Battlefield BC2 looking dam sweet

BC2 Changelist from PS3 Beta

List of changes for you based on feedback from the PS3 beta of Bad Company 2

Completely reskinned the weapons and scopes for much improved visual quality.
The reddot sight no longer has a FOV penalty compared to iron sights.
Pistols now have the same FOV level as other weapons in iron sights.
Tons of weapon tweaks to improve the balance of play.
Increased accuracy when stationary and aiming for better first shot accuracy.
Decreased accuracy when moving and aiming, especially for sniper rifles.
Several gun specific balance tweaks to bring them in line with the other weapons of that class.
Lowered the damage of the XM8 and F2000 at close range.
Lowered the damage of the AN94 at long range.
Raised the accuracy of the M16's burst.
Lowered the damage of the Type88 LMG.
Raised the damage of the MG3.
Raised the damage of the M249.
Fixed the recoil of the M249 when equipped with a reddot sight.
Lowered the damage of the SMGs and Carbines at extreme range.
Lowered the accuracy on the move for the SCAR-L, AKS-74u, and the XM8c.
Raised the damage of shotguns, especially for the pump shotguns and slugs.
Semiauto and Auto snipers and slug shotguns cannot 1 shot headshot at extreme range.
Fixed the Knife's stab animation and improved the reliability of Knife attacks.
Lowered the long delay between Knife attacks.
Fixed the animation speed for switching to the grenade launcher on assault rifles.
Fixed the too huge blood splatter effect for sniper shots at long distance.
Fixed the minimap disappearing if you switched weapons while aiming a sniper rifle.
Removed the fade to and from black when aiming a sniper rifle.
Adjusted graphics for sniper rifles and RPGs when zoomed.
Bolt action sniper rifles will chamber the next round if the trigger is pressed twice while zooming.
Fixed the close range damage of bolt action sniper rifles. Now a 1 hit kill on unarmored infantry in 5m.
Raised the damage of the VSS but lowered accuracy when moving.
Grenade carry limit with the Grenade Vest lowered to 2 hand grenades and 4 40mm grenades.

Tweaked the airstrike missile called in by the UAV so it gives a longer warning to victim vehicles.
Exiting the UAV now also exits the UAV ground station.
The UAV station no longer self destructs when the attacker's base changes.
The UAV station can no longer be destroyed by friendly fire if friendly fire is off.
Lowered the direct and splash damage of UAV's airstrike.
Lowered the damage of the UAV's alternate fire LMG.
UAV station screen shows offline when the UAV is waiting to respawn.
Many additional UAV bug fixes.

Lowered the splash damage of tank rounds. 1 shot kill radius is smaller now.
Raised the damage of the gunner's 50caliber machine gun and added a visual effect when it overheats.
Tweaked the damage tanks take to be more consistent. Tank front armor especially is more consistent.
It takes 2 to 5 RPGs to kill a tank with no specializations. (was 3 to 8)
Tanks should no longer get stuck on destroyed terrain or inclines.
Increased the precision of tank turrets.
All armored vehicles have new engine sounds.
Added environment specific camouflage to all vehicles.

New vehicle control layout: R2 and L2 for accel and brake, fire on L1 and altfire on R1.
Or lefty vehicle control layout: fire on R1 and altfire on L1.
BFBC1 style vehicle controls are still available as an alternate.

Jeeps now burn when hit by tank shells instead of instantly detonating. This effect is the same as with RPGs.
Raised the damage of the jeep HMGs and added a visual effect when it overheats.

Shielded heavy machine guns now have a bullet proof glass front. Flank these guns or blow them up.
Raised the damage of the stationary HMGs and added a visual effect when it overheats.

Fixed the name of the UH-60 and corrected the caliber description of the miniguns.

Raised the launch speed of the RPG7's missile for better long distance shots and less drop.
Raised the splash damage of all infantry launched Rockets and 40mm grenades.
Improved the visual feedback for locking onto tracer darted vehicles, this is be much clearer now.
Note that TOW/Kornet and M136 missiles are wire guided and cannot lock on to tracer darts.
Fixed wire guided missiles sometimes going erratic (even though this was realistic yet unintentional).

Improved the trail and blinking effect of Tracer Darts so they are more visible.
Vehicle Smoke Launchers and 40mm smoke remove tracer darts and spots on friendlies in the effect.
Targets which have been unspotted by smoke are immune to spotting for a few seconds.

Added a short cooldown to the Repair Tool after repairing 50% of a tank's health.
Lowered the repair speed of the Repair Tool but raised its range.
The Repair Tool can only repair or damage vehicles and stationary weapons.

The Mortar Strike is now called in via a pair of binoculars.
Lowered the number of shells in the Mortar Strike barrage, but raised the damage of each shell.
Raised the effectiveness of the Mortar Strike against armored vehicles.
Fixed a bug where the Mortar Strike would fail to begin to reload.
Switching kits no longer instantly reloads the Mortar Strike.

Fixed a bug where the Defibrillator would not reload unless held in the player's hands.
The Defibrillator icon on downed squad members now appears in green.
Soldiers who suicide from the menu cannot be revived.

Lowered the amount of Motion Sensors carried to 2 and limited each soldier to 1 deployed sensor at a time.
Deploying a new Motion Sensor before the previous sensor expires will replace the previous sensor.
Motion Sensors no longer detect players and vehicles sitting perfectly still.
Motion Sensors now beep when deployed and detecting a target.

The Vehicle Motion sensor now beeps for all occupants of the vehicle when it detects a target.
Vehicle Motion Sensors on the UAV and other Airborne vehicles now detect targets at all altitudes.

Fixed an exploit where players could deploy unlimited Ammo Boxes, Medkits, C4 and Mines.
Fixed a bug where players could detonate Detpacks placed the previous life upon respawning.
Detpacks can still be detonated if player's kit is picked up with in 15 seconds of his death.
Lowered the damage Detpacks do to crates.

Fixed AntiTank Mines not detonating when driven over at medium speeds.
AntiTank Mines should now properly persist after the player has died.

The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion Sensor are now unlocks for each class.
Players new to Battlefield will be introduced to these teamplay items when they are unlocked.
Battlefield Veterans will automatically have these teamplay items unlocked from the start.

Lowered the duration of spotted targets. Aiming at a close target will refresh the spot timer automatically.
Lowered the effectiveness of the Sniper's Spotting Scope, targets must be tracked longer before spotting.
Fixed so the player can properly spot from the UAV.
Added an overheat to spotting to prevent spot and order spamming.
Spotting now requires the player be aiming significantly closer to the target.

Added Destruction 2.0 to the Guard Towers around the first Defender Base on Arica Harbor (and all other maps).
Fixed buildings collapsing without any warning sound or effects.
Moved M-COM station A into a Garage at the second Defender Base on Arica Harbor.
Fixed collision issues on the Patio in the upper level of the Town.
Fixed sometimes spawning underneath the Patio in the Town.
Fixed the collision problems with the Train Car containing M-COM stations on Arica Harbor's 3rd and 4th base.
Train Cars now have more specific destruction zones to encourage mouse hole tactics.
The Attacker's first base is now a protected spawn zone that defenders cannot enter.
Added additional alternate spawn points to all bases for both Attackers and Defenders to counter spawn camping.
Added a system that disables individual spawn points if enemies are within 20m. Does not apply to Squad Spawn.
Players can still spawn at a base if all spawns points at that base are blocked.
Spawn protection will be disabled if the player aims or fires during the short timer.
Wrecked civilian cars now have secondary explosions when hit with explosive weapons.

The Attackers now recieve 75 reinforcement Tickets to start instead of 100.
Taking a base restores the attackers to 75 Tickets instead of adding 50.

Improved soldier collision vs objects, especially for crouching under obstacles.
Fixed issues with certain objects popping into view as the player approached.
Reduced the amount of screen blur when in ultralow health.
Increased the visual and audio feedback for low health, healing, and returning to full health.
Out of Combat healing now starts sooner but takes longer to fully heal.
Slightly increased the healing power of medkits to increase their usefulness.

Improved the sensitivity of soldier controls. Adjusting sensitivity should have a much greater effect now.
Sensitivity when aimed is now consistent across all weapons.
Turning while sprinting is now more responsive.
Reduced forward input needed to sprint to 50% from 90% to smooth the transition to sprint.
Tweaked aiming and turning curves to be more responsive from the hip and more precise when aiming.
Fixed several issues with switching weapons and being unable to shoot or aim.
Fixed the player's control setup reverting to default when entering and exiting vehicles.
Fixed bugs when going to swim while sprinting.
Sped up the deploy and undeploy animations for the parachute.
Improved the precision for switching weapons on the Dpad.

Fixed several stats padding exploits.
Fixed various awards that did not work as designed.
Tweaked rank and class unlock progression based on data gathered in the beta.

I'll post the link when I get home if this one doesnt work

http://blogs.battlefield.ea.com/bat...m-the-battlefield-bad-company-2-ps3-beta.aspx
 
Edit.People were not naive as people believed PB was the ULTIMATE in anti cheat detection,when PB came out people thought hackers were well and truly finished,not so,wherea VAC is easily bypassed,thats why there are so many hackers on mw2 because some of the hacks made are public hacks which u can get for free and normally remain undetected for quite some time,public hacks are also available for bf2 but are normally detected within 24hrs and will earn you a swift GUID ban or worse,so most people buy private bf2 hacks as they remain undetected for longer

All my information about punkbuster i got from scouring the internet and talking to Stuart Dunsmore and Hendrick Thole,via webticket,EvenBalance,i also used to run my own 40 man server years ago and i had plenty of hassle with hackers


dear god, people are willing to PAY for hacks?! these ppl must be the lamest of the lame. not that public hacks are not completely lame also. but what is the mentality of someone who pays to cheat in an online game...why not just
pay to have a 'im no.1' plaque made instead and stare at that all day instead?
 
Id imagine the pc version will get a zero day patch or one a few days after launch, considering the beta will be running when final copies of the game will be getting printed.
 
dear god, people are willing to PAY for hacks?! these ppl must be the lamest of the lame. not that public hacks are not completely lame also. but what is the mentality of someone who pays to cheat in an online game...why not just
pay to have a 'im no.1' plaque made instead and stare at that all day instead?

Some people are in the mindset that they can't lose online and they shouldn't. They use the hacks to make sure they win games and ruin everyone elses enjoyment around them, and they really don't care, weather they pay for them or not.

It's pathetic. I hope OCUK will have a server where there's active admins on it a lot of the time, then at least if a hacker appears they get GUID banned without causing too much disruption.
 
Tefal mate, As someone who has had servers streaming to PsB for donkeys years, please let me clear a few things up for you on how it works :)

1. PB enabled servers can be made to stream their PB logs to a centralised repository (for this example its PunksBusted.com). The whole process is automated once your application has been accepted and the server side set up.

2. Once you are an accepted member of PsB you are provided with an ever growing list of known cheats which PB will look for as each player joins, this is in addition to the bog standard ones PB looks for. It is proved as a series of MD5 checks that is carried out on join.

3. If PB detects one of the MD5 checks or indeed one that PB knows about, it will kick said player and that info will be logged and eventually streamed to PsB for processing.

4. Undetectable cheats can be picked up via server admin revied PB screen shot captures, PsB encourages admins to capture random SS of each player and review them accordingly. Only unaltered PB SS can be submitted (each one is given a MD5 key by PB as its taken and this has to tally with the submitted SS, You cant fake them basically.

5. All submitted SS are posted for review by the streaming admin members of PsB, they will never ban a player unless its clear to everyone what's happening, some of the guys over there spend hours trying to recreate situations and if there is any doubt, the player is placed on a "watch list" for further analysis.

6. once added to the ban list, server admins auto update their ban list via software written by PsB, its painless.


Thats about it, its a rock solid system imho and it cant be abused by so called "noob" admins simply because the chaps running PsB are sensible adults and jolly good chaps to boot. certainly an server runner cant bypass the process and add who they want to the MBL. In addition to the above there is an appeal process, sometime PB (evenbalance) will make an error and kick for something that it should'nt but again without exception these are rectified in a matter of hours of PB rescinding the PB kick.

Ahh thanks for clearing that up mate :)


Sounds like an excelent system :cool:
 
lol so now it's a case of ouch that tickles!

Use a bolt actyion if you want to kill at extreme range then.

My guess is it's to stop people just spam firing at extreme range or spawns with them and if you want to get 1 shots at massive range you'll actually have to be skilled and use a 1 shot weapon :p
 
Some people are in the mindset that they can't lose online and they shouldn't. They use the hacks to make sure they win games and ruin everyone elses enjoyment around them, and they really don't care, weather they pay for them or not.

It's pathetic. I hope OCUK will have a server where there's active admins on it a lot of the time, then at least if a hacker appears they get GUID banned without causing too much disruption.

yea but they must have a slightly messed up mental outlook if they think they are a winner after using cheat/hacks etc. id love to meet some of these ppl in real life and explain to them in real terms just how truly sad and pathetic they are.
 
Ahh thanks for clearing that up mate :)


Sounds like an excelent system :cool:

NP, and it is an excellent system but it only really works when both elements are in place, PB is an incredibly versatile piece of software but on its own all it will really do is kick a player repeatedly, Evenbalance dont run a masterban list themselves other then the Hardware ban but that is reserved only for people that are running stuff that directly interferes with PB itself, so cham and skin overlays will never be HW banned as its a D3D manipulation iirc.

Like I said though it comes into its own when you utilise its other features, it will stream to any location, it will search for keybinds, MD5 checks for cheats, MD5 checks on maps, Pb task command which allows for easy server messaging, pb power rep, screen shot capture, its feature list goes on and on.

I think that's pretty much why people prefer it to VAC which seems very much like a closed loop system that you have nothing to do with. And why so many people are pleased BC2 is using PB but not so pleased that a few of the repository collection groups cant offer streaming support (they need server files for debugging purposing and EA/Dice aren't releasing them, although Gordon at Dice is looking into a way to help).

With a streaming system in place the old "they just go and get a new key code" argument is moot because if that person joins a streaming server with a new GUID and running the same cheat he will be caught again, banned again and his ban distributed again to every other streaming server in a matter of hours,

Its funny actually reading the ban list because often you see just that happen, in a row on the same day the same bloke caught 2 or 3 times with different GUIDs.

They (PsB) also run a DB for streaming admins to do GUID look ups, you enter the GUID and it fires a list of nicknames that that player has played under and shows any bans on that GUID.
 
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Some people are in the mindset that they can't lose online and they shouldn't. They use the hacks to make sure they win games and ruin everyone elses enjoyment around them, and they really don't care, weather they pay for them or not.

It's pathetic. I hope OCUK will have a server where there's active admins on it a lot of the time, then at least if a hacker appears they get GUID banned without causing too much disruption.

they will only get a GUID ban for 2 reasons
1.Punkbuster detects that there using some kind of hack and kicks them for it(this information will then be sent and recorded and there cd-key will soon be GUID Banned eg:GUID ban 746473823 aimbot/multihack)
2.An admin on the Ocuk server thinks that somebody is hacking because of the way he is playing eg:5 kills in 1 second(normally aimbot)so the admin types in a command through console that takes a screenshot of the player he thinks is cheating,the admin can then view the screenshot and see if any hacks are present...
this is classed as a dirty screenshot as hacks are present called chams(chams=chameleon skins)this means you can see players through the wall
http://img23.imageshack.us/i/ws8tqx.jpg/
this information will then be sent so the player will soon have his cd-key GUID banned,in this case it would probably be like GUID ban 64637383 wallhack;)
 
Some people are in the mindset that they can't lose online and they shouldn't. They use the hacks to make sure they win games and ruin everyone elses enjoyment around them, and they really don't care, weather they pay for them or not.

It's pathetic. I hope OCUK will have a server where there's active admins on it a lot of the time, then at least if a hacker appears they get GUID banned without causing too much disruption.


I can tell you first hand, our BC2 servers used for both our clan and OCUK guys will have admin on all the time!
 
Fixed several stats padding exploits.


looks like DICE are taking this very seriously,bf2 nowadays there are loads of stat padding servers which should be shut down due to the EULA,even the pistol and knife servers should be shut down(i must admit i do like pistol and knife servers)its as if EA dont care about BF2 anymore,they havent for a long time,hopefully with BC2 we will se the old EA style discipline...zero tolerance!;)
 
they will only get a GUID ban for 2 reasons
1.Punkbuster detects that there using some kind of hack and kicks them for it(this information will then be sent and recorded and there cd-key will soon be GUID Banned eg:GUID ban 746473823 aimbot/multihack)
2.An admin on the Ocuk server thinks that somebody is hacking because of the way he is playing eg:5 kills in 1 second(normally aimbot)so the admin types in a command through console that takes a screenshot of the player he thinks is cheating,the admin can then view the screenshot and see if any hacks are present...
this is classed as a dirty screenshot as hacks are present called chams(chams=chameleon skins)this means you can see players through the wall
http://img23.imageshack.us/i/ws8tqx.jpg/
this information will then be sent so the player will soon have his cd-key GUID banned,in this case it would probably be like GUID ban 64637383 wallhack;)

Hasn't someone just made an aim bot that doesn't put anything on the screen?
 
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