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Battlefield 3 |OT| My Body is Advised

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soultron

Banned
BF3 Twitter Account said:
Battlefield Battlefield
Update from Microsoft for #360 BF3: Nov 22 @ 2 AM PST. Update will not change anything in-game. BF3 patch for 360 & PS3 at a later date.

Just popped up.
 

Nabs

Member
So depressing. I spent a shit ton of hard earned money to build a pc for this game and it just crashes to black screen every time now and I'm just trying to get through the campaign. I have a 2600k and a 580, and even when I put all the settings on high it crashes.

Any chance this patch will address stuff like that or is this just to balance mp? I can't connect to mp games either. It just sits there at "connecting" in the little box.

It sounds like something is wrong with your setup or game install =\ Sucks.
 

Kahoona

Member
We don't know December for sure, all we know is that it will be before the end of the year...

But you're right, I doubt it will be this week, I'm just thinking wishfully, I want more maps. BAD.

I hope they don't nerf the SCAR, I really don't believe it needs nerfing, the thing that needs to be nerfed is the AA Gun, that thing is like the ultimate weapon.

I've been using it for anti-infantry warfare lately, with the Thermal Vision and the Proximity Scanner, anyone on the ground doesn't have a chance. It's also pretty good against tanks if you're in the open and can time when you think the tank is going to shoot well enough, just drive circles around him while you're shooting and when you expect his next shot to come Stop and turn around, because in order to hit you, he's gotta be aiming in front. Doesn't always work, but I've taken down a few tanks with just the AA myself so far... WAY OP.

I just hate it when I lose it hah.
It's already been confirmed that the SCAR, A-91, and AA are getting nerfed.
 

Spl1nter

Member
Patch Notes

Major client update for the PC version Battlefield 3 as well as a server-side update for all platforms.

The update will be made on Nov. 22nd 7:00 AM UTC / Nov. 21st 11:00 PM PST.

We’ll share release timing on the console patches as soon as we are clear on the timing, these take a bit longer due to console certification process.


---- Client-Side Changes:

-- Visuals, Stability and Performance Fixes:

• General performance and loading time improvements
• “Black Screen” fix for an issue occurring on some PC Configurations
• Stereo and Rendering Support for Nvidia and AMD Graphics Cards
• Adjusted the “stuttering” encountered on some PC configurations.
• Fixed several Crashes when joining MP and Co-Op sessions
• Fixed multiple problems when using multiple monitors (Eyefinity / Surround).
• Fixed visual corruption issues on certain Nvidia Cards
• Improved loading times for certain textures
• Added console command “GameTime.MaxVariableFps” to limit max FPS
• Added console command “UI.DrawEnable” to hide UI for screenshots / videos

-- Balance and Gameplay Adjustments (PC)

• Fixed a problem with high speed mouse movement
• Added back some missing Growlers on Kharg Island Conquest Large
• Added back EOR sound for SQDM and TDM
• You should no longer be able to damage a friendly vehicle when sitting in an open position
• Grenades now drop to ground if you get killed while attempting to throw it(note the affect this will have on Hardcore mode!)
• Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
• You should no longer spawn too close to enemies in TDM and SQDM
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
• Fixed a problem with revived players not suffering suppression
• Fixed a problem with the camera when being revived in COOP
• Added joystick deadzone setting
• Fixed sound for when climbing ladders
• Fixed an issue with some weapon sounds in first person
• Fixed a swim sound loop error
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Increased the damage of Helicopter Miniguns against jeeps.
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.
• Increased the damage of the 44 Magnum slightly.
• Increased the range and minimum damage of the .357 Round from the MP412 Rex.
• Increased the range of all .45cal and 9mm weapons.
• Slightly increased the range of the P90 and MP7 and PDW-R.
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range.
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles.
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
• Reduced the damage .50cal weapons do against Helicopters.
• Updated T90 canister shell tweaks to match Abrams canister shells
UI Changes (PC)
• Added round duration and ticket summary at EOR
• Advanced squad polish – should be more intuitive
• Significant changes to the Join Squad functionality (see below)
• Fixed a problem regarding keybindings while playing
• You should now get a better error message when being disconnected via Battlelog

---- Server Update Highlights

• EOD Bot exploit fix
• Several crash fixes
• Anti-stat padding measures taken, disallowing ranked servers to run obscure settings
• Improved team kill kick configuration
• Support for unranked servers. Unranked servers do not report players' scores to Battlelog, but server administrators can freely control all settings


-- Share your profile and stats with new Battlelog functionality

• Ability to share your Profile and Stats pages to Facebook, Google+, and Twitter
• User Profile and Stats pages on Battlelog can now be accessed without being signed in to Battlelog if you know a user's URL
• Single sign on from Battlelog to Origin. If you're not logged in to Origin and join a game server, Battlelog will automatically sign you in to Origin in the background and join the game server


-- Quick notes on Squad changes in the Nov 22 update

• Removed FIND ME A SQUAD option
• Allow players to join empty Squads alone, thus having 1/4 squad members
• Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM
• Disable Privacy flag when 1 man squad
• Reset Privacy flag from Private to Public when squad drops to 1 player
• All occupied Squads will now show up colored blue on the Squad Selection screen
• Players who choose not to join squads will also show up as Blue in the "Not in a Squad” line
• Squads that are currently empty will display as white -- if you wish to join an empty Squad, you can choose the first one marked with white text


-- A detailed look at Squad refinements

A detailed look at Squad refinements

Today's PC client patch features numerous tweaks to Squad functionality and is part of our ongoing efforts to make it easier to play with friends and Platoon mates. These changes will also be implemented for consoles when we release the PlayStation 3 and Xbox 360 updates shortly. Stay tuned for the exact date of the console updates.

First, we need to look at how joining with Squads and Platoons affects the balance of teams. Initially, servers are commanded to equal out each side, so joining with friends can impact that balance while joining with Platoons further hinders this. As a result we have made some adjustments to the in-game Squad management screen.

For PC, you are now able to highlight the various Squads and select which one you wish to join by selecting a Squad and then clicking the Join Squad button. Please note that the Squad Privacy option still allows 2 man Squads which, during 64 player sessions, can lead to players with no squad position –- the number of people with no Squads will be shown at the bottom of the Squad selection list.

After the patch is applied to consoles (in the near future) you will be able to join Squads by cycling through the list and selecting which Squad you wish to join.

I dont understand why they couldnt add some extra squads. If you join a full game you cant get into a squad with your friends.
 

redhot_

Member
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.

Yes!! omg that was the worst thing about flying the choppers. Those guns would drive me right into the ground.
 

Zeppelin

Member
Wow, no fix for the broken flag capture indicator? No fix for the HUD disappearing? And nerfing the IGLA/Stinger? And no mentioning of the IRNV? DICE, I am disappoint.

The things they do fix however sounds great.
 
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry

Wait a minute, is the mobile AA going to be even MORE effective against infantry or does that only apply to stationary AAs? If the former is true the mobile AAs are gonna be godly.
 

Zeppelin

Member
Wait a minute, is the mobile AA going to be even MORE effective against infantry or does that only apply to stationary AAs? If the former is true the mobile AAs are gonna be godly.

And if it's the stationary one the one on Canals is gonna be even more of beast than it is as of now...
 

DTKT

Member
Man, why can't they just get rid of the fixed squads and just copy the BF2 system.

WHAT IS SO HARD WITH DESIGNING A FUNCTIONING SYSTEM.
 

Cobra84

Member
• Added joystick deadzone setting
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
Finally. It was impossible to use a real joystick because the deadzone was set for 360 controllers.

Why? If anything it was too high already. AA means anti-aircraft, not anti-all.

The G3 and the SCAR-H are now useless and their time to kill will suck. They now kill in as many shots as the 5.56mm/5.45mm guns at close range but with more recoil and smaller magazines. They are better single
shot weapons, but true ranged combat isn't common enough on most maps to make it worthwhile. May as well run around with a semi-auto sniper rifle now.

Good. Instant disables are annoying.

Why? It was good enough.

Rockets, M249, non-SCAR Engineer guns, F2000, IR scope all unchanged?
 

Wthermans

Banned
Terri-bad change log. Buffing things that don't need to be buffed and nerfing Stingers that are already a non-factor in air combat?

Jesus fuck, wake up DICE and play your damn game.
 

J0dy77

Member
I did a search through this thread and didn't see it mentioned... Does anyone else have a gripe with the framerate during multiplayer on the 360? Certain maps feel almost unplayable for a game that is trying to be played competitively.

I know the easy answer is to get it for PC but I don't have that option atm. Does anyone have a comparison to the PS3 version? Which console performs better or is it the same thing on both?

I love battlefield but it really feels like Dice made a mistake with this "Let's make everyone happy approach". I guess it isn't reasonable, but I would have preferred a BF3 with the original Frostbite engine and the new maps while keeping the PC version on frostbite 2. The eye candy is nice but I'd take the better framerate, accuracy over this sluggishness.
 

Cobra84

Member
nerfing Stingers that are already a non-factor in air combat?
Nothing will get a jet to break off faster than a stinger launch. Neither flares or fire extinguishers protect against a second launch.

Stingers are either going to be not good enough or too good thanks to disables and regenerating health.
 

DTKT

Member
Nothing will get a jet to break off faster than a stinger launch. Neither flares or fire extinguishers protect against a second launch.

Stingers are either going to be not good enough or too good thanks to disables and regenerating health.

The issue they attempted to fix was that a Stinger launch and a hit was always a "you are disabled" on a jet.

And really, Stinger are the least of my worries now.
 

mr_nothin

Banned
Why wouldn't be?

They cant possibly name every single change they made to the game and most of the time, patch notes rarely ever cover ALL changes made to the game.

nerfing Stingers that are already a non-factor in air combat?

Seriously? Stingers lock on SUPER fast. I take down jets and helicopters left and right. Lock-on...wait for flares...lock-on...fire...BOOM
Or Lock-on...fire....*flares*...lock-on....fire...BOOM

Stingers work great
 

Cobra84

Member
The issue they attempted to fix was that a Stinger launch and a hit was always a "you are disabled" on a jet.

And really, Stinger are the least of my worries now.
I know. It did take 2 back to back shots for a kill with flares or an extinguisher, now it is going to take 3. A 1% difference in damage changes them from overpowered to nearly useless.

yep :(, looking forward to a patch to correct the patch lol
It's good news for the AN-94. It won't be the worst gun in the game anymore.
 

Wthermans

Banned
Nothing will get a jet to break off faster than a stinger launch. Neither flares or fire extinguishers protect against a second launch.

Stingers are either going to be not good enough or too good thanks to disables and regenerating health.
Stingers are worthless. They may cause jets to break off, but so will a SOFLAM. Stingers are literally the last worry I have as a pilot. They're more akin to a gnat than any real threat (such as the Mobile AA which continues to get buffed).

They cant possibly name every single change they made to the game and most of the time, patch notes rarely ever cover ALL changes made to the game.



Seriously? Stingers lock on SUPER fast. I take down jets and helicopters left and right. Lock-on...wait for flares...lock-on...fire...BOOM
Or Lock-on...fire....*flares*...lock-on....fire...BOOM

Stingers work great

Yep you're playing with idiots. What competent pilot really launches their flares from just a lock on? No decent pilot would ever launch their flares unless the missile was away. Also, any jet that launches flares then circles overhead while you get another lock-on needs to go back to flight school 101.
 

mr_nothin

Banned
I know. It did take 2 back to back shots for a kill with flares or an extinguisher, now it is going to take 3. A 1% difference in damage changes them from overpowered to nearly useless.

With so many ppl using stingers, I dont see the problem. There could possibly be 32 stingers locking on to you at any given point, nerfing them was good. There's already so much that you have to deal with as it is.
 

Babalu.

Member
like all the changed but damn they should have changed the INRV scope to its beta form at least.

hopefully the 360 patch will be coming soon as well although they will probably wait for the karkand expansion to give it all to them in one big patch.
 

Zeppelin

Member
They cant possibly name every single change they made to the game and most of the time, patch notes rarely ever cover ALL changes made to the game.

Sure... but I doubt they've left out something substantial like the IRNV or the flashlight. My guess is they just haven't done anything about those things (personally I don't mind the IRNV that much).

Stingers are worthless. They may cause jets to break off, but so will a SOFLAM. Stingers are literally the last worry I have as a pilot. They're more akin to a gnat than any real threat (such as the Mobile AA which continues to get buffed).

Yep you're playing with idiots. What competent pilot really launches their flares from just a lock on? No decent pilot would ever launch their flares unless the missile was away.

Pretty much this. You gotta be pretty fucking lucky to take down me in a jet with a Stinger/IGLA, and I'm pretty useless with jets. Even more lucky (in terms of good timing that is) to bring me down when I'm rollin' the Havoc/Viper with a bro and have 2x flares.
 

Cobra84

Member
With so many ppl using stingers, I dont see the problem. There could possibly be 32 stingers locking on to you at any given point, nerfing them was good. There's already so much that you have to deal with as it is.
The problem is that I don't think ever had 3 stingers fired at me at once and the last thing the game needs is more engineers to make up for the nerf. I'm thinking stealth to keep the remaining stingers and heat seekers off me and a fire extinguisher to repair from 2 missile hits and guns.
 

Wthermans

Banned
With so many ppl using stingers, I dont see the problem. There could possibly be 32 stingers locking on to you at any given point, nerfing them was good. There's already so much that you have to deal with as it is.

If their AT wants to let our armor roll over them while trying to take out a max of 4 air power between all 32 of them, more power to them. :lol
 

mr_nothin

Banned
Yep you're playing with idiots. What competent pilot really launches their flares from just a lock on? No decent pilot would ever launch their flares unless the missile was away. Also, any jet that launches flares then circles overhead while you get another lock-on needs to go back to flight school 101.

When they're already dealing with other jets and have already used their flares...that's when I hop in. I try to find an 'opening'. I find jets that are being chased and have already used their flares and are pretty much defenseless. Stingers lock on pretty quickly. I've killed dozens of good pilots with them.

The problem is that I don't think ever had 3 stingers fired at me at once and the last thing the game needs is more engineers to make up for the nerf. I'm thinking stealth to keep the remaining stingers and heat seekers off me and a fire extinguisher to repair from 2 missile hits and guns.

If their AT wants to let our armor roll over them while trying to take out a max of 4 air power between all 32 of them, more power to them. :lol

I'm not really seeing the problem here. Anything in the air already has so much to deal with. Lots of engi's with AA, mobile AA, uncap AA, guided shells, other jets, helis (yes helis).
 

Wthermans

Banned
When they're already dealing with other jets and have already used their flares...that's when I hop in. I try to find an 'opening'. I find jets that are being chased and have already used their flares and are pretty much defenseless. Stingers lock on pretty quickly. I've killed dozens of good pilots with them.

AA in jets is a non-factor. Takes too long for opposing fighters to lock on if you know how to turn fast enough. The only time you will be taken out is if you let them sneak up behind you during a bombing run.

Over 20 hours in a jet and I can count the number of times a Stinger has taken me down on one hand.
 

Wthermans

Banned
When they're already dealing with other jets and have already used their flares...that's when I hop in. I try to find an 'opening'. I find jets that are being chased and have already used their flares and are pretty much defenseless. Stingers lock on pretty quickly. I've killed dozens of good pilots with them.





I'm not really seeing the problem here. Anything in the air already has so much to deal with. Lots of engi's with AA, mobile AA, uncap AA, guided shells, other jets, helis (yes helis).

Most deadly from your list:

Mobile AA
Jet Cannon
Stationary AA
Heli AA
Jet AA
Stingers
Guided Shells
 

Zeppelin

Member
Most deadly from your list:

Mobile AA
Jet Cannon
Stationary AA
Heli AA
Jet AA
Stingers
Guided Shells

Yeah, the guided shell is pretty damn useless against jets. The jet is simply too fast for them and it's really hard to even get shell locked on and launched in the first place. For the around 100 choppers I've killed/assisted in killing with the guided shell I've shot down maybe 2-3 jets (I think I might have killed more jets with regular shells). Me and my bros stopped bothering with them the same day we unlocked the CITV station.
 

Wthermans

Banned
But if stingers were already such a non-factor against jets...then what's the complaint? You've never been shot down by a stinger and you never will.

Because I'd like to actual see the Stingers be worth a damn. Nerfing them when they're already a non-factor is just laughable. It's the equivalent of the Dumb-Rocket nerf to BF2 Helis. Kinda like the Mobile AA buff against infantry. Noone's asking for it, noone's complaining about it, but DICE feels the need to change it. It's just piss-poor balance design.
 
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