http://battlelog.battlefield.com/bf3/fo … 494744784/Hi all,
We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.
It will be both a client update -- approximately 2GB in size -- and a server update.
The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.
The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.
Bugfixes:
Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed
Balance Tweaks:
Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
Tweaked the max vehicle height on Noshahar Canals
Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.
Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.
Win! Lets hope they don't break anything else with it.
Lol at making stingers more powerful, and flare time increased. In other words choppers are gonna be even more useless now.
Yayyyyybugz wrote:
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.
allahu akbar
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.
Increased the amount of times it'll take to try and join a server by 100% with even more Black Screens, Crashes, Kicks and Errors.
More power to the cannons on a jet, yet rockets and atgms stay the same. Wtf
If the women don't find ya handsome. They should at least find ya handy.
cheers for the patch
A (very fucking) small step in the right direction, but there's still a lot of basic functions and mechanics taht need to be added/removed/changed. These little tweaks won't change the overall gameplay experience too much.
Naturn wrote:
Win! Lets hope they don't break anything else with it.
Stingers are only buffed against jetsJimbob23 wrote:
Lol at making stingers more powerful, and flare time increased. In other words choppers are gonna be even more useless now.
jsnipy wrote:
Naturn wrote:
Win! Lets hope the stuff they inevitably break with it isn't more unbalanced and broken than before they tried fixing it.
jets nerfed
stinger mongs buffed
invincible base AA that covers half the map untouched
DICE!
stinger mongs buffed
invincible base AA that covers half the map untouched
DICE!
Kimmmmmmmmmmmm wrote:
cheers for the patch
Kez wrote:
Yayyyyybugz wrote:
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.
jsnipy wrote:
Naturn wrote:
Win! Lets hope they don't break anything else with it.
Just reread the patch notes.
"Reduced the damage done to Armored Vehicles and Infantry from AA guns."
Buffed and nerfed in less than 2 weeks. lol
"Reduced the damage done to Armored Vehicles and Infantry from AA guns."
Buffed and nerfed in less than 2 weeks. lol
>Tweaked the chat, it should now be a bit easier to read
It's in the fucking center of the screen, how much easier does it need to be read? What they should've done is move it to the top left and out of the way like in Bad Company 2 with an option to bring it up and away with the ~ like in Bad Company 2.
>Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Smoke affects missile trajectory?
>Tweaked Tactical Light so it is not as blinding over longer ranges.
I'll be the judge of that
>Tweaked the IRNV scope so it is limited to usage only at close range.
Good
>Reduced heat masking effectiveness of Spec Ops Camo.
Why the fuck would you do this? It's Spec Ops camo DICE you idiots.
>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).
Good
>Reduced the damage done to Armored Vehicles and Infantry from AA guns.
I was expecting a nerf anyways, shit is so OP. They buff it last patch and now are renerfing it lol. It'll still rape since it's laser accurate.
>Increased the damage RPGs and Tank shells do to AA vehicles.
Additional AA nerf why?
>Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Good
>Increased the effective accuracy of long bursts for LMGs when using a bipod.
This contradicts the last point
>Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Good the P90 needs a buff
>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.
U mad USMarine2005?
>Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
USAS Frag nerf, thank you
>Increased the power of Stingers against Jets.
lol Nerf then rebuff again like the AA last patch
>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.
Now I gotta try the AN94 out again
>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.
Good
Overall a much better patch than the 1st one.
It's in the fucking center of the screen, how much easier does it need to be read? What they should've done is move it to the top left and out of the way like in Bad Company 2 with an option to bring it up and away with the ~ like in Bad Company 2.
>Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Smoke affects missile trajectory?
>Tweaked Tactical Light so it is not as blinding over longer ranges.
I'll be the judge of that
>Tweaked the IRNV scope so it is limited to usage only at close range.
Good
>Reduced heat masking effectiveness of Spec Ops Camo.
Why the fuck would you do this? It's Spec Ops camo DICE you idiots.
>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).
Good
>Reduced the damage done to Armored Vehicles and Infantry from AA guns.
I was expecting a nerf anyways, shit is so OP. They buff it last patch and now are renerfing it lol. It'll still rape since it's laser accurate.
>Increased the damage RPGs and Tank shells do to AA vehicles.
Additional AA nerf why?
>Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Good
>Increased the effective accuracy of long bursts for LMGs when using a bipod.
This contradicts the last point
>Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Good the P90 needs a buff
>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.
U mad USMarine2005?
>Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
USAS Frag nerf, thank you
>Increased the power of Stingers against Jets.
lol Nerf then rebuff again like the AA last patch
>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.
Now I gotta try the AN94 out again
>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.
Good
Overall a much better patch than the 1st one.
are you such an obnoxious dicklord in real life too?
Small hourglass island
Always raining and foggy
Use an umbrella
Always raining and foggy
Use an umbrella
yes quote every single change and tell us your opinion on it i'm sure we want to hear
I am glad they are knocking the start requirements back down and would welcome a warm up period before the round starts.
roc you forgot a few! we eagerly await your fascinating opinions.
[insert weird pic response here]
[insert weird pic response here]
Blackbelts are just whitebelts who have never quit.
It's a patch thread what's the point of posting if you don't want to hear peoples opinions.
Idiots
Idiots
m3thod wrote:
roc you forgot a few! we eagerly await your fascinating opinions.
[insert weird pic response here]
professor roc dissecting patch notes it like it was some gimpy students' phd thesis was a bit ott.Roc18 wrote:
It's a patch thread what's the point of posting if you don't want to hear peoples opinions.
Idiots
Blackbelts are just whitebelts who have never quit.
Pleased that the shotgun frag rounds will be nerfed. Getting shot at by the USAS-12 was like being shot at by fucking Zeus. Only went up against it once but that was enough to know how ridiculously overpowered it was.
It's always a shame when they bring out the patch changes because it showcases all the overpowered balance issues that I was too dumb to recognise and exploit.
It's always a shame when they bring out the patch changes because it showcases all the overpowered balance issues that I was too dumb to recognise and exploit.
[Blinking eyes thing]
Steam: http://steamcommunity.com/id/tzyon
Steam: http://steamcommunity.com/id/tzyon