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Battlefield 3 discussion


Nobana

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Posted (edited)

JIZZZZZZZZZZZZZZZZZZZZZZZZZ

JETS THAT CAN HOVER? *feminine squeal*

Duh. Straight from BF2, you fool.

DRIVABLE TRAKTOR, JUST LIKE IN HALO! THAT IS SO AWESOME. And DPV is back too <3

After this baby gets released, I wont touch any other map than Oman, Karkand on Sharqi Peninsula.

Edit: It would be nice if DICE fixed their fucking game so I could play it, since the update which was supposed to fix crashes, made it impossible to play the game. Others are having this problem too.

Edited by Nobana
Posted (edited)

Back to Karkand due to release December 7th!(PS3 version)

WAKE ISLAND GAMEPLAY!

Only 3 flags, this better be some smaller 32 player version or else they fucked it up. I sure hope there's a version with original amount of flags.

http://www.youtube.com/watch?v=TtS26Bmw4gc&feature=player_embedded

Contains some REAL gameplay of other maps too, instead just blurry clips full of shooting.

And please DICE, fix your shitty made game so I can play too.

Edited by Nobana
Posted

How can you make it fall?

Looks like it's PS3 only atm. I have no idea how, but some say it falls when there is less than 10 tickets or something.

Posted (edited)

A new update is coming for both servers and players on tuesday 6.12. Includes Back to Karkand and the changes listed below:

Bugfixes

- Fixed a problem with spawn timer now showing blue border on startup and lost spawn point

- Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded

- Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings

- Fixed stat references on several dogtags

- Fixed for surveillance ribbon not counting TUGS

- Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small

- Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

- Fixed a problem where placing C4 with the russians soldier was playing US faction VO

- Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it

- Fixed a problem when attempting to fire lock on weapons without a target

- Tweaked the chat, it should now be a bit easier to read

- Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights

- Fixed the G17 Supressed Laser not working properly

- Added alternate HUD colors to help colorblinds

- Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.

- Increased the Spawn protection radius on TDM

- Fixed a problem with smoke on land vehicles, Missiles should now miss more often

- Fixed a problem where users could end up with IRNV scope in any vehicle

- Fixed a problem where player dies if vaulting over a ledge and into water while sprinting

- Fixed several crashes and increased general stability

- Fixed a problem where the user was unable to revive two players that have the bodies one over the other

- Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.

- Fixed a problem with the Kill camera acting up when suiciding from parachute

- Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar

- Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time

- Fixed a problem where you could get green flashes on screen

You can now reassign cycle weapons

- Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle

- Fixed a problem where the parachute would stay stuck in air if the owner was killed

Balance Tweaks

- Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.

- Tweaked Tactical Light so it is not as blinding over longer ranges.

- Tweaked the IRNV scope so it is limited to usage only at close range.

- Reduced heat masking effectiveness of Spec Ops Camo.

- Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.

- Increased the number of additional 40mm grenades from Frag spec.

- Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).

- Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

- Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.

- Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.

- Fixed Laser Guided Missiles missing their targets if the target is moving too fast.

- Reduced the effectiveness of Stealth on Air Vehicles.

- Reduced the effectiveness of Beam Scanning for Jets.

- Reduced the damage done to Armored Vehicles and Infantry from AA guns.

- Increased the damage RPGs and Tank shells do to AA vehicles.

- Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.

- Increased the effective accuracy of long bursts for LMGs when using a bipod.

- Slightly increased the range of the 44magnum bullets.

- Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.

- Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.

- Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.

- Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.

- Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.

- Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.

- Decreased the power of Miniguns against Jets and Helicopters.

- Increased the power of Stingers against Jets.

- Flares reload times for Jets and Helicopter Gunners have been increased.

- Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.

- Added Single Shot to the AN94 as an available fire mode.

- Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).

- Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals

- Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

- Tweaked the Gas station Capture area on Conquest on Caspian Border

- Tweaked the max vehicle height on Noshahar Canals

Min player requirements

Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.

Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.

Edited by Nobana
Posted (edited)

- Increased the power of Stingers against Jets.

- Reduced the effectiveness of Stealth on Air Vehicles.

- Flares reload times for Jets and Helicopter Gunners have been increased.

lolwat.

Edited by Hundred2
Posted

- Flares reload times for Jets and Helicopter Gunners have been increased.

lolwat.

That's a good thing. But for Helicopter gunners? What about the pilot? That shit doesnt make any sense.

Posted (edited)

- Increased the power of Stingers against Jets.

- Reduced the effectiveness of Stealth on Air Vehicles.

- Flares reload times for Jets and Helicopter Gunners have been increased.

lolwat.

The buck? Altho if you use flares and just bit of your brain it's very easy to avoid stinger missiles, and with stealth it is just impossible to get shot down by missiles (unless you're stupid enough...).

Doesnt say if they fixed the problem where TV guided missiles bounce off an enemy choppers windshield, or from an enemy tank.

I have been 1hit1killed many times with TV missiles when i'm on tank. I don't hear any locking sounds what so ever, but i instantly die on heli which is using TV missiles. Dunno about those bugs tho :P

- Reduced the effectiveness of Beam Scanning for Jets.

Well damn...

Edited by MiF
Posted

who the fuck uses stealth anyway

people who fly

And that are completely retarded? Air Radar is a must. (I am talking about jets)

People who haven't unlocked Air Radar yet.

I don't use air radar nor stealth. Beam tracking with guided missiles with rush jets :3

Posted (edited)

Doesnt say if they fixed the problem where TV guided missiles bounce off an enemy choppers windshield, or from an enemy tank.

I have been 1hit1killed many times with TV missiles when i'm on tank. I don't hear any locking sounds what so ever, but i instantly die on heli which is using TV missiles.

That isnt related to missiles bouncing off. And I havent 1shotted even one tank with the TV missile.

who the fuck uses stealth anyway

people who fly

And that are completely retarded? Air Radar is a must. (I am talking about jets)

I use Stealth, or used to at least, I think I got laser painter now. Air radar is pretty useless imo. (I am talking about choppers)

Edited by Nobana
Posted

Guided missles < rocket pods. In almost any scenario where you can get a proper lock on an enemy jet, it's better just to shred it with your gatling gun. At least with rocket pods you can do some proper ground damage.

Posted

Bugfixes

- Fixed a problem with spawn timer now showing blue border on startup and lost spawn point

- Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded

- Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings

- Fixed stat references on several dogtags

- Fixed for surveillance ribbon not counting TUGS

- Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small

- Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

- Fixed a problem where placing C4 with the russians soldier was playing US faction VO

- Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it

- Fixed a problem when attempting to fire lock on weapons without a target

- Tweaked the chat, it should now be a bit easier to read

- Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights

- Fixed the G17 Supressed Laser not working properly

- Added alternate HUD colors to help colorblinds

- Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.

- Increased the Spawn protection radius on TDM

- Fixed a problem with smoke on land vehicles, Missiles should now miss more often

- Fixed a problem where users could end up with IRNV scope in any vehicle

- Fixed a problem where player dies if vaulting over a ledge and into water while sprinting

- Fixed several crashes and increased general stability

- Fixed a problem where the user was unable to revive two players that have the bodies one over the other

- Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.

- Fixed a problem with the Kill camera acting up when suiciding from parachute

- Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar

- Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time

- Fixed a problem where you could get green flashes on screen

You can now reassign cycle weapons

- Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle

- Fixed a problem where the parachute would stay stuck in air if the owner was killed

Balance Tweaks

- Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.

- Tweaked Tactical Light so it is not as blinding over longer ranges.

- Tweaked the IRNV scope so it is limited to usage only at close range.

- Reduced heat masking effectiveness of Spec Ops Camo.

- Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.

- Increased the number of additional 40mm grenades from Frag spec.

- Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).

- Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

- Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.

- Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.

- Fixed Laser Guided Missiles missing their targets if the target is moving too fast.

- Reduced the effectiveness of Stealth on Air Vehicles.

- Reduced the effectiveness of Beam Scanning for Jets.

- Reduced the damage done to Armored Vehicles and Infantry from AA guns.

- Increased the damage RPGs and Tank shells do to AA vehicles.

- Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.

- Increased the effective accuracy of long bursts for LMGs when using a bipod.

- Slightly increased the range of the 44magnum bullets.

- Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.

- Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.

- Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.

- Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.

- Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.

- Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.

- Decreased the power of Miniguns against Jets and Helicopters.

- Increased the power of Stingers against Jets.

- Flares reload times for Jets and Helicopter Gunners have been increased.

- Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.

- Added Single Shot to the AN94 as an available fire mode.

- Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).

- Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals

- Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

- Tweaked the Gas station Capture area on Conquest on Caspian Border

- Tweaked the max vehicle height on Noshahar Canals

Min player requirements

Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.

Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.

Posted

-snip-

You late bro. Nobana already posted this stuff.

Guided missles < rocket pods. In almost any scenario where you can get a proper lock on an enemy jet, it's better just to shred it with your gatling gun. At least with rocket pods you can do some proper ground damage.

Well what i have experienced myself, is that with rocket pods i don't even disable vehicle, nor kill people with it. With guided missile (and beam tracking) i first fire the missile, then fire as long as i can with my gatling gun, and i usualy get "vehicle disabled" and sometimes even destroy. In Rush guided missile also speeds up killing tanks, and is much better choice in my opinion because you can fire that missile, and shot with your gatling gun at same time.

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