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major patch tomorrow.

Joined: Jan 29, 2011
Posts: 181
Posted: Mon Dec 05, 2011 12:41 pm
DICE has just revealed that its recent Battlefield 3 first person shooter will be getting a massive patch tomorrow, December 6, which brings plenty of new things.

Battlefield 3 impressed lots of gamers with its high quality visuals and top notch multiplayer, but the game was far from perfect, with DICE, its developer, already releasing a massive patch a couple of weeks ago.

Now, the Swedish studio is preparing to deploy a new patch that weighs in at 2GB. In this whopping update, players will find plenty of bug fixes and balance tweaks, but also the files required for the upcoming Back to Karkand DLC, which also hits tomorrow, but only on the PlayStation 3.

Check out all the things included in the upcoming Battlefield 3 update 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

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.

Battlefield 3 is set to get this update on the PC via the Battlelog online service tomorrow, December 6. Expect it to appear on consoles, like the PlayStation 3 or Xbox 360, later this week.


Aspergers Wonder Boy

Joined: Jul 26, 2007
Posts: 9910
Location: Grand Rapids, MI
Posted: Mon Dec 05, 2011 1:49 pm
Thanks for the great patch info!

GOA.Luke*BK*



Joined: May 31, 2011
Posts: 2631
Location: Fort McMurray, AB
Posted: Mon Dec 05, 2011 3:18 pm
Some very nice - and long awaited - fixes in there. Yay for reducing effective IRNV range, and the increase reload and hit times for the mortars.

Thanks, Scooby!


-- Of all the soles I've ever tasted, his had the most   ....cumin. --
Joined: Jun 11, 2011
Posts: 212
Location: Milton, Vermont
Posted: Mon Dec 05, 2011 3:28 pm
Some good changes in this patch, thanks for posting Scooby, here is a Scooby Snack!  O





Joined: Sep 25, 2009
Posts: 2527
Location: Taos Missouri
Posted: Mon Dec 05, 2011 9:32 pm
Can some one explain this one

"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."

What this PC users get the patch first how unsual is that. Thanks DICE and Scooby for the post.





Joined: Apr 14, 2011
Posts: 407
Location: UK
Posted: Mon Dec 05, 2011 9:46 pm
How nice will it be to go into an empty server and just practice flying!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! What a result! Cheers for the info Scooby mate and thank you to DICE for recognising a major requirement.




You cannot talk yourself out of trouble you walked right into![color=green][/color]
Joined: Jun 11, 2011
Posts: 212
Location: Milton, Vermont
Posted: Mon Dec 05, 2011 11:00 pm
I agree Green, also if you search "Practice" you will find a lot of servers for Practice flying. I have been on a couple.





Joined: Jul 26, 2007
Posts: 9910
Location: Grand Rapids, MI
Posted: Tue Dec 06, 2011 2:02 pm
Bump



Joined: May 31, 2011
Posts: 2631
Location: Fort McMurray, AB
Posted: Tue Dec 06, 2011 3:45 pm
IRNV range is now about 50m, flashlights are greatly reduced at distance, chat window is smaller - making a more efficient sue of space, is easier to read, and if at top-left corner.
Battlelog changes, too: more buttons to get to Dog Tags/Edit Profile/Stats a little quicker (and Assignments, with Karkand release).

The AT mines do NOT vanish after death, but they enemy mines DO appear to show themselves on the mini-map. We can now see other players' ping, but not our own... why they did this, i have no clue. Quite stupid. Still can die from falling only a few feet. AA's certainly take more damage from tanks and RPGs, but the tanks seems to more vulnerable to RPGs, too.

Overall, a great patch..

Though I'd like to see a more recent release list. The line about the AT mines is either clearly incorrect. I looked a bit, and found nothing more recent then the release notes from Scooby.


-- Of all the soles I've ever tasted, his had the most   ....cumin. --
Joined: Oct 10, 2009
Posts: 468
Location: SRQ, FL
Posted: Tue Dec 06, 2011 7:34 pm
My 2 cents:

"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)." - that kind of blows, I loved laying mines all over the place. Might have to respec now. Why should they disappear? They did mention a future different fix, wonder what that will be.

"Tweaked Tactical Light so it is not as blinding over longer ranges." - Yeah.... I was sometimes blinded in the middle of the day!

"Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range." Thanks - the accurate spray-n-prayers were getting a little out of hand.

"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." - That will give me an extra second to get out of spawn - ALRIGHT!




Joined: May 31, 2011
Posts: 2631
Location: Fort McMurray, AB
Posted: Thu Dec 08, 2011 12:20 am
A couple more changes, not in teh "official" release notes:

H’ key now changes chat between the following options:
- Hidden (chat does not come up ever)
- Pop-up (old styled pop up when chat is active)
- On (always on)
Vehicle sensitivity slider is now in options
Icons/names now flash when using ‘Q’
Disable threshold reduced to around 37hp for air vehicles [more info on ground vehicles needed]
Tower on Caspian now collapses near the end of rounds
Player pings now displayed on the scoreboard (your own is not)
No longer spawn at main when spawn selection is unavailable [needs confirmation]
TV guided on helicopters mostly fixed (just don’t move the mouse when you fire)
TV guided turning speed lowered
CITV look movement tweaked
UI.DrawEnable now enables/disables UI

New bugs:
End of round scores show wrong Victory/Defeat message
Animations (ladder/knife) are stuttery/jumpy when the network buffer is modified


I've heard other members saying that the in-vehicle thermal optics has been made less useful, but the only difference i see is that very distant infantry are slightly less clear, though still easily visible. Also notice that while running three screens, those orange lock-on squares often do not show, but the audible lock is just fine. Also, while using thermal optics in vehicles, my view gets drawn across all three displays. regular view only takes up the centre screen. A bug that i like, i must say.


-- Of all the soles I've ever tasted, his had the most   ....cumin. --
Joined: Sep 25, 2009
Posts: 2527
Location: Taos Missouri
Posted: Thu Dec 08, 2011 1:43 am
this wonderful patch and my k/d still has not improved Crying or Very sad  Crying or Very sad  Crying or Very sad





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