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Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 4:43 pm
by YorkshirePud
had some Trololololing fun this aft
Karg rush, me in the Viper all i can hear is the lock on noise, strafe the area, dump flares, scurry off - rinse and repeat, shame my moronic gunner couldnt be arsed to find these people, they always ALWAYS go to the same place, spawn area, back of current base or the best ones by the dockside at the large warehouse and in the containers. NOOBS

id see them shoot at me, run out of ammo and suicide

i did get hit but the new fixes save me. the only time i got killed was when the game glitch killed me. i like to hover behind the ships in the sea to break the lock and i was there behind one and the chopper suddenly caught fire and i died
Randome chopper deaths are annoying dice

Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 4:44 pm
by YorkshirePud
Also do you have no skill? can you not kill choppers or jets by shooting them down
the we have the solution.
RAM them because your a noob.....
Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 4:51 pm
by Symonator
Ahh yeah the on purpose rammers are annoying.
But i like to bask in the fact i pissed them off

win.
lol!
Also pud yeah.. those boats.. weird innit.. if you fly fast near them you die - no sucide or anything just return to spawn screen, avoid LOL!
Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 5:14 pm
by InfiniteStates
Symonator wrote:Gotta make sure thats stinger is gunna be fired right.
The only option you have is being close enough to the aircraft that he hasn't got chance to launch flares effectively. And that isn't your choice. How else do you "fire it right"?
As I said - these changes are favoured by pilots, who can now spend less time evading/repairing and more time raping. I didn't have a problem with stingers before the patch (either in the air or on the ground), but now being an AA engineer is pointless.
And the beef of the AA tank on Canals? What. The. Fuck. That thing was already overpowered. Now it can continue to lock you even when you go on the blind side of the carrier...

Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 5:16 pm
by Symonator
santa lmfao, dasha rofl.
Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 5:19 pm
by Astro
Oh I just found the karkand weapons 2 secs gonna record.
EDIT*
Who fucked why my name?

Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 5:21 pm
by InfiniteStates
yorkshirepudding wrote:had some Trololololing fun this aft
Karg rush, me in the Viper all i can hear is the lock on noise, strafe the area, dump flares, scurry off - rinse and repeat, shame my moronic gunner couldnt be arsed to find these people...the only time i got killed was when the game glitch killed me. i like to hover behind the ships in the sea to break the lock and i was there behind one and the chopper suddenly caught fire and i died
I rest my case. Constant ground aggro and the only time he dies was because of a glitch. Now imagine his gunner had actually been capable...
The balance has shifted in favour of air when it didn't need to. Maybe it was an attempt to make jets more useful - in which case I hope to hell they hugely beefed jet cannon damage versus choppers and/or increased the range that they render at, because pre-patch it's fucking hard to take out a gunship with a jet.
P.S: someone's bored...

Re: Official Battlefield 3 thread
Posted: Thu Dec 01, 2011 7:56 pm
by YorkshirePud
well you can still get griefed enough to not be effective, but thats the trouble you make some happy others upset. im happy myself
might get changed again though

Re: Official Battlefield 3 thread
Posted: Fri Dec 02, 2011 10:05 am
by InfiniteStates
You always could get griefed into ineffectiveness. My point is that it is now nigh on impossible to kill the gunship piloted by anything other than a retard who is likely to fly into something hard themselves anyway...
What's it going to be like on the new maps with two VTOLs and a gunship?
Re: Official Battlefield 3 thread
Posted: Fri Dec 02, 2011 11:10 am
by YorkshirePud
I did get killed by a stinger on Karg rush last night just ask sy. was a combination of low altitude and bad luck.
its definately been nerfed in favour of vehicles i wont deny it. but its six to one and half a dozen. i usually end up being chased by some tit in the A10 and Viper if im defending because they are having top gun wet dreams with a fighter bomber

Re: Official Battlefield 3 thread
Posted: Fri Dec 02, 2011 3:41 pm
by InfiniteStates
The patch did something regarding .50 cals and helicopters. Did it make them better or worse? I forget... If .50 cals are now effective chopper killers (although they're not because they don't go too high), then it might not be so bad.
Also, it means I can put a SMAW/RPG back on my engineer and deck him out for AT. And then never use him again lol, as I only used him in an AA role. Support with C4 is a much better AT unit...
Re: Official Battlefield 3 thread
Posted: Fri Dec 02, 2011 7:27 pm
by YorkshirePud
stinger spam was bad today. got a few runs in the little bird before everyone wised up and the techno-beeping began, got smacked down too so its not totally one sided states

.
50cals on vehicles seem to have effects on choppers, been battered by them a few times myself, a lot worse on scout choppers, that bubble canopy is a fucking liability
Re: Official Battlefield 3 thread
Posted: Sat Dec 03, 2011 1:01 am
by YorkshirePud
plenty more antics tonight in the little bird. trying to clear all the vehicle unlocks. was defending on Canals Rush and oh my days some people never ever learn
do not use an armed air vehicle as a taxi to get to the objective, 1) its quite selfish 2) if you land it and it doesnt explode someone will steal it and rape you
like me. guy practically landed the little bird next to me at the one of the first bases. so i does the polite thing and nicks it. i spent the next ten minutes boxing the whole team onto teh carrier while my team formed a defensive line accross the waterfront. the same guy came out over 4 times in the dinghy. you'd think after the 2nd time he'd know i was going to rip him to shreds. it was only after a while the idiots realised "hey the amtrac is armoured!" and got into that. they then promply got shelled and RPG'd from the shore. and then came the stinger spam. which was quite obvious when they all wanted to stand on top of the carrier, they could have tried to be more sneaky but know
a later game really frustrated me. the team i was with was moving well through the objectives and i was doing my best to cover from the air but the guy in the AA Tank was on the ball. i couldnt do much because he kept engaging me. did anyone on the ground think "hey the AA tank is stopping our chopper from helping us, should we blow it up?"
COURSE NOT FUCKING IGNORE IT ALL MATCH
Re: Official Battlefield 3 thread
Posted: Sat Dec 03, 2011 2:27 pm
by Symonator
new patch incoming:
http://battlelog.battlefield.com/bf3/fo ... 494744784/ jets and helis getting nerfed to fuck.
Engineers getting nerfed with mines
some weird tweaks aswell, wtf. lol.
Re: Official Battlefield 3 thread
Posted: Sat Dec 03, 2011 2:33 pm
by DJ-Daz
Pc patches usually find a way to consoles.
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
Min player requirements
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.