, but at least I had a way to practice without being shot down by an enemy plane 2 seconds after takeoff.
Maybe one day if I can actually get in a match that doesn't have ultra-high level guys who do nothing with their lives but fly jets in BF3, I can actually line up a strafing run & try to get a kill on a tank.
I'm pretty bad with helicopters but slowly improving. I learned to fly the Huey pretty well in BFBC2 Vietnam but everything seemed to change in BF3. Someone suggested switching to Classic controls, which helped, but I'm wondering if I should've given the default controls another chance.
QuoteI get the best kill/death ratio with assault - and the 100 pts for reviving is amazing, but I always have the most fun as an engineer. Taking out vehicles is a lot of fun...but yes, those LVTs are a bitch.
My KDR is lousy all around-- I think my best is with Recon. I noticed my overall accuracy is significantly lower in BF3 than in BFBC2 & I'm not sure if that's due to changes in weapon accuracy or the fact that I use suppression fire a lot more now that it's rewarded with points. Or maybe I'm just worse with BF3 than I was with BFBC2.
I had another match last night where a thoughtful recon player on my team set out the laser designator thingie and apparently pointed it at the US spawn. I sat there with Javelin & had a field day-- competing with the dude on the mobile AA for vehicle kills. About the only way they could get close to objectives was to be sneaky with RHIB boats (which can take an awful lot of small arms fire). Almost felt guilty until I realized that most of my kills were on the guy who had been spamming us with those annoying 12 gauge frag shells on the previous map .
Quote from: derspiess on January 12, 2012, 02:03:43 PM
One thing I'm having to adjust to vs. BFBC2 is bullet drop for assault rifles. More specifically, I need to break myself of the habit of taking on a sniper at medium or long range when I'm assault class.
You gotta work up to the point you can unlock the 6x rifle scope for Assault. 6x scope and bipod can murder snipers, but you need to use the AN-94 and the M16A4, because they have the limited 3-round bursts. Don't try full auto weapons, because you can't hit shit, and don't go single-shot because that won't drop them. Don't use suppressors because they make the ballistic drop worse, and don't use laser targeters, because they just give you away. Two 3-rd bursts in quick succession can drop a sniper before he has time to get you.
I have no problem taking on a sniper at long range with an M16A4 or a AN94, as long as I have the bipod and the 6x rifle scope. Anything less and yeah, you're outmatched.
People with shotgun frag shells must die.
Quote from: CountDeMoney on January 12, 2012, 05:01:20 PM
Quote from: derspiess on January 12, 2012, 02:03:43 PM
One thing I'm having to adjust to vs. BFBC2 is bullet drop for assault rifles. More specifically, I need to break myself of the habit of taking on a sniper at medium or long range when I'm assault class.
You gotta work up to the point you can unlock the 6x rifle scope for Assault. 6x scope and bipod can murder snipers, but you need to use the AN-94 and the M16A4, because they have the limited 3-round bursts. Don't try full auto weapons, because you can't hit shit, and don't go single-shot because that won't drop them. Don't use suppressors because they make the ballistic drop worse, and don't use laser targeters, because they just give you away. Two 3-rd bursts in quick succession can drop a sniper before he has time to get you.
I have no problem taking on a sniper at long range with an M16A4 or a AN94, as long as I have the bipod and the 6x rifle scope. Anything less and yeah, you're outmatched.
Don't those scopes give away your position like the sniper scopes?
Quote from: derspiess on January 12, 2012, 09:48:56 PM
Don't those scopes give away your position like the sniper scopes?
Pull the trigger fast enough, it doesn't matter.
I think they do scope glint on anything above 4x.
Quote from: derspiess on January 12, 2012, 02:03:43 PM
The SV98 seems like a good sniper rifle. The M39 w/ACOG is a good weapon for medium range engagement as well. I'm still struggling a bit with estimating & compensating for bullet drop at long ranges.
I just unlocked the m39 last night. I kept putting co-op off because none of my friends were willing to sit down and do it....it wasn't until I went to set up a co-op game last night that I realized you could do it with random people. I am going to try and level up recon a little tonight with it.
And the coop map with the attack helicopter can give some good flying practice...better than nothing!
Quote from: derspiess on January 12, 2012, 02:03:43 PM
I had another match last night where a thoughtful recon player on my team set out the laser designator thingie and apparently pointed it at the US spawn. I sat there with Javelin & had a field day-- competing with the dude on the mobile AA for vehicle kills. About the only way they could get close to objectives was to be sneaky with RHIB boats (which can take an awful lot of small arms fire). Almost felt guilty until I realized that most of my kills were on the guy who had been spamming us with those annoying 12 gauge frag shells on the previous map .
I have to admit at being a noob about certain things. I always play solo and not as recon, so I didn't realize about laser targetting/javelin. I started doing it the other night in order to take down scout helicopters. Pretty fun!
Quote from: Mr. Grey on January 13, 2012, 12:26:05 PM
I have to admit at being a noob about certain things. I always play solo and not as recon, so I didn't realize about laser targetting/javelin. I started doing it the other night in order to take down scout helicopters. Pretty fun!
What I like most about it is that it rewards teamwork. Just wish the recon guy got more points for the assists.
Quote from: derspiess on January 13, 2012, 03:03:59 PM
Quote from: Mr. Grey on January 13, 2012, 12:26:05 PM
I have to admit at being a noob about certain things. I always play solo and not as recon, so I didn't realize about laser targetting/javelin. I started doing it the other night in order to take down scout helicopters. Pretty fun!
What I like most about it is that it rewards teamwork.
Yeah, that's what I like best about the whole series. It's about teamwork while shooting people in the face, rather than just shooting people in the face.
I've decided I much prefer being a gunner in a competently-flown AH-1Z or MI-28 over actually flying. Was playing Wake Island the other day and he flew back & forth over a couple enemy-held objectives & I think we racked up like 15-20 kills between the two of us. Helped me unlock a few things that might help me if I do decide to fly at some point.
Earlier on the same map I jumped in the Skid Loader to try & take a stab at getting the achievement for killing someone with it. After 45 seconds of trying to keep the thing on the road I got lucky & ran over two guys trying to take out one of our tanks.
Quote from: CountDeMoney on January 11, 2012, 06:31:28 AM
A good CQB setup with Support is something like the M249 with a foregrip, smaller scope and a suppressor. You're a buzz saw in a hallway with that thing.
I don't really prefer running & gunning, but I guess you kinda have to on certain maps, like the subway part of Metro. I've found the M249 with foregrip, holo sight & laser sight to be a beast. Again, I hate running around & firing from the hip, but it is nice to be able to rip through 3 guys at once without having to aim and still have 50 rounds left on the belt. I refuse to do that dancing shit the kids like to do, though.
Claymores are great for those rush matches where your team is way undermatched and has to defend. The attackers will pretty much sprint the entire map, so I just place my claymores in high traffic areas, keep my head down & ambush where I can with my M249. With the claymores it's almost a guaranteed 4-5 kills in that scenario.
Quote from: derspiess on January 16, 2012, 12:09:52 PM
Quote from: CountDeMoney on January 11, 2012, 06:31:28 AM
A good CQB setup with Support is something like the M249 with a foregrip, smaller scope and a suppressor. You're a buzz saw in a hallway with that thing.
I don't really prefer running & gunning, but I guess you kinda have to on certain maps, like the subway part of Metro. I've found the M249 with foregrip, holo sight & laser sight to be a beast. Again, I hate running around & firing from the hip, but it is nice to be able to rip through 3 guys at once without having to aim and still have 50 rounds left on the belt. I refuse to do that dancing shit the kids like to do, though.
Claymores are great for those rush matches where your team is way undermatched and has to defend. The attackers will pretty much sprint the entire map, so I just place my claymores in high traffic areas, keep my head down & ambush where I can with my M249. With the claymores it's almost a guaranteed 4-5 kills in that scenario.
I play pretty much exclusively conquest, and I do Metro a fair bit, so I spend a lot of time running and gunning in the ticket station. Supporting with an emplaced M249 and shooting folks with the M16A4/grenade launcher have become ways to rack up ungodly numbers of kills. I know that for assault, the FAMAS is supposed to be so crazy good as to be imbalanced, but it never seems that effective for me.
I have learned the joy of the support class this past weekend. I unlocked the MG36 and was ripping people up! Unlimited ammo, ability to still blow up vehicles, and rack up huge pts defending a flag.
My buddy was an engineer and we just sat in the back streets of siene crossing launching unlimited grenades/rpgs down the hall/stairs.
Teamwork is the key to this game...I love having a squad with 4 different perks.
I finally got my butterbar the other day.
Quote from: Neil on January 16, 2012, 07:55:16 PM
I know that for assault, the FAMAS is supposed to be so crazy good as to be imbalanced, but it never seems that effective for me.
I think it has the highest rate of fire of any weapon, plus the recoil seems really light. Takes me forever to get my first 10 kills with anything, with the way the game makes iron sights so difficult to use. But I might stick with it once I reach that point. Getting tired of having the drop on a guy, firing first and hitting him, yet have him win because his ungodly 1000 rpm.
Quote from: Mr. Grey on January 17, 2012, 07:42:00 AM
I have learned the joy of the support class this past weekend. I unlocked the MG36 and was ripping people up! Unlimited ammo, ability to still blow up vehicles, and rack up huge pts defending a flag.
My buddy was an engineer and we just sat in the back streets of siene crossing launching unlimited grenades/rpgs down the hall/stairs.
Teamwork is the key to this game...I love having a squad with 4 different perks.
Now that I have 2 squad perks I try to coordinate mine with my team. Unless I'm engineer-- gotta have my explosives.
Also, I noticed last night that I was somehow able to use a 12x ballistic scope (which I didn't think I had for any of my sniper weapons, let alone others) on the FAMAS and that QBB-95 LMG. Not particularly useful, though it was fun to use it to spot snipers pretty easily.
Dunno if it was a bug or what.
Had a Monitor vs. Merrimac experience last night on Operation Firestorm/Rush. Was lucky enough to get a good machinegunner that kept repairing my tank, and the other side's tank apparently had the same. After a few minutes we both gave up & switched to other targets.
Also noticed that my next unlock on IFVs is APFSDS-T. WTF is that? Does it shoot tiny sabot rounds out of its 25mm gun, or do you bolt on some big 120mm gun that shoots sabot rounds? :lol:
Couldn't tell ya. I avoid IFVs like the plague. Deathtraps.
I'd rather suicide them, insha'allah.
Quote from: derspiess on January 30, 2012, 10:54:15 AM
Had a Monitor vs. Merrimac experience last night on Operation Firestorm/Rush. Was lucky enough to get a good machinegunner that kept repairing my tank, and the other side's tank apparently had the same. After a few minutes we both gave up & switched to other targets.
Also noticed that my next unlock on IFVs is APFSDS-T. WTF is that? Does it shoot tiny sabot rounds out of its 25mm gun, or do you bolt on some big 120mm gun that shoots sabot rounds? :lol:
It shoots the tiny sabot rounds. And those will help you win engagements like that. I don't know that I would use them, since I generally use the IFVs to massacre infantry and avoid fighting other armoured vehicles.
I finally got some upgrades for the jet and attack helicopter, so I can actually dogfight a bit now. And I finally got to Colonel this weekend.
Quote from: Neil on January 30, 2012, 11:31:44 AM
Quote from: derspiess on January 30, 2012, 10:54:15 AM
Had a Monitor vs. Merrimac experience last night on Operation Firestorm/Rush. Was lucky enough to get a good machinegunner that kept repairing my tank, and the other side's tank apparently had the same. After a few minutes we both gave up & switched to other targets.
Also noticed that my next unlock on IFVs is APFSDS-T. WTF is that? Does it shoot tiny sabot rounds out of its 25mm gun, or do you bolt on some big 120mm gun that shoots sabot rounds? :lol:
It shoots the tiny sabot rounds. And those will help you win engagements like that. I don't know that I would use them, since I generally use the IFVs to massacre infantry and avoid fighting other armoured vehicles.
I generally use IFVs like I do tanks-- as stand-off weapons. Unless I have a really good machinegunner to pick off engineers and those annoying support guys who try to sneak up with C4, I stay far back.
QuoteI finally got some upgrades for the jet and attack helicopter, so I can actually dogfight a bit now.
Being able to jump in the gunner seat in an attack helicopter makes it a bit easier to get upgrades, plus I kinda prefer to be there anyway if I have a really skilled pilot.
The jet is another story. I was lucky (very lucky) to get a kill the first time I flew an F-35, and from that point it took me quite a while just to unlock the flares. With the flares I can definitely stay alive longer, but it's still hard for me to get kills with that gun. If I can just get that damned heat seaking missile I'll be okay.
QuoteAnd I finally got to Colonel this weekend.
Ah, you're one of those now. I always see lots of Colonels on the other team, but rarely on my own. Whatever you do, don't give in to the dark side & use 12ga. f(r)ag rounds.
I got my goofy-looking Warrant Officer bar last night.
Quote from: derspiess on January 30, 2012, 11:43:47 AM
Ah, you're one of those now. I always see lots of Colonels on the other team, but rarely on my own. Whatever you do, don't give in to the dark side & use 12ga. f(r)ag rounds.
As far as I'm concerned, anybody using USAS-12 (and to a lesser extent, FAMAS) is a scrub who is playing in easy mode. Besides, I'm playing around right now trying to get service stars in all the main weapons, so I haven't got time for that sort of nonsense.
I'm a level 5 Colonel. And my principal weapons are still the M16 and the AK74. Although on Team Death Match, I go with the pig.
Played a couple Rush matches with Neil the other night, one of which was a wacky one on Damavand Peak where we had the attackers down to 0 tickets in the second stage but they were able to blow up the second M-COM station and push us back. They then pushed us out of the third stage pretty easily but we stopped them cold in the final area thanks in part to a couple guys on our side stealing the other side's tanks.
Next time you're on, we can play Conquest. I need to get some more practice with jets, anyway.
Also, last night I was playing Seine Crossing on Rush and we were getting blasted left & right on the bridge in the second area. Checked my map & they had three dudes spamming mortars. So I switched to Support w/ Mortar on my next spawn & sent those guys to hell a few times. Two of them were clustered right next to each other, so I was able to take both out with one shell. The other one was close by so I was able to get him with the next shot.
For the rest of the map I'd hold my fire until I saw a red mortar icon on the map, take him out with one shot, then move to a different position. Rinse, lather, repeat. Match ended before I could rack up more than 7 kills, but it somehow got me 4 savior ribbons.
So after some rough past experience with mortars, what I've learned is that your position is not compromised until you fire your first shell or two (unless you're spotted directly) and that one shell will always kill an enemy that is using a deployed mortar. Counterbattery shooting & scooting: good, clean fun.
Also apparently something is glitched with switching between smoke & HE rounds, to the point where you can sometimes fire an HE round, then smoke, then HE in less time than it takes to fire two consecutive HE. I don't use this-- unless maybe I'm attacking and we need the smoke :)
Quote from: derspiess on February 06, 2012, 12:51:20 PM
Also apparently something is glitched with switching between smoke & HE rounds, to the point where you can sometimes fire an HE round, then smoke, then HE in less time than it takes to fire two consecutive HE. I don't use this-- unless maybe I'm attacking and we need the smoke :)
Yeah, it is a glitch; I alternate between the two faster than just one type of round. And, as an added bonus, you do cause some damage with a smoker if it lands directly on an opposing player.
Quote from: CountDeMoney on February 06, 2012, 01:04:26 PM
Yeah, it is a glitch; I alternate between the two faster than just one type of round. And, as an added bonus, you do cause some damage with a smoker if it lands directly on an opposing player.
I've noticed hit markers with them & wondered if it was a delayed hit from an HE shell or something. Any idea how long smoke rounds last? I've hardly ever seen anyone else using them, but on some maps (like Bazaar/Rush in particular) they can do a lot of good if the attacking side is bottled up at the spawn.
I'd say maybe 8 seconds. Maybe. Not long, but it's a wide radius.
Played a couple matches with Neil again last night. Towards the end of the Caspian Border map he grabbed a tank in our spawn & I hopped in as machinegunner. We were doing well until we had to hop out for repairs & whatnot. I jumped back in at the gunner spot & wondered why the hell he was driving us all the way to the enemy spawn rather than defending our objectives. I looked down & realized some other dude had stolen his tank & was driving. Had to run all the way back to the spawn. Can't remember if we won or not.
Also on a Metro/Rush match last night I got 10 resupply ribbons from being slightly less aggressive & playing the role a bit more. Also 6 claymore kills as attacker. Serves them right for not playing their f-ing objectives.
Got my first Support service star and my 5th M249 service star, so now I'm trying to level up some other support weapons. Not sure if I'll ever get the Recon service star.
Also the only thing I need to do to complete all my Assignments is to win 5 Squad Deathmatches, which I think will actually take me quite a while to do. I totally suck in that type of game since there's no objective other than to just get as many kills as possible. It's also a bit confusing not to have any territory to take or defend.
Yeah, that tank-thief was annoying. But shortly after that I made an amazing shot, blasting a Humvee with an RPG from at least 200+ metres. It's amazing that we lost that round, given all the free kills we were getting off that stupid squad of snipers at the back pf the objective.
That Kharh map after that was shit.
PM me your PS3 names, and I'll PM yours; we can squad up.
360
Fags. :(
Massive bug-fix patch deployed overnight.
QuoteGENERAL 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:
-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.
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 effectiveness and also increase the feeling of individuality in each gun.
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.
WEAPON ACCESSORIES:
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. :yeah:
-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. :Embarrass:
-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.[/quote]
I'm not sure the patch has been deployed across all the platforms... :yeahright:
People are still using MAVs as elevators...
edit:
QuoteWhile there still is no ETA on the patch, we´re still working on improving online gameplay for all of our dear community members.
DOH MUST READ MOR BETTOR
That's a shame. Elevator MAVs are fun on Tehran.
Quote from: Neil on February 24, 2012, 02:32:25 PM
That's a shame. Elevator MAVs are fun on Tehran.
I zapped a MAV with my MAV in the middle of an elevator lift. Killed the guy, but didn't get the credit. Bad Luck suicide, just like any other fall. :(
Jumped into one of the dune buggies at the beginning of a drop. There was a guy in the driver's seat, so I take the gunner. We're not moving. Time's a-wasting. We're not going anywhere. Why? Driver got out. So I cycle through to the driver's seat. And then, the original driver gets back in; he wanted to be the gunner all along. Little faggot.
So I got out and shot him in the head. Wasting my time gets you killed, man.
Close Quarters expansion pack due in June.
4 new maps. Welcome to drywall.
http://www.battlefield.com/battlefield3/1/close-quarters
QuoteGet plunged into frantic and relentless infantry combat
Check your corners as death can come from any angle
HD destruction lets you reduce entire locales to ruin
Earn new weapons and bring them back to the base game
Complete new assignments and equip unique dog tags
Play in new ways, mixing team play and instant action
The HD Destruction in Close Quarters lets players riddle the environment with bullets, reducing entire locales to ruin. Everything from furniture to plaster can be shot to pieces, and players can see the result of the mayhem as rubble and broken pieces pile up on the floor.
The tight level design and many opportunities for vertical gameplay mean players will need to bring their A game if they want to stay alive in this highly competitive theater of war.
http://youtu.be/7c1PBufdfcE
I would like the game a lot more if they released a sound mod like this.
Yay, they broke the servers. No more dedicated game mode servers in Hardcore anymore, it's all randomized.
Want to play Rush? Too bad. You get Conquest. Maybe. It depends.
Want to play TDM? Too bad. You get Rush. Maybe. It depends.
ea lolol
Quote from: FunkMonk on March 23, 2012, 08:15:29 AM
ea lolol
So sick of their asses, changing shit that isn't broken, and ignoring shit that is. They're worse than CCP.
Do the changes affect only console servers? Is the PC version in the clear on this update?
Quote from: FunkMonk on March 23, 2012, 10:13:38 AM
Do the changes affect only console servers? Is the PC version in the clear on this update?
Looks like it's just PS3 servers so far.
Well, if you're trying to play games on a PS3, you get what you deserve.
Quote from: CountDeMoney on March 23, 2012, 06:39:53 AM
Yay, they broke the servers. No more dedicated game mode servers in Hardcore anymore, it's all randomized.
Want to play Rush? Too bad. You get Conquest. Maybe. It depends.
Want to play TDM? Too bad. You get Rush. Maybe. It depends.
What always annoys me is how they mix Conquest Assault (which sucks ass) in with standard Conquest.
Interesting; I was checking out BF3stats.com, and I am in the top 3% of the total PS3 players in Finished/Played rounds percentage. Not bad, with a player population of 183K + players.
I think I'm toward the top in Assist to Kill percentage. YOU'RE WELCOME :rolleyes:
Quote from: derspiess on March 23, 2012, 02:58:41 PM
I think I'm toward the top in Assist to Kill percentage. YOU'RE WELCOME :rolleyes:
Yeah, as you're TKed for a Bradley. :lol:
My longest head shot is 420.83m. You?
Quote from: CountDeMoney on March 23, 2012, 03:00:29 PM
Quote from: derspiess on March 23, 2012, 02:58:41 PM
I think I'm toward the top in Assist to Kill percentage. YOU'RE WELCOME :rolleyes:
Yeah, as you're TKed for a Bradley. :lol:
My longest head shot is 420.83m. You?
Just 289m. But all I ever really snipe with is an M39 EMR w/ ACOG.
Quote from: Neil on March 23, 2012, 11:00:39 AM
Well, if you're trying to play games on a PS3, you get what you deserve.
Don't worry, you're next on the hit parade.
Well, now that the patch is deployed, the big secret is out as to why they fucked up all the servers: they want you to rent your own at $25/month.
Oh, and all you PS3 haters: your platform's next.
I have to admit, this is one of the biggest punch-in-the-nutsack tricks of all time;
1) Take away the game mode servers people want to play
2) Make them pay to rent a server with the game mode they want to play
Time to move on.
Oh, and you can forget using tanks now. They're disposal transport vehicles now.
Game = Broken.
Quote from: CountDeMoney on March 28, 2012, 05:26:18 AM
Game = Broken.
Shame, too, as I'm now in the top 5% of the player population with the RPG. LULZ CONG
Too bad, what change to tanks did they make that nerfed them?
Quote from: Alcibiades on March 28, 2012, 09:55:25 AM
Too bad, what change to tanks did they make that nerfed them?
One-hit knockouts. A RPG to the front? Disabled.
Are fixed-wing aircraft still invincible because they can launch a billion flares a second and just ignore SAMs?
Quote from: FunkMonk on March 28, 2012, 12:37:42 PM
Are fixed-wing aircraft still invincible because they can launch a billion flares a second and just ignore SAMs?
The F-35 is much more responsive, but it doesn't matter anymore, as it is the choppers that are now invincible. :lol:
It's so broken now, man.
Actually, you can read about all the meltdowns now, from glass tanks to suppression effect being waaay too ramped up:
http://forum.ea.com/eaforum/forums/show/3984.page
Wait, you can buy all the weapon/upgrade unlocks now? :lmfao:
I tried. I really did try.
I'll come back to the game after they deploy the patch that fixes the patch that fixes the patch.
Quote from: CountDeMoney on March 28, 2012, 10:17:41 PM
I tried. I really did try.
I'll come back to the game after they deploy the patch that fixes the patch that fixes the patch.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F33nequv.jpg&hash=9676f1d0bc11fce50f7230a5d18b00603c7d4333)
BF3: Close Quarters has been deployed on PS3. 1.3+G download. :ph34r:
QuoteFULL 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.
QuoteM26 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.
Quote from: FunkMonk on March 28, 2012, 01:20:24 PM
Wait, you can buy all the weapon/upgrade unlocks now? :lmfao:
Why is this bad?
It's better than the days of BF2, when the fucking medic had to level up to get health kits.
Quote from: Faeelin on June 05, 2012, 05:34:02 AM
Quote from: FunkMonk on March 28, 2012, 01:20:24 PM
Wait, you can buy all the weapon/upgrade unlocks now? :lmfao:
Why is this bad?
It's better than the days of BF2, when the fucking medic had to level up to get health kits.
Heh, no shit.
Well, they're offering a "Premium" BF3 package as well. :ph34r:
Quote
Key Features
All Five Expansion Packs with Early Access: Own all five uniquely themed expansion packs and play them two weeks early. The classic, reimagined and remastered maps of Back to Karkand; the unrelenting, fast-paced action of Close Quarters; the largest map in Battlefield history featured in Armored Kill, plus two more expansion packs coming soon! Get'em all and get'em at a discount with Battlefield 3 Premium.
Stand out with Exclusive in-game items: Stand out with exclusive in-game items including the one-of-a-kind ACB-90 knife and a set of Battlefield 3 Premium dog tags. Further customize your experience with Premium-only soldier and weapon camos and unique Assignments.
Powerful New Features: With Battlefield 3 Premium comes the unique chance to reset your Score/Minute, Kills/Deaths, and Wins/Losses stats if you want a fresh start with your multiplayer soldier. To further recognize your status, we give you queue priority into servers, more decals for your Platoon emblems, and the ability to save your favorite Battle Reports forever.
Exclusive Online Double XP Events: Rank up faster with exclusive Double XP events and other Premium events.
Insider Tactics from DICE: Exclusive access to videos featuring tips and tactics straight from the developers at DICE, deep strategy guides, and sneak peeks from upcoming expansion packs.
Quote20 Maps
20 New Weapons
10+ New Vehicles
4+ New Game Modes
30+ Assignments
20+ Dog Tags
:ph34r:
Have they patched it so that tanks aren't armoured with cardboard anymore?
Oh. Dear. God.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fcdn2-b.examiner.com%2Fsites%2Fdefault%2Ffiles%2Fstyles%2Fimage_full_width_scaled%2Fhash%2Fa7%2Fa5%2Fa7a51e52ee3c56a38676ee457fbc579c.jpg&hash=1152d414ed77f4cf0ffb41345a3ffb2aa3a5489e)
Been more DLC added recently; four new maps, all earthquake-leveled. One map even has the earthquake showing up in the middle, fucking with your aiming.
They've added crossbows, too. Now that's a fun kill to get.
Any of you mutts even play this anymore?
I do.