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June 4-5 New Patch

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  • Registered Users Posts: 8,280 ✭✭✭Glico Man


    ktulu123 wrote: »
    Patch details: http://blogs.battlefield.com/2012/05/bf3-june-update-announce/

    Highlights include:

    M26 Mass fix
    Suppression lowered
    Colorblind for consoles

    At long fcuking last! That'll be the first thing I'll change too.


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


    Server-Browser-Custom-Rules-3.jpg

    Should be enforced IMO


  • Registered Users Posts: 133 ✭✭Kingpin187


    Would any of you kind folk be good enough to copy & paste the article onto here? I cant get on the site at work.. thanks in advance


  • Registered Users Posts: 321 ✭✭DeWinterZero


    FULL JUNE (“MULTIPLAYER UPDATE 3″) CHANGE LIST BELOW
    Vehicle related changes

    > Tweaked the F35 handling to more closely resemble that of the SU35 (see above).
    > Jet & helicopter ECM Jammer should now deflect missiles more reliably when it is active.
    > Fixed an issue where vehicles wouldn’t spawn if their intended space was occupied by a deployable gadget. The vehicle will now spawn as intended and the gadget will be destroyed in the process.
    > Fixed AA missiles not doing damage to vehicles moving at very high speeds.
    > Reduced the direct damage from unguided Javelins to require better side hits for a 1 hit disable. This was previously too forgiving and easy to accomplish.
    > Removed the direct damage from aircraft launched guided missiles. Players will need to have laser designated targets for full effectiveness.
    > Adjusted the helicopter rockets to their original prepatch damage value against armored vehicles. This is a reduction; a revert of a knock on effect that was introduced accidentally.
    > Fixed the US Tank Guided Shell doing the reverse damage values when guided and unguided.
    > Adjusted the M224 mortar damage against vehicles. Some tweaks and adjustments in a previous update accidentally increased its effectiveness greater than intended.
    > Increased the range on the AA guns so they can reach vehicles hovering at the maximum height in select maps.
    > Replaced the VDV buggy on Gulf of Oman (Back to Karkand) with the DPV buggy for both teams at the City flag.
    > Fixed a bug where some vehicle unlocks were still enabled after the player left the vehicle.
    Soldier and gadget related changes
    > Reduced the inaccuracy added when in suppression. There is still an enhanced suppression compared to the initial state in the game, but the effect is now less than it was in the last patch (see above).
    > Reduced input lag for gamepads/joysticks on all platforms. Aiming as a soldier when using a gamepad or joystick should now be more responsive.
    > Tweaked the deploy times on gadgets to be faster to deploy in high stress combat situations.
    > Greatly improved the responsiveness when deploying a bipod when going prone and shortly after moving. The bipod deploy should no longer abort if the player deploys the bipod immediately after stopping.
    > Fixed bug where you couldn’t deploy the mortar anywhere on Grand Bazaar.
    > When changing the accessories of a weapon in the Customize screen, the weapon previously selected in the Deploy screen will now automatically be selected when entering the Accessories screen.
    > Increased the effectiveness of the Aim Assist at close range. Testing in Close Quarters proved our current assist to be inadequate in tight quarters. This is a global change, and will improve the effectiveness of Aim Assist for all modes and maps. Aim Assist over distance is still significantly less effective. This is console only, as Aim Assist is not present on PC. If you prefer, you can also turn it off on console.
    > Players will now spawn on the Radio Beacon looking in the same direction the Beacon is facing. The Beacon always faces in the direction the player is facing when it is planted. Previously the Beacon’s direction had no impact on the player’s spawn direction.
    > The Spawn Preview camera on the Spawn Beacon has been updated to better reflect the direction the player will be looking when he spawns.
    > 40mm smoke now stays longer again.
    > Tweaked some tracers on sniper rounds to have better visibility at range (the tracers are smaller).
    > Tweaked the flashlight so it is less blinding at the edge of the screen.
    > Fixed bug where you couldn’t pick up your deployed gadgets after being revived.
    Weapons related changes
    > Fixed a bug where Heavy Barrels and Underslung Shotguns could be over powered. (This is the so called M26 dart issue, see above)
    > All semi-automatic sniper rifles now properly have shorter range when using a suppressor.
    > The L96 now properly shoots where the iron sights are aimed. The position was previously offset.
    > The SKS now has the proper damage values when using a suppressor. The damage was previously too low at close range.
    > Slightly reduced the suppression effect of SKS rounds.
    > Decreased the long range damage of the SKS to highlight its close to medium range role.
    > Slightly decreased the foregrip aimed accuracy penalty on the M4A1 to bring it in line with other guns.
    > Slightly increased the foregrip aimed accuracy penalty on the SCAR-H to bring it in line with other guns.
    > Reduced some of the vertical recoil and zoomed accuracy penalties added to the FAMAS in the previous update.
    > F2000 foregrip accuracy penalty reduced and recoil reduction bonus increased.
    > AEK971 foregrip recoil reduction bonus increased.
    > SG553 foregrip recoil reduction bonus increased.
    > FAMAS foregrip recoil reduction bonus increased.
    > Fixed the M416’s M26 with Flechettes not having a name in the kill log.
    > Fixed so all clip based LMGs have Extended Mags as an available unlock.
    > All semi-automatic shotguns now fire at 220rpm. There was previously simply a small difference between them, whereas now they have different pellet counts instead of rates of fire.
    > Improved the recoil and accuracy of the M26 to match the 870.
    > Reduced the impact suppression has on shotguns. Shotguns are still affected by Suppression but it should no longer significantly impact their accuracy from the hip as it previously did.
    > The 870’s pump speed has been increased slightly from 0.55 seconds to 0.48 seconds. The empty reload time for the 870 has also been reduced slightly.
    > Improved the accuracy of aimed shotguns when on the move.
    > The Saiga’s recoil has been reduced.
    > The M1014 now fires 10 projectiles. The other semi auto shotguns have 9 pellets, and since the M1014 has a lower mag size and a slower reload it now fires 10 pellets to give it some edge.
    > The USAS-12 now fires 7 projectiles.
    > The MK3A1 now fires 8 projectiles.
    > Fixed so the weapon’s fire mode is saved between spawns.
    Miscellaneous changes
    > Added colorblind option for consoles (see above).
    > Added colorblind icon for squad leader (all formats).
    > Added the option for console server admins to show a symbol in the server browser signifying custom rules are in effect (see above).
    > Fixed an issue where footsteps couldn’t be heard behind you.
    > Fixed so that the arming of an M-COM station will not be cancelled if you look at a dropped weapon.
    > Fixed exploit where you could teleport to the AA gun on carriers by firing an EOD bot at its door.
    > Fixed co-op ammo HUD not showing on first enter.
    > Fixed so you get prompted if you really want to switch team when pressing the Switch team button.
    > Fixed so that Assignments are being correctly sorted on the My Soldier\Assignments screen.
    > Fixed issue with commorose not working on soldiers in vehicles (PC).
    > Added blinking capture point icons in the 3D HUD, and added blinking neutral icons in objectives bar.
    > Composed a more informative error message for when a console player attempts to rent a server in a location where there are currently no servers available.
    > Fix for dog tag icons in the My Soldier/Assignments screen appearing slightly stretched.
    > Fixed some tracers appearing behind the soldier or vehicle that fired them.
    > Potential random audio crash fix.


  • Registered Users Posts: 2,213 ✭✭✭MajesticDonkey


    Thank fook the ECM is gonna be fixed in jets.


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


    Decryptor wrote: »
    Thank fook the ECM is gonna be fixed in jets.

    Us real jet pilots can dodge missiles :P


  • Registered Users Posts: 2,213 ✭✭✭MajesticDonkey


    ktulu123 wrote: »
    Us real jet pilots can dodge missiles :P
    Since when did you become so funny? :D
    AA guided missiles are son's of cnuts to dodge. I dunno, they turn tighter than other missiles. Then again, all missiles are easy to dodge if you know where they were fired from. :)


  • Registered Users Posts: 1,169 ✭✭✭Zomg Okay


    "Jet & helicopter ECM Jammer should now deflect missiles more reliably when it is active."

    Kind of confused about this. Isn't it supposed to break the lock, not deflect missiles?


  • Registered Users Posts: 821 ✭✭✭Techniques07


    Zomg Okay wrote: »
    "Jet & helicopter ECM Jammer should now deflect missiles more reliably when it is active."

    Kind of confused about this. Isn't it supposed to break the lock, not deflect missiles?

    ^^ This. ECM jammer DOES NOT deflect missiles, half the time it doesn't even break the damn lock! :mad:


  • Registered Users Posts: 2,213 ✭✭✭MajesticDonkey


    ^^ This. ECM jammer DOES NOT deflect missiles, half the time it doesn't even break the damn lock! :mad:
    The ECM does deflect missiles some of the time.

    See here:


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  • Registered Users Posts: 821 ✭✭✭Techniques07


    Decryptor wrote: »
    The ECM does deflect missiles some of the time.

    See here:

    I stand corrected then (kinda) I use jets a lot not the heli's and now I see that it's merely broken currently :o Great video, very helpful and insightful post :D


  • Registered Users Posts: 12,512 ✭✭✭✭Varik


    Decryptor wrote: »
    The ECM does deflect missiles some of the time.

    See here:

    He's got himself one more sub.


  • Registered Users Posts: 37,295 ✭✭✭✭the_syco


    > Fixed so the weapon’s fire mode is saved between spawns.
    Yippee. There's some weapon that defaults to burst, but I use it on full-auto, and this has gotten me killed a few times.


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


    bloody dying for the audio bug fix more than anything..1 more day (hopefully ) :P


  • Registered Users Posts: 2,178 ✭✭✭hypermuse


    So DL'd the new patch and cant get a game at all going..

    Cant find a server to join for a quick match start and when I browse for a server it just says

    "Your game version don't match server browser version. All servers will not be shown"

    Ignoring the their poor grasp of the English language, does this often happen with a patch update? Am I waiting for the servers to be patched or something?


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


    Downloading now.1400mb.:D

    Muse maybe yeah the private servers need to be updated before you can play on them. Try a Dice server ?


  • Closed Accounts Posts: 2,126 ✭✭✭darrenw5094


    The F**kin' MAV killed me a clatter of times last night and it didn't destruct.
    The twat flying it finished 49-1.

    Was the MAV nerfed in the last update, if not, it should be this time.:mad:


  • Registered Users Posts: 2,178 ✭✭✭hypermuse


    Not a single server shows up on the server browser!

    Even if I search dice in the server menus..


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


    Yeah same issue.In a Q now to talk to a advisor

    Gave up she hadn't a clue.Wanted me to delete all my game data..Not fecking downloading that patch again


  • Registered Users Posts: 1,448 ✭✭✭Garseys


    haven't dice not updated their servers yet? they say multiplayer is down until 9pm tonight


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  • Registered Users Posts: 2,178 ✭✭✭hypermuse


    Garseys wrote: »
    haven't dice not updated their servers yet? they say multiplayer is down until 9pm tonight


    Where you hear that?? Just joined a Q for live chat myself.. doesnt seem to be much point in it now..


  • Registered Users Posts: 8,280 ✭✭✭Glico Man


    The F**kin' MAV killed me a clatter of times last night and it didn't destruct.
    The twat flying it finished 49-1.

    Was the MAV nerfed in the last update, if not, it should be this time.:mad:

    It was... the recon probably had an ammo box next to him giving him a near unlimited supply. I had the strange occurrence of a non destructible MAV when I headshotted a guy with it. The next guy I hit in the upper chest so it was destroyed then.

    Anyway, its exceptionally easy to shoot down a MAV, 4/5 shots and its gone.


  • Registered Users Posts: 1,448 ✭✭✭Garseys


    hypermuse wrote: »
    Where you hear that?? Just joined a Q for live chat myself.. doesnt seem to be much point in it now..

    on the console version (post patch) it came up above the battle feed that Multiplayer servers are down for maintenance until 9pm.

    they're currently upgrading the servers to the patch by the looks of it.


  • Registered Users Posts: 8,280 ✭✭✭Glico Man


    Garseys wrote: »
    on the console version (post patch) it came up above the battle feed that Multiplayer servers are down for maintenance until 9pm.

    they're currently upgrading the servers to the patch by the looks of it.

    Battlelog is down atm as well. Updating that too it would seem


  • Registered Users Posts: 1,448 ✭✭✭Garseys


    The F**kin' MAV killed me a clatter of times last night and it didn't destruct.
    The twat flying it finished 49-1.

    Was the MAV nerfed in the last update, if not, it should be this time.:mad:

    if you got Player [MAV] Player 2 then he got you by clipping your head with the MAV (It doesn't destroy it)

    if it comes KILLED, then the MAV was destroyed

    I miss my MAV Spree's, only do it now to exact revenge on campers/snipers


  • Registered Users Posts: 936 ✭✭✭Tommy_NDX


    Tried a quick match and am currently playin on caspian. Try it now.


  • Registered Users Posts: 17,421 ✭✭✭✭Blazer


    fúcking dice...they fix the f35 turning radius and don't bother their holes with the monstrosity of a hud in it. Migs have a huge advantage over the F35 thanks their fov in the hud...:mad:


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


    with battlelog down all day i decided to try single player mode.

    jesus its terrible so many glitches and randomness and a plot thats just annoying.


  • Registered Users Posts: 1,169 ✭✭✭Zomg Okay


    danniemcq wrote: »
    with battlelog down all day i decided to try single player mode.

    jesus its terrible so many glitches and randomness and a plot thats just annoying.

    I honestly enjoyed the single player mode but it paled compared to the campaigns in Black Ops and Modern Warfare 3.


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


    The patch is 2.38gb and seems to be taking an age. Guess I should have dl'd it during the Ireland match. :(


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