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Another Damn Patch

  • 02-01-2006 10:37am
    #1
    Registered Users, Registered Users 2 Posts: 4,473 ✭✭✭


    Well this appears to be the skinny on the new patch, for anyone that hasnt read it here you go
    New information on the 1.2 Update:

    Hi all,

    We are currently working on the next Battlefield 2 update. We believe this update has some significant improvements that everyone will appreciate. We’ve seen the discussions on the forum and will do our best to address as many issues as possible, as soon as possible.

    Here is a quick run down of just some of the issues we have been working on.

    - Helicopter now carry 8 missiles rather than 14
    - TV-Guided missile now have a shorter range
    - Hit points on all air vehicles has been reduced
    - AA missile lock has been improved
    - Support kits have had their primary weapons adjusted for accuracy
    - Sniper kits have had their primary weapons adjusted for accuracy
    - Anti-Tank kits have had their primary weapons adjusted for accuracy
    - "Dolphin Diving" is no longer possible
    - Players can no longer jump and shoot at the same time
    - "Prone Spamming" is now fixed
    - "Sprint exploit" is now fixed
    - The Sa80 weapon has been improved
    - The G3A3 weapon has been improved
    - Reload while sprinting has been enabled
    - Chinese and MEC APCs can now shoot through penetrable materials
    - Damage decreased for the M134
    - Medic defibrillator paddles have been adjusted. They now reload while not in use.

    We'll be announcing further additions to this list, but that will have to wait until the next update. This is NOT the complete list of items we are working on. As we have more items go through testing and we are sure of a change we will update you.

    For now, cheers.

    Armando "Aj" Marini
    Battlefield Team
    Heres a Link to the post btw

    Still no definate release date for it but somehow that doesnt surprise me coming from EA. :D


Comments

  • Closed Accounts Posts: 272 ✭✭December Son


    Watch out theyll probably charge you a tenner for it :rolleyes:


  • Registered Users, Registered Users 2 Posts: 4,331 ✭✭✭Keyzer


    All that stuff will be a big improvement to the game IMO...


  • Registered Users, Registered Users 2 Posts: 4,920 ✭✭✭AnCapaillMor


    AA's a joke in the game at the moment.


  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster




  • Registered Users, Registered Users 2 Posts: 9,480 ✭✭✭projectmayhem


    aye. should be interesting to see how it pans out. i have a feeling i wont be running for choppers as much now but we'll see. i still have to get good at flying :(


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  • Registered Users, Registered Users 2 Posts: 4,920 ✭✭✭AnCapaillMor


    Defainately lower heli hitpoints, 3 times tonight, i hit a heli twice with my rocket launcher and each time it survived and took off.


  • Closed Accounts Posts: 327 ✭✭Jackabo


    Aye looking forward to this patch myself.I like the thought of the diving & hopping plus AA being sorted :)


  • Registered Users, Registered Users 2 Posts: 3,126 ✭✭✭][cEMAN**


    I guess it's because i'm bias being a chopper pilot, but I don't agree on the less chopper points. I've seen choppers go down in seconds with 2 50cals shooting at it.

    The game's meant to be about teamwork. If a standard 50cal could take down a chopper in seconds, then you could take it out from across the map. It wouldn't have a chance to take off. That's not really fair. Shooting a chopper down at distance is just about leading the target - you even see if you're hitting when the crosshair changes.

    I saw 2 HUMVEEs sitting on Sharqi Peninsula at the Swimming pool stopping the MEC chopper taking off as it was down in seconds, and NOTHING to hide behind to even get close. How is that fair if they lower hit points - effectively making that possible with just 1 HUMVEE?

    I think chopper to chopper hit points should be changed. I agree with that. I've seen me lobbing a full spread of missiles into a chopper and it doing nothing - especially on a blackhawk (even with engineers repairing that shouldn't be possible). Ground to air vehicle damage needs sorted though. 1 hit from a tank/APC the chopper is dead. 50cal if used properly is already powerful enough to put them down without overheating (if you use it correctly and can aim for the right spot).

    As for dropping the missile amount, that's OK if you reduce chopper to chopper hitpoints so you can put it down with 1 full load.

    As for base raping and turrets not doing enough damage? Bull. A turret can do it in seconds. The chopper should be able to defend itself though, so the fact that it takes about 3 seconds to take it down, gives the pilot (if good) just enough time to get out of there.

    Also, if the turret is down, main bases normally have multiple points to spawn (eg. underneath the carrier). 2 ATs can take it down, or if it even has a little health left, the 2 ATs + pistol fire WILL take it down!

    I entirely agree with TV missile range being shortened though, and AA being more effective. If an air vehicle is flying straight and you have a full lock, nothing should make it miss. It should only miss if the pilot evades or drops flairs, but lately it misses automatically.

    Everything else seems spot on.


  • Registered Users, Registered Users 2 Posts: 37,316 ✭✭✭✭the_syco


    - Sniper kits have had their primary weapons adjusted for accuracy
    Yea. About time. The amount of times when I should have gotten a headshot, but didn't, is not funneh.


  • Registered Users, Registered Users 2 Posts: 9,480 ✭✭✭projectmayhem


    aye

    but tbh the sniper isn't that great...

    i think mgs2 had it perfect with their sniper rifle. it moved around a bit, like a sniper rifle should... and it was more shaky when you stood up. killzone's sniper rifle is a bit mad too... but all require proper skill. i'd hate for accuracy to be hightened to the point of having a CS AWP style thing where you just get a load of camping


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  • Registered Users, Registered Users 2 Posts: 37,316 ✭✭✭✭the_syco


    I wouldn't want a CS AWP style thing either, but when the your shoot the enemies head with a sniper rifle, and they're shooting you with the gun that the anti-tank has (not the rocket launcher), you'd think you would kill the guy, and not them you.


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    i second the dont touch helo health option.

    whats worse was after we managed to take out the humvees they came back in a tank/humvee and that position is almost impossible to hit before they take you down.

    .50 cal weapons damage should be lowered against air targets but should still be able to hurt pilot/copilot through the glass.


  • Registered Users, Registered Users 2 Posts: 6,566 ✭✭✭GrumPy


    aye

    but tbh the sniper isn't that great...

    i think mgs2 had it perfect with their sniper rifle. it moved around a bit, like a sniper rifle should... and it was more shaky when you stood up. killzone's sniper rifle is a bit mad too... but all require proper skill. i'd hate for accuracy to be hightened to the point of having a CS AWP style thing where you just get a load of camping

    the halo2 sniper is the hardest to use (LOL) only joking. i agree i prefer skillful snipers, the one in mgs2 is a good example, used to love that game, the vamp snipin' bit was good.


  • Registered Users, Registered Users 2 Posts: 4,473 ✭✭✭R0ot


    the halo2 sniper is the hardest to use (LOL) only joking. i agree i prefer skillful snipers, the one in mgs2 is a good example, used to love that game, the vamp snipin' bit was good.

    Play Sniper Elite, now thats good sniper training :D


  • Registered Users, Registered Users 2 Posts: 834 ✭✭✭jeawan


    do you guys think , that they should Fix the Team Kill thing on Engineers landmines ? i reckon if you stupid enough to drive over them and die it your fault the engineer shouldnt have to get hit too ?


  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster


    jeawan wrote:
    do you guys think , that they should Fix the Team Kill thing on Engineers landmines ? i reckon if you stupid enough to drive over them and die it your fault the engineer shouldnt have to get hit too ?


    Debated endlessly all over the 'net.
    If you took the tk away then all you'd fine IMHO is a map full of mines.

    While not 100% accurate, the makers of the game try to keep certain things 'correct'. Taking away the mine tk would turn the game into an arcade version.

    Maybe they should do the same as Commander and leave tks in but make it so that you can't get punished for it?


  • Registered Users, Registered Users 2 Posts: 37,316 ✭✭✭✭the_syco


    Ponster wrote:
    Maybe they should do the same as Commander and leave tks in but make it so that you can't get punished for it?
    That'd suck, as some people would lay mines in front of their own team, knowing they wouldn't get punished.


  • Registered Users, Registered Users 2 Posts: 834 ✭✭✭jeawan


    Ponster wrote:
    Debated endlessly all over the 'net.
    If you took the tk away then all you'd fine IMHO is a map full of mines.

    While not 100% accurate, the makers of the game try to keep certain things 'correct'. Taking away the mine tk would turn the game into an arcade version.

    Maybe they should do the same as Commander and leave tks in but make it so that you can't get punished for it?

    that is true , as commandoer now in some game blow the crap out of there own team anyway , ive being killed more times by a bad commander , i normaly dont punish the Engineer anyway if i'm stupid enough to drive over the mines


  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster


    I tend to almost always spot mines in time except in SF when I'm on that little buggy thingy that zooms around the map.


  • Registered Users, Registered Users 2 Posts: 834 ✭✭✭jeawan


    Ponster wrote:
    I tend to almost always spot mines in time except in SF when I'm on that little buggy thingy that zooms around the map.

    aye you can get carried away on the Quads they alot of fun


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  • Registered Users, Registered Users 2 Posts: 4,920 ✭✭✭AnCapaillMor


    Engineers can put mines in some pretty stupid places sometimes.


  • Registered Users, Registered Users 2 Posts: 9,480 ✭✭✭projectmayhem


    Engineers can put mines in some pretty stupid places sometimes.
    you can say that again. was playing today and an engineer put them on the entrance to our base... which was an uncappable flag :?


  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster


    Yeah, I never understand how they can just put them in a straight line in front of a base when you can see them standing out against the white road from miles away.

    I can't count the amount of times I've been boxed in on Gulf of Oman in one of the beach bases by friendly mines.
    I know now why EA made them blow-upable with the last patch.


  • Registered Users, Registered Users 2 Posts: 4,225 ✭✭✭Scruff


    Just found this extra bit of info and its the only bad thing in the patch, imho.
    TotalBF2.com: I know there is heated discussion of the m203 being "abused" can you comment on this?

    Armando: Everyone working on the patch was involved in the creation of Special Forces. We saw first hand what can be done with the grenade launchers (although we focused more on the GP-30). As you can imagine, if there is an exploit, the guys in the office will migrate to it. Before long, everyone was using grenade launchers exclusively during combat situations. The game is much less entertaining on the whole when this occurs.

    The grenade launcher was designed to give the assault soldier increased ability to fight against vehicles; however it is ever increasingly being used against infantry. We didn’t want to lose this ability, but it is necessary to limit its usefulness against the infantry.

    I use the grenade launchers a good bit as infantry to take out enemy infantry and never thought it was an abuse. if ye hit a guy with one should it not kill him? land one between a close group of soldiers should it not kill\do a lot of damage??
    Always though it was pretty useless against everything else besides jeeps.

    [linkd=full interview]http://bf2tracker.com/thread.php?postid=123121#post123074[/linkd]


  • Registered Users, Registered Users 2 Posts: 999 ✭✭✭cregser


    ^ I agree completely. It kind of makes you loose faith in the team that created the game when they say "Here's a gun that'll kill multiple soldiers instantly. Don't abuse it!". WTF did they expect? Anyway, isn't a grenade laucher a standard attachment for modern combat rifles?


  • Closed Accounts Posts: 86 ✭✭IG-Calibre


    And there's more -

    Updated Patch News - January 11th (reproduced from the full community update)

    As well as these booster packs, we are of course still utterly devoted to providing updates to Battlefield 2. We can’t say it enough; thank you all for your support and dedication! Update 1.2 is currently undergoing public beta testing and will be released very soon. As with the first list, this second list includes confirmed fixes only:

    • Server search filters now work properly

    • All mines (Claymore, Anti-vehicle, C4) can now be picked up by the same class that dropped it by using the “G” key.

    • Mines can no longer be destroyed with other explosives

    • Flash bang effect radius decreased

    • Added unlocks for Sniper and AT kits

    • Fixed a bug in terrain rendering with night vision, whereby terrain was still dark in dark areas.

    • Fixed a bug whereby mods that are not bf2 or not xpack permutate shaders every time a level is loaded.

    • Fixed a bug whereby non-xpack mods cannot use xpack shaders.

    • Fixed bug in TV guided missiles of Havoc helicopter

    • Bug in MP7 fire rate fixed. Ammo count increased and mag count and damage decreased

    • APC Update – “Chinese and MEC APCs can now shoot through penetrable materials”. This fix was a miscommunication to the patch team. Chinese and MEC APC’s have been reverted and the LAV25 now no longer shoots through penetrable materials.

    • Vehicles no longer disappear when viewed from some vehicles with a HUD (e.g. Tanks).

    • Performance gain found in static mesh rendering.

    • Detonation radius from grenade launcher explosions has been reduced.

    • Grenade launcher projectiles now have a minimum time before arming.

    This is a list of confirmed fixes only – we are still looking at others that we hope to be able to announce so


  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster


    I think the point is that you can aim at someone 3 feet away and kill him with a GL but it doesn't hurt you.


  • Registered Users, Registered Users 2 Posts: 4,225 ✭✭✭Scruff


    are you talking pre patch or post patch? i've killed myself plenty of times with my own GL in that scenario.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    I don't care whether the grenade launcher is realistic or not. Its really really fucking annoying. Run around a corner; CHOOOMP! Instant death. Just not on really.


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  • Registered Users, Registered Users 2 Posts: 4,225 ✭✭✭Scruff


    I don't care whether the tanks are realistic or not. Its really really fucking annoying. Run around a corner; CHOOOMP! Rolled over by a tank. Instant death. Just not on really.

    I don't care whether the bombs are realistic or not. Its really really fucking annoying. Run around a corner;KABOOM! 500lber lands on my head. Instant death. Just not on really.

    etc..


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    They don't carry the same irritation for me. At least the others have draw backs: You have to practice with bombing runs and are quite vulnerable. Tanks are really vulnerable to attack from above or from several attackers. Grenade launcher just has this "too easy" noob feel to it. As if they didn't deserve to kill you so easily.


  • Registered Users, Registered Users 2 Posts: 4,225 ✭✭✭Scruff


    meh. your n00b arguement could also be applied to mines and claymores as well. maybe your just a n00b for being predictable and always going route 1 instead of a longer less obvious route. ;)


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Actually I rarely use that word...


  • Registered Users, Registered Users 2 Posts: 4,331 ✭✭✭Keyzer


    Zillah wrote:
    They don't carry the same irritation for me. At least the others have draw backs: You have to practice with bombing runs and are quite vulnerable. Tanks are really vulnerable to attack from above or from several attackers. Grenade launcher just has this "too easy" noob feel to it. As if they didn't deserve to kill you so easily.

    I can understand your argument but I don't agree.

    The reason why I started using the grenade launcher in the first place was because I was going one on one with other players, unloading bullets into them, they hop and with one shot they kill me. Fight fire with fire I say, however, I don't bunnyhop. I am 50% accurate with the grenade launcher plus I use it on vehicles too with great results.

    Its in the the game therefore it can be used whatever way you want.

    If you want to talk about exploits then look at jets.
    Bombing is simple, seriously, you point your nose at what you want to hit and release, thats it, theres no rocket science involved.
    In single player alone (and I know its not the same as online) I can rack up 300 pts in one round easily, now thats a serious exploit in my opinion.
    I just couldn't be bothered waiting for a plane online only to have someone steal it from under my nose...


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