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Dec 6th Patch

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  • 03-12-2011 4:56pm
    #1
    Registered Users Posts: 6,911 ✭✭✭


    http://www.gamepur.com/news/6345-new-battlefield-3-patch-pc-coming-december-6-size-2gb.html
    The official patch note for this upcoming update is 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


«1345

Comments

  • Registered Users Posts: 6,911 ✭✭✭SeantheMan


    I need a fix for black screen between maps :(


  • Registered Users Posts: 2,992 ✭✭✭KilOit


    Delighted to see the colorblind option back, should of been on release though.


  • Registered Users Posts: 37,299 ✭✭✭✭the_syco


    -Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
    Hope this stops dying if you fall into the water off a bridge!
    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.
    I know a few that this will help.
    Tweaked Tactical Light so it is not as blinding over longer ranges.
    About time.
    Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
    A possible "WOO-HOO" :pac:
    Reduced the effectiveness of Stealth on Air Vehicles.
    Increased the power of Stingers against Jets.
    Flares reload times for Jets and Helicopter Gunners have been increased.
    These three together should help take down jets and coppers
    Tweaked the max vehicle height on Noshahar Canals
    About time!


  • Moderators, Arts Moderators, Recreation & Hobbies Moderators Posts: 10,665 Mod ✭✭✭✭Hellrazer


    Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines



    Damn--need to change my tactics so :)


  • Banned (with Prison Access) Posts: 6,798 ✭✭✭karma_


    Hellrazer wrote: »
    Damn--need to change my tactics so :)

    This is one of the worst fixes I've seen in a BF game, and will make mines petty pointless now and allow armour to dominate even more. What they should have done was limit it to 6 or 9 mines in total, and if you exceeded the limit the first mines you planted would disappear.

    Just fúcking stupid.


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  • Moderators, Computer Games Moderators Posts: 3,092 Mod ✭✭✭✭ktulu123


    It feels like they are just nerfing everything that anyone complains about. I hope they dont ruin this game with patches


  • Registered Users Posts: 6,393 ✭✭✭jonski


    -Fixed several crashes and increased general stability
    A patch to fix the patch ..... may god have mercy on our souls


  • Moderators, Arts Moderators, Recreation & Hobbies Moderators Posts: 10,665 Mod ✭✭✭✭Hellrazer


    ktulu123 wrote: »
    I hope they dont ruin this game with patches



    Theyve done it with every other Battlefield game so why not this one.


  • Moderators, Computer Games Moderators Posts: 3,092 Mod ✭✭✭✭ktulu123


    Thats my worry :(


  • Registered Users Posts: 17,434 ✭✭✭✭Blazer


    I don't know who I hate more, DICE or the noobs whining about the game :mad:

    fair enough, nerf IRFV/Lights...but Armour is way overpowered and they do ****all against it?:mad:


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  • Registered Users Posts: 4,920 ✭✭✭AnCapaillMor


    Sc@recrow wrote: »
    I don't know who I hate more, DICE or the noobs whining about the game :mad:

    fair enough, nerf IRFV/Lights...but Armour is way overpowered and they do ****all against it?:mad:

    Armour isn't over powered, the problem is it takes sfa time to repair it. Saw 1 engie repair a tanker quicker than 2 guys firing rpgs at it. After 3-4 goes the rpgs eventually get taken out.


  • Registered Users Posts: 3,798 ✭✭✭Local-womanizer


    Armour isn't over powered, the problem is it takes sfa time to repair it. Saw 1 engie repair a tanker quicker than 2 guys firing rpgs at it. After 3-4 goes the rpgs eventually get taken out.

    Teamwork is essential for taking out tanks or aircraft now, otherwise you just get kinda lucky.

    What my mates and myself do is communicate. We all hit the tank with rockets together, or for choppers/Jets, one fire to set of flares the other fires right after.

    Works almost every time. Last night I was getting loads of kills when an engineer jumped out to repair a tank just as I fired a rocket at it.


  • Registered Users Posts: 3,597 ✭✭✭Richard tea


    Why no mention of the major issue of connection problems. I have yet to play online and i have the game a week now:mad:


  • Registered Users Posts: 37,299 ✭✭✭✭the_syco


    Why no mention of the major issue of connection problems. I have yet to play online and i have the game a week now:mad:
    Update punkbuster manually and see if that helps?


  • Moderators, Computer Games Moderators Posts: 3,092 Mod ✭✭✭✭ktulu123


    Sc@recrow wrote: »
    I don't know who I hate more, DICE or the noobs whining about the game :mad:

    fair enough, nerf IRFV/Lights...but Armour is way overpowered and they do ****all against it?:mad:

    C4 man! Nothing better than c4ing a tank


  • Registered Users Posts: 3,597 ✭✭✭Richard tea


    the_syco wrote: »
    Update punkbuster manually and see if that helps?


    Tried that but no joy.:(


  • Registered Users Posts: 22,929 ✭✭✭✭ShadowHearth


    "Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree" - sooooooo loled at this.


    i like the nerv of IRNV. it was really needed and looks like they nerfed it in right direction.

    Mine NERF... stupid... i will take them out of my spec as its just ****. Its very rare to destroy tank with mines on your current ticket. Sugestion by Karma_ is perfect. limit amount of mines you can place and it will sort itself out.


  • Registered Users Posts: 10,246 ✭✭✭✭Riamfada


    karma_ wrote: »
    This is one of the worst fixes I've seen in a BF game, and will make mines petty pointless now and allow armour to dominate even more. What they should have done was limit it to 6 or 9 mines in total, and if you exceeded the limit the first mines you planted would disappear.

    Just fúcking stupid.

    I am getting sick of people spawnmining armor tbh.


  • Closed Accounts Posts: 818 ✭✭✭Cormic


    2GB! That is one big Patch.

    I will have to kick off the download tomorrow morning before going to work...


  • Banned (with Prison Access) Posts: 6,798 ✭✭✭karma_


    ffs, just noticed this:

    -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.

    DICE are determined to fúck this game up completely. First they make mines pointless, then this!


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  • Registered Users Posts: 2,789 ✭✭✭grizzly


    karma_ wrote: »
    ffs, just noticed this:

    -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.

    DICE are determined to fúck this game up completely. First they make mines pointless, then this!

    I'll wait until I play it before deciding if these are a bad thing. I did think maps where getting too full with mines, making tank progress very slow. Mortar didn't seem OP as it was – I'd always get far more kills running about than using it.
    You can now reassign cycle weapons
    That's a nice touch.


  • Banned (with Prison Access) Posts: 6,798 ✭✭✭karma_


    grizzly wrote: »
    I'll wait until I play it before deciding if these are a bad thing. I did think maps where getting too full with mines, making tank progress very slow. Mortar didn't seem OP as it was – I'd always get far more kills running about than using it.


    That's a nice touch.

    Mines are so important against armour, this nerf will all but castrate their use. Mines take 2 to disable a vehicle, and 3 to be sure of a kill, the engineer is at great risk planting the mines already, now he has to survive and camp out to even give the mines the remotest chance of a kill? Then he won't know if they were destroyed. This fix is completely stupid, and I have no idea why they went this route, they had a good mechanic for BC2 already.

    Already mines are fairly easy to spot, and a tank driver should be constantly checking the road in front, not to mention the fact that thermal optics makes them stand out like a sore thumb.


  • Registered Users Posts: 4,314 ✭✭✭sink


    I've no problem with mines, mortars, rpgs or irnv. I only occasionally get killed by them. I find it most annoying is when I get killed with a single shot from USAS, but even that I'm good with because of the sacrifice it makes on range. In fact I wouldn't change any weapons, I think it's pretty well balanced as it is.

    I would make a few changes to the maps however, some conquest maps i.e Caspian, Firestorm and Kharg need more AA vehicles especially on the smaller sizes were there aren't any, allowing aircraft to dominate. One person can hog the AA for an entire round (admittedly usually me but not always), perhaps they could substitute a tank. I also have a severe dislike of Metro as it's just one big choke point, it needs more routes to the flags, i.e there is no way to get from A to C except trough B, every other maps allows you to flank around and behind, but Metro forces you to a front on confrontation leaving you no room to manoeuvre.


  • Registered Users Posts: 22,929 ✭✭✭✭ShadowHearth


    Cormic wrote: »
    2GB! That is one big Patch.

    I will have to kick off the download tomorrow morning before going to work...

    i am 99% sure that part of this patch is for Kharhad expantion. simalr to what WOW and LOL does with patching.


  • Registered Users Posts: 6,911 ✭✭✭SeantheMan


    sink wrote: »
    I would make a few changes to the maps however, some conquest maps i.e Caspian, Firestorm and Kharg need more AA vehicles especially on the smaller sizes were there aren't any, allowing aircraft to dominate. One person can hog the AA for an entire round (admittedly usually me but not always), perhaps they could substitute a tank. I also have a severe dislike of Metro as it's just one big choke point, it needs more routes to the flags, i.e there is no way to get from A to C except trough B, every other maps allows you to flank around and behind, but Metro forces you to a front on confrontation leaving you no room to manoeuvre.

    - I woulnd't give more AAs considering all infantry have the capability of AA.
    Also tanks can take down with the aid of a 3rd man + lockon missiles.
    Add to this the crazy damange the AA LAV/Tunguska already does..and yes...it's crazy annoying having 1 man just sat on a hill dominating air targets :P

    - If anything, they should bring back the stationary AA (from Wake BF2) akin to the TOW missiles.

    - Agree 100% with regards to metro conquest...it reminds me of when they made BF2 inf only....nade spams and revives everywhere.

    - The only weapons I have a problem with are support, which are too accurate from a standing position. LMGs should have more recoil and urge the user to prone or crouch at least,,,,, the point of BiPods in the game seems useless.


  • Registered Users Posts: 5,006 ✭✭✭beno619


    SeantheMan wrote: »
    sink wrote: »
    I would make a few changes to the maps however, some conquest maps i.e Caspian, Firestorm and Kharg need more AA vehicles especially on the smaller sizes were there aren't any, allowing aircraft to dominate. One person can hog the AA for an entire round (admittedly usually me but not always), perhaps they could substitute a tank. I also have a severe dislike of Metro as it's just one big choke point, it needs more routes to the flags, i.e there is no way to get from A to C except trough B, every other maps allows you to flank around and behind, but Metro forces you to a front on confrontation leaving you no room to manoeuvre.

    - I woulnd't give more AAs considering all infantry have the capability of AA.
    Also tanks can take down with the aid of a 3rd man + lockon missiles.
    Add to this the crazy damange the AA LAV/Tunguska already does..and yes...it's crazy annoying having 1 man just sat on a hill dominating air targets :P

    - If anything, they should bring back the stationary AA (from Wake BF2) akin to the TOW missiles.

    - Agree 100% with regards to metro conquest...it reminds me of when they made BF2 inf only....nade spams and revives everywhere.

    - The only weapons I have a problem with are support, which are too accurate from a standing position. LMGs should have more recoil and urge the user to prone or crouch at least,,,,, the point of BiPods in the game seems useless.

    Untill yesterday I thought the support class was pritty ****e... Then I remembered I can the remove the bipod :D
    I have seen a few people set up and rape using it tho ?


  • Closed Accounts Posts: 818 ✭✭✭Cormic


    3.9 GB!

    FFS my broadband will be down all day.


  • Moderators, Computer Games Moderators Posts: 3,092 Mod ✭✭✭✭ktulu123


    Yeah I thought it was 2 gigs. Or did they mean computer 2 gigs?


  • Registered Users Posts: 7,692 ✭✭✭Dublin_Gunner


    I wish they'd leave the weapons the hell alone, and let the whiners deal with them.

    The fooking nerf's drive me mad. Now IRNV and mines are useless. (well, you'll just have to keep an eye on your mines and the amount you've planted). Making them disappear after you die is totally effing stupid.

    So what does the tower on caspian look like when it falls? (saw PS3 footage, and looked crap).


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  • Registered Users Posts: 3,597 ✭✭✭Richard tea


    Cormic wrote: »
    3.9 GB!

    FFS my broadband will be down all day.


    Yea, just opened battlefield to find 2.9 out of 3.9 gig has een downloaded. Thats some update:eek:


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