Battlefield 3 thread - Server details in opening post -

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Playing 1v1? :p

Oi! I think I havevery similar SPM. I wasted lots of time on the very begining playing as Recon trying to learn maps. You don't score much playing as recon on big maps with default unlocks. Now trying to catch up and playing on HC 1000 ticket Metro servers a lot :p
 
Anyone find the ranking system to easy, I have ranked up to lvl 45 within 50 hours. Whereas BFBC2 takes a considerable amount of to time to rank up by one.

Yeah, far too quick to level on this game :(. Can't remember what it took to get to 45, but I'm at 49 with 69 hours played. 611spm. Points seem to get handed out much quicker on this game, play no different and spm is nearly double what it was on BC2 (350 or so).
 
Client R3 + Server R11 is due next Tuesday

Hi all,

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



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.

http://battlelog.battlefield.com/bf3/forum/threadview/2832654489494744784/
 
That AT mine nerf makes them pretty useless for the time being. Most people already have thermal optics on tanks and now if you want to mine a decent area you need to effectively hide otherwise your mines will disappear.. Should have just limited it to 6 mines per eng in play.
 
Gotta agree with most of those fixes, especially the reduction of full auto fire accuracy at mid/long range. The sight of people running around like monkeys on full auto but still getting kills from mid/long range was annoying as hell.

I still think the only viable fix for the flashlights and IRNV is their total removal. They have no place in this game and DICE need to man up and admit they screwed up here, rather than come up with half-assed solutions. Either that or they have a non-retard server setting that removes all this unlock/perk crap.
 
Damn :( Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
There goes my engie weapon of choice then ...like gords idea though
 
I still think the only viable fix for the flashlights and IRNV is their total removal. They have no place in this game and DICE need to man up and admit they screwed up here, rather than come up with half-assed solutions. Either that or they have a non-retard server setting that removes all this unlock/perk crap.

Are you mad because you have no unlocks or what?
 
That AT mine nerf makes them pretty useless for the time being. Most people already have thermal optics on tanks and now if you want to mine a decent area you need to effectively hide otherwise your mines will disappear.. Should have just limited it to 6 mines per eng in play.

Not sure why they didn't. Was like that in BC2. 6 mines, stay until they are blown up or you plant a 7th. Really not sure why they had things that worked fine in that (mines, pre-game), yet messed around with them for this.
 
Tweaked the max vehicle height on Noshahar Canals

Woot, no more hanging in the air at 250ft:o

Aww MAA took a nerf, was enjoying the ownage had in the LAV-AD, sniping infantry from across the map never got old on Caspian.

I see they have fixed the TV missile killing its own pilots, no mention of the missile itself being fixed so it does not bounce off targets.
 
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Damn EA servers just disconnected all players on one of our servers.

Thought the server had crashed, but then connected & the round was still running. lol

Damn EA and it's backend servers :P
 
Either the "disconnected from ea" or "game session removed" both are frustrating as hell on their own but compounded by the whole "unlock" progression system
 
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Increased the power of Stingers against Jets.

Great, jets have been completely nerfed

:(:(:(:(:(:(:(:(:(:(:(:(

What's the point flying any more?
 
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It's Dice, we'll have at least a few more patches until there is a decent balance. Next patch they will be overpowered again. Like on BF2, AA was crap, then it was god like, then it was somewhere in between :p
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Great, jets have been completely nerfed

:(:(:(:(:(:(:(:(:(:(:(:(

Not against choppers, I'm dreading what damage they do after the patch because now a decent pilot can easily disable a chopper in one run. The stupid disable at 50% needs to go or knocked down to 20%, it really kills the flow of the game. They seem to have gone to far but we will see on Tuesday.
 
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