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Next Battlefield 3 Patch

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  • 29-08-2012 11:04am
    #1
    Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭


    September Patch notes released on Battlelog:
    Our next client update goes live to coincide with Battlefield 3: Armored Kill. As ususal, it contains a lot of balancing tweaks and fixes. Full details below. Let us know what you think about this update in the comments section below.

    WEAPONS BALANCING
    Reload timer adjustments
    A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon. Full details below:
    • Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
    • Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7
    • Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88
    • Short and long reload increased: ASVal
    • Long reload reduced, shot reload increased: M4A1
    • Long reload increased: P90

    Damage output/range adjustments
    • UMP: Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
    • PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
    • M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443
    • M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
    • 12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.
    • AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.
    • 12 Gauge buckshot close range damage has been slightly increased.
    • Slightly reduced the range penalty for the suppressor on the SCAR-H.
    • Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.
    • Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.
    • Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
    • Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
    • Slightly reduced the range penalty for the suppressor on the SCAR-H.
    • Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
    • Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
    • Increased the damage of the M5K.

    A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.
    • SG553: Horizontal recoil reduced to help make this weapon more controllable.
    • MG36: Vertical recoil reduced to make this weapon more controllable.
    • M416: Vertical, Horizontal, and First Shot recoil have all been reduced to make this weapon clearly different from the M16A3.
    • M16A3: Recoil amounts slightly increased.
    • M4A1: Recoil amounts slightly increased.
    • G36C: Vertical and First Shot recoil amounts reduced.
    • M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

    Miscellaneous weapons changes
    • FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.
    • Added Burst Fire to the M5K as an available fire mode.
    • Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
    • Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.
    • 44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.
    • Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
    • Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.
    • Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.
    • Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.
    • Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

    Weapons fixes
    • Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.
    • The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.
    • SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.
    • Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R
    • The PKS-07 is now available on QBB-95
    • The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.
    • The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.
    • Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.
    • MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

    VEHICLE RELATED TWEAKS & FIXES
    • Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.
    • Air Radar now shows friendly vehicles as well.
    • Helicopter weapons can now destroy equipment with splash damage.
    • The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.
    • Repair tool damage against enemy vehicles lowered by 10%.
    • Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.
    • Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.
    • Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.
    • Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.
    • Increased the damage helicopter gunners and IFVs do to helicopters and jets.
    • Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

    PERSISTENCE RELATED TWEAKS & FIXES
    • Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.
    • Premium Engineer assignments are now counting all shotgun kills independent from the class using it.
    • Fixed so you can get score from awards in coop.
    • Accuracy dogtags now show the correct stats.
    • Coop Stars and dogtag are now properly unlockable and equip able.
    • Gun Master and Domination Winner ribbons and medals added.
    • Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

    UI RELATED TWEAKS & FIXES
    • Added letters to the capture point icons displayed directly over the mini-map.
    • Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.
    • Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.
    • Fixed the hit indicator showing when spawning or closing the in game menu.
    • PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.
    • Fixed a bug where the clan tag sometimes shows as the player ID.
    • Added clan tags in nametags and kill card.
    • PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.
    • Fixed so commorose VO works when sitting in an AA vehicle.
    • Fixed so you get the critical health fullscreen color tint while in the post revive state.
    • Removed the join button in the server list for non-Premium users on Premium exclusive servers.
    • Fixed so the spawn menu always disappears when you are revived.
    • Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.
    • Fixed M-Com distance not updating if user moves towards it with EOD Bot.
    • Mortar strike explosions are now shown on the HUD for the shooter.

    MISCELLANEOUS TWEAKS & FIXES
    • Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.
    • Fixed bug where it was possible to shoot while transitioning from sprint into prone.
    • Fixed so you can’t revive a player who switched team since he died.
    • Fixed two exploits on Donya Fortress that allowed players to get on top of the level.
    • Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.
    • PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.
    • Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

    How to download the latest update (Multiplayer Update 4) and Armored Kill
    PLAYSTATION 3 SPECIFIC INFO
    Patch goes live: September 4
    Armored Kill goes live: September 4 for Premium members / September 18 for non-Premiums
    Patch size: 1.53GB
    Armored Kill size: 1.55GB
    How to download patch: When starting the game, the patch will automatically download. It is mandatory to accept this download if you want to play the game.
    How to download Armored Kill: Armored Kill is available on the PlayStation Store and in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost.

    XBOX 360 SPECIFIC INFO
    Patch goes live: September 4
    Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums
    Patch size: 1.44GB
    Armored Kill size: 1.56GB
    How to download patch: There will first be a small (184MB) Title Update automatically downloaded when you start the game. When restarting the game, you will get a popup notifying you that Multiplayer Update 4 is available. It is not mandatory to accept this, but we advise you to do so. Otherwise, you can find Multiplayer Update 4 both on Xbox Live Marketplace and in our in-game store as a manual download.
    How to download Armored Kill: Armored Kill is available in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost. If you are not a Premium member, you can also find Armored Kill on Xbox Live Marketplace.

    PC SPECIFIC INFO
    Patch goes live: September 4
    Patch size: ~2.2GB
    Armored Kill size: 3.2GB
    Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums
    How to download patch: As soon as you start your Origin client, the latest game update will automatically start downloading (unless you’ve disabled the option “Automatically keep my games up to date”, in which case it will start downloading when you try to run the game). In Battlelog, you will be notified from the Game Manager. Once you acknowledge the update, it will start downloading within the Origin client.
    How to download Armored Kill: Armored Kill will automatically download if you start Origin or if you are logged in to Battlelog. You can also start the download from the Battlefield 3 game details page (i symbol) if Origin is already running.


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Comments

  • Registered Users Posts: 14,163 ✭✭✭✭danniemcq


    oh some very interesting ones in there, glad they sorted out the morter again, that just got annoying landing one after another on the mcom and nothing happening.

    the different coloured grenades should help too. although is it just me or on videos from consoles are the revive indicators different colours depending on if its a squad mate or a team mate?

    also sound sync fixed....

    sure


  • Registered Users Posts: 995 ✭✭✭iColdFusion


    Getting really sick of them undoing/redoing half the stuff they did/undid in the previous patch.







    EDIT: "All players with at least one SS with the SMAW and the RPG can now choose which one to equip"

    FINALLY!! RPG all the way! :D


  • Registered Users Posts: 39 beanzoo


    Well some of these changes are to be expected and many not. One thing that I like is "C-RAM and Pantisir are now destructible" the one on the carrier on Noshar Canals can control the air over the A,B,C flag and often pin the havoc well back so it it nice to be able to fight back,
    Added C-RAM on US carrier on Noshar Canals to avoid spawn camping
    don't get this.

    My go to guns have been the M16 of course the P90 and the .44 don't mind the changes it is nice to maybe have to change set-up may be we will see the M1911 being used allot more, being able to choose between RPG and SMAW is nice much prefer the RPG don't know why though. the game is not to badly balanced at the moment so hope none of the change are over done.
    Unreal c4 now survives after death again. Armored kill is gonna be fun!
    not sure about the C4 after death tbh not fun or fair when it happens to you.


  • Registered Users Posts: 1,424 ✭✭✭Ciano35


    I'd prefer if they kept the minimap in hardcore tbh


  • Registered Users Posts: 5,977 ✭✭✭Soby


    Friendly grenades now have a different colour

    Explosives now remain after death

    Too big ones for me . Good patch :D


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  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    What is decreased the G36's FSRM exactly? If they are nerfing it again after it always being a middle of the pack gun from the very beginning, Dice need a slap.

    Good to see the UMP getting a buff though. Liked it before the very first patch, but much like the G36C, they went about ruining it.


  • Registered Users Posts: 5,977 ✭✭✭Soby


    -Ade- wrote: »
    What is decreased the G36's FSRM exactly? If they are nerfing it again after it always being a middle of the pack gun from the very beginning, Dice need a slap.

    Good to see the UMP getting a buff though. Liked it before the very first patch, but much like the G36C, they went about ruining it.


    "First shot recoil modifyer. It means that the first shot has a higher recoil than all the following shots, although really it's cumulative. It affects burst weapons most because they have to fire a first shot every 3 rounds."

    From battlelog forum


  • Registered Users Posts: 445 ✭✭Brian_Zeluz


    "Fixed the sound going out of sync"

    I'll believe it when I hear it. Different colour grenades is a great addition too. I'm not entirely sure about allowing explosives after death though, if it were only allowed when stuck to vehicles then sure but otherwise imo a better solution would be to decrease the time taken between placing and triggering c4.


  • Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭ktulu123




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  • Registered Users Posts: 5,933 ✭✭✭Logical Fallacy


    I want them to fix flares.

    Broken ass things.


  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    From Lvlcap -



    Zh1nto (Global Battlefield Community Manager at DICE) has confirmed that these are legit patch notes but they are also over a month old so something things may have changed. I assume most of it is still accurate.

    http://symthic.com/forum/index.php?page=Thread&threadID=2640&pageNo=1


  • Registered Users Posts: 3,207 ✭✭✭hightower1


    Nothing in the notes on the bipod....Jesus H christ on a bike DICE! Do ye even play the game, honestly anyone who uses a bipod for longer than a single nights gaming will see that its still buggy as hell.

    Wont deploy sometimes when in perfect positioning, will sometimes fold back up as of its own accord and sometimes when your in skeeting into low cover and going prone its a massive disadvantage cause if you need to get a shot off quick you can forget about it cause your bipod has to deploy first adding a good second on to your first shot time. Just flat out fcuking fix it dice.
    :mad::mad::mad::mad:


  • Registered Users Posts: 11,906 ✭✭✭✭PhlegmyMoses


    Glad the bipod doesn't work properly. Get out and kill some people rather than waiting for them to come to you, ye lazy feckers.


  • Registered Users Posts: 1,905 ✭✭✭Chavways


    http://battlelog.battlefield.com/bf3/news/view/2832654785571482527/

    Some shocking changes there in my opinion:
    Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.
    Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.

    Overall its a pretty good patch but there's some dumb stuff changed that didn't have to be.


  • Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭ktulu123


    Edited the OP with patch notes

    Not much that interest me there tbh. The helicopter flares change is a bit stupid & the little bird is gonna suck if you need someone in the co pilot seat to laser targets for you.

    I was hoping for some jet love in the patch but still none :( Jet rockets were nerfed too much against tanks in the last one


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 18,452 Mod ✭✭✭✭Kimbot


    ktulu123 wrote: »
    Edited the OP with patch notes

    Not much that interest me there tbh. The helicopter flares change is a bit stupid & the little bird is gonna suck if you need someone in the co pilot seat to laser targets for you.

    I was hoping for some jet love in the patch but still none :( Jet rockets were nerfed too much against tanks in the last one

    The jets are getting a boost?

    "Increased the damage helicopter and jet rockets do to helicopters, jets and infantry."


  • Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭ktulu123


    ah it was towards tanks I wanted, it shouldn't take over 28 rockets from a jet to destroy a tank


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


    Wish they would fix the thing that when you get revived, you stand up but can't move anywhere for a second or 2 but still can't take damage!


  • Registered Users Posts: 3,207 ✭✭✭hightower1


    ktulu123 wrote: »
    Not much that interest me there tbh. The helicopter flares change is a bit stupid & the little bird is gonna suck if you need someone in the co pilot seat to laser targets for you.


    I kinda have to agree with Dice on this one though, if you had a squad with coms in the viper and they had the right attachments it WAS impossible to counter it. Nothing in a competitive multiplayer game should have no counter.

    I used to use the little bird with laser and guided rocket but even so it did feel like a bit of a cheat, the little bird is meant to be a light support chopper. Giving it laser and missile basically turned it into a light viper. Then again it was very thin skinned but if you kept just inside lock range your a huge distance away from any target , dealing big damage and able to get to cover super quick. It over powered the little bird all in all.

    IMO they should increase its speed and maneuverability (and perhaps slightly increase the armor) now they removed a lot of its offensive ability. It'd force people to use it as intended...a quick hit and run strafer and troop transporter.


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  • Registered Users Posts: 5,933 ✭✭✭Logical Fallacy


    hightower1 wrote: »
    I kinda have to agree with Dice on this one though, if you had a squad with coms in the viper and they had the right attachments it WAS impossible to counter it. Nothing in a competitive multiplayer game should have no counter.

    Just have one dude lock on with an Igla, they'll counter measure, lock again and they go low, then your buddy pops and RPG into them.

    Job done. All you ever need to bring down a Viper is more than one guy trying to bring down the Viper tbh.


  • Registered Users Posts: 3,207 ✭✭✭hightower1


    Just have one dude lock on with an Igla, they'll counter measure, lock again and they go low, then your buddy pops and RPG into them.

    Job done. All you ever need to bring down a Viper is more than one guy trying to bring down the Viper tbh.

    If one has flares and one has ecm they can be spaced out so they never have to hit the deck. Thats the logic behind removing gunners flares.


  • Registered Users Posts: 1,977 ✭✭✭johnny_adidas


    unless i missed it in there somewhere - nothing about jets flying into choppers or fixing Metro so people can get above the level.
    played a game the other night on ps3 where at least 3 people were at it. very frustrating knowing someone was up there but being able to do nothing about it until they drop down behind you
    Actually thought the c4 disappearing after death was a good thing, it took a bit of strategy to get up close to a tank and blow them up before you were killed. If they left the c4 in place but no ability to use trigger after death, that'd prob be the best of both worlds.


  • Registered Users Posts: 804 ✭✭✭doubledown


    The patch is live. Getting it now...


  • Registered Users Posts: 5,977 ✭✭✭Soby


    unless i missed it in there somewhere - nothing about jets flying into choppers or fixing Metro so people can get above the level.
    played a game the other night on ps3 where at least 3 people were at it. very frustrating knowing someone was up there but being able to do nothing about it until they drop down behind you
    Actually thought the c4 disappearing after death was a good thing, it took a bit of strategy to get up close to a tank and blow them up before you were killed. If they left the c4 in place but no ability to use trigger after death, that'd prob be the best of both worlds.

    Is there not a range on the c4 trigger though , so ya can couldn't just spawn and then hit it. Also what happens if you die then spawn a different class , it stay then too ?


  • Site Banned Posts: 26,456 ✭✭✭✭Nuri Sahin


    unless i missed it in there somewhere - nothing about jets flying into choppers or fixing Metro so people can get above the level.
    played a game the other night on ps3 where at least 3 people were at it. very frustrating knowing someone was up there but being able to do nothing about it until they drop down behind you
    Actually thought the c4 disappearing after death was a good thing, it took a bit of strategy to get up close to a tank and blow them up before you were killed. If they left the c4 in place but no ability to use trigger after death, that'd prob be the best of both worlds.

    Totally agree.


  • Registered Users Posts: 1,977 ✭✭✭johnny_adidas


    Soby wrote: »
    Also what happens if you die then spawn a different class , it stay then too ?

    yep, shoguns or pistols then :)

    thats the case with mines anyway though


  • Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭ktulu123


    Apparently with the battlelog update I lost all my friends :(


  • Registered Users Posts: 5,933 ✭✭✭Logical Fallacy


    M16A3 and M4A1 feel no different.

    The increased damage from rockets from Heli's and such on infies is VERY obvious.


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  • Moderators, Computer Games Moderators Posts: 3,091 Mod ✭✭✭✭ktulu123



    The increased damage from rockets from Heli's and such on infies is VERY obvious.

    Sweet! Keep the updates coming


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