that's 18/88 that can be collapsed and i'm not even counting Vietnam!
Ok, now add the amount of mcoms that can be tank sniped
that's 18/88 that can be collapsed and i'm not even counting Vietnam!
Rush is downgraded, sure. But I'll take it over boring three/five flag conquest on Console anyday. Opinion may change on PC.
Also only issue with Rush in BF3 is not having some alternate routes at times, some of the buildings in bazaar would be good to take down. I understand (and thank) the point of indestructible cover to give the defense a chance to attack compared to "all the buildings are down, enjoy our tank/explosive/helicopter fire! TROLLOLOLOL" attack rounds at times.
I think we all can agree that SDM is shit this outing. It wasn't too bad in BC2 outside of LOL MAGNUM AMMO, but it was tolerable/balanced. Here it's completely shit with pretty shitty spawns and the BF2 maps really AREN'T built for it in mind. Rush is completely tolerable because you can see DICE took care in placing the crates where they are. SDM? LOL HUGE OPEN MAP WITH THOUSANDS OF PLACES TO BE SHOT AT. ENJOY!
So glad I'm done with the shitty requirements for this gun. Note to DICE: Don't pull this shit again.
B-B-BUT I HAVE TO GET CLOSE AND ARM THE CRATE/OBJECTIVE AND POSSIBLY GET SHOT BY THE NOW BALANCED DEFENSE!? EWWWWWWWW
Grenade/M320 or shooting the bitches in a suicide attack to allow someone else to arm. OMG WTF
Rush whiners are hilarious. The only issue is the nerf to destruction allowing for stronger chokepoints. Frankly, arming the crates should've been the only way to do the gametype since BC1. Cheese methods are broke and ruin the mode.
Ok, now add the amount of mcoms that can be tank sniped
So, Volume Two of the Future Balance Changes. We've recently updated with patches that have changed some balance items, and the community has responded with feedback. This list includes some direct responses to that feedback, as well as a very important issue close to several player's hearts: Aggressive Recon.
Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
Why are we making this change?
-Aggressive Recon was a popular (and controversial) play style in BFBC2, the fact that the playstyle is essentially not present in BF3 has been a disappointment to many players.
-The balance issues of BC2 (Magnum ammo increasing the 1 hit kill range) is not present in BF3, the range is set and cannot be improved by players. Additionally the 1 hit kill is not guaranteed in BF3, the target is small and can be blocked by the player's arms.
-Additionally, all kits have access to the Slug shotguns, the 870 pump with slugs is still far superior to a bolt action rifle at close range. It is faster, and it can hit anywhere in the torso to 1 hit kill, though it lacks the accuracy of the snipers at range.
-Finally, Recon is under represented in the game, especially in CQB game modes, giving the Recon player a place in CQB is important to us as developers.
And yes, for those of you who follow me on Twitter, I changed my mind. I hope this change pleases the Recon players, and I believe it will not negatively impact the game for the rest of you.
-Alan "Demize99" Kertz
Its important to note:
This list is provided as a way for the Community to give us feedback on potential Balance changes to the game.
This list is specifically focused on Balance changes. Feature requests and bug fixes are purposefully absent from this list.
There is no guarantee that any of these Balance changes will make it into a future update at all, nor is this list a guarantee that there will be future updates.
Slightly increased the AEK971 recoil.
Slightly increased the ASVAL recoil.
Added Extended Mags to the ASVAL.
Slightly increased the recoil on the M249.
Reduced the recoil of the SKS rifle.
Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
Slightly reduced the recoil of the F2000 and restored it to the previous base accuracy.
Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
Increased the damage of the G3, M60, and M240 at close range.
Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
The Radio Beacon, Mortar, Mav, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
C4 will no longer be detonatable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
Claymores now also persist through death, the player can have 2 claymores planted.
9x39mm rounds no longer benefit from the Sniper headshot bonus.
Increased the damage of the 9x39mm rounds.
Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
Increased the damage of the .357 and .44 magnum rounds at max range.
All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range.
Tweaked IRNV to be more consistent across all levels.
Fixed a rendering issue with IRNV view when taking damage.
Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper aiming reticule.
The spread for Flechette rounds has been reduced slightly on all shotguns.
The spread for buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi automatic weapons have had their rates of fire adjusted to fit this change.
Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.
Significantly increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.
Slightly reduced the locking time of all weapons vs Laser Designated targets.
Increased the locking distance for Jets when locking on laser designated targets.
Slightly reduced the repair speed of the repair tool.
Increased the damage the MBT's primary weapon does to other main battle tanks.
AA Missiles should no longer kill the pilot instead of the vehicle.
Reduced the damage AA missiles do to jets.
Stinger and IGLA missiles now do 50% damage to Jets, Attack Helicopters, and Scout Helicopters.
Slightly reduced the damage of Jet cannons.
Increased RPG and SMAW damage against aircraft.
Guided Rockets will now only track ground targets, as originally intended.
Reduced the direct damage done by helicopter gunners vs armor.
Helicopter guns should now suppress correctly.
Improved the accuracy of the Mi28 gun to match the AH1 gun.
Increased the direct hit damage of the APFSDS rounds for the IFVs.
Miniguns and Helicopter Gunners now more quickly destroy parked cars.
Increased the power of explosions from cars and other explosive static objects.
Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
Adjusted the F35's Center of Mass and Lift Engine for more stable, level flight.
Updated the F35 weapon systems to be consistent with the other air craft.
Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
You can now spot with the EODbot.
Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
Spawn protection will no longer be canceled by the player looking around.
Slightly increased the speed at which a player can shoot again after sprinting.
Fixed some situations that would unintentionally make a player unrevivable.
Reduced the black screen fade in time on spawn.
Stinger and IGLA missiles now do 50% damage to Jets, Attack Helicopters, and Scout Helicopters.
This one doesnt sound too good either. I sometimes get insta lock-ons (and missle is already fired) enough as it is. Seems like these 2 points will make it hell for an attack helicopter.Slightly reduced the locking time of all weapons vs Laser Designated targets.
Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
Claymores now also persist through death, the player can have 2 claymores planted.
What a moronic change.
Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
Stinger and IGLA missiles now do 50% damage to Jets, Attack Helicopters, and Scout Helicopters.
Reduced the direct damage done by helicopter gunners vs armor.
Improved the accuracy of the Mi28 gun to match the AH1 gun.
AA is useless! Just get in a tank, the driver should have guided shells and someone in the CITV station. Lock any helicopter and boom one shot one kill. It's a cheap and bullshit tactic to be honest. Helicopters don't stand a chance.
but not jeeps?Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters
lol, so instead of upping the amount of Stinger/Javelin ammo, they lower the RPG Ammo! MASTER TROLLS!!!Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
Guided Rockets will now only track ground targets, as originally intended.
finally!Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
lolYou can now spot with the EODbot.
you have to check the battlelog website (or a 3rd party stats site) for that now.Started playing MP last night and wanted to keep it simple so I went with Team Deathmatch. I like that there is not as much HUD shitting up your screen in TDM.
It really does capture that Call of Duty vibe but it is also a Battlefield game through and through. Weird. Had a lot of fun though. Once the unlocks start coming you can make a very satisfying kit.
In the other Battlefields there is a screen were it shows you how many kills you've gotten with each weapon. I can't find it on BF3. Anyone know where it is?
Yeah, I hardly use the attack helicopters now even though I enjoy them a lot. You spend most of your time evading lock ons and not actually fighting. Also, it's a real pain in the ass when you deploy flares and still get hit!Everything sounds perfect with the exception of these:
2 stinger missiles should not blow up the helicopter. Helicopters already have tons of stuff to deal with already. Other than that, everything sounds perfect, especially the reduced splash damage on rpg/smaw. Lets get this thing back to the alpha levels of fun.
Edit: What's with jet pilots just flying in to choppers too? Is this because it's the only way some people can get the kill? Happens all the time.
Yeah, I hardly use the attack helicopters now even though I enjoy them a lot. You spend most of your time evading lock ons and not actually fighting. Also, it's a real pain in the ass when you deploy flares and still get hit!
Edit: What's with jet pilots just flying in to choppers too? Is this because it's the only way some people can get the kill? Happens all the time.
I think it mostly has to do with just an average pilot who gets greedy and thinks he can take your chopper out in time in just one pass so he keeps going right at you hoping to get the kill until it's too late and the helo is suddenly right on top of you. I've had close calls but I always know when to pull away whereas I think the others don't and get tunnel vision on the target and not really paying attention to how close that target is getting to them.
Things fly up on you quick and the average pilot gets greedy and pays the price, but of course there's some shitty pilots who do it just to get the kill or because they can't take anything else down easily.
The pack also includes a new Conquest Assault mode, which has players taking on the roles of attackers or defenders as they fight for control of points.
The new mode isn't much different than the already available Conquest mode, though forcing one side to always defend and the other to attack does make for a different set of strategies from the get go. Unfortunately, this mode is only playable in two maps. The new weapons, which can be used both in the new maps and the old ones, are all unlocked through special "assignments." It's a little annoying to have to unlock something you just paid for, but it does make it feel like you're getting a bit more progression out of your investment.
Just looked at my profile and saw that I had 10.2% accuracy.. is this really low or is this normal? I played quite a lot of support giving suppressing fire and I'm not sure if AA fire is counted as well, that could explain it perhaps.
I'm not sure if they count vehicle accuracy and things like mortars either. If they did I'm sure my accuracy would be lower than the 20ish% I'm at right now.
Still no medal/dogtag or special knives for melee kills
Well, I added all my accuracies and the average was 23,82%, but it says 12.7% on Battlelog. But I do use alot of vehicles so I figured that must be it.
You can't say that for sure.I shoot hundreds of shots with the AA per minute, so I figure my accuracy would be about 2% if they included that.
You can't say that for sure.
But I can say for sure that it's certainly NOT just the weapons. Even if I count the weapons I didn't use ever, with 0% and the knife I get 16% not 12%
0/10 Valparaíso
1/6 Isla Inocentes
2/8 Atacama Desert
2/10 Arica Harbor
2/6 White Pass
0/10 Laguna Presa
3/8 Port Valdez
3/6 Nelson Bay
1/10 Oasis
2/8 Harvest Day
2/6 Cold War
that's 18/88 that can be collapsed and i'm not even counting Vietnam!
Jesus I'm locking targets left and right with the CITV and no one uses javelins or guided misses.
I also fucking hate it when no one in your entire team responds when you ask a question in chat.
Yeah so attackers can do it on 9 maps out of 11. I know that it's not the case for every MCOM and don't get me wrong, I loved BC2 Rush (that's what made me love the game in the first place actually), it's just that when attackers do that, defenders tend to quit or go in a "fuck defending" mode. Port Valdez was one of my favorite map before that.
Jesus I'm locking targets left and right with the CITV and no one uses javelins or guided misses.
I also fucking hate it when no one in your entire team responds when you ask a question in chat.
I almost never read chat. Is there a way to pull it up without saying anything yet?
As an assault recon player in BC2/BF3 I think making the bolt action sniper rifles I think making a non-head OHK range is the wrong decision.
The issue with the bolt-actions in close and medium range is being able to track a target while zooming in with the 7x or 8x scopes (12x scope is meant for long ranges). I think the scope in time/process should be similar to BC2. BC2 scoping allowed you to continue to track a target but, had the negative of OHKs.
Another issue if you make a OHK zone is the difficulty in distinguishing distance in the game. I want to play a style where I am not taking the risky/lucky chance that my single shot was within the OHK range. Hence, I am forced to aim for the head anyway to be a consistent and successful player.
I hope you try tweaking the scope in time instead demize as it keeps the skill/difficulty requirements for assault recon success the same.
Can you guys bump this post on reddit. I really dont want a OHK zone in this game as it doesn't address the actual issue with sniping in BF3. Maybe I can actually get an opinion through to demize.
The reddit post.
Can you guys bump this post on reddit. I really dont want a OHK zone in this game as it doesn't address the actual issue with sniping in BF3. Maybe I can actually get an opinion through to demize.
The reddit post.
I really don't see a problem with the proposed change.
I actually dont mind that OHK with sniper rifles. It was a viable tactic in BC2 and didnt really make a different in the overall feel of the game.
Me neither, to be honest. It's not going to make much of a difference unless you play Metro all day. There just isn't a ton of CQC in BF3.I actually dont mind that OHK with sniper rifles. It was a viable tactic in BC2 and didnt really make a different in the overall feel of the game.
Me neither, to be honest. It's not going to make much of a difference unless you play Metro all day. There just isn't a ton of CQC in BF3.