Hi guys, at work so can't browse game websites. Is there a way of telling the power of guns in the game? Often unsure which gun to use as you only see range and fire rate etc.
The type of round they fire determines the damage.
Hi guys, at work so can't browse game websites. Is there a way of telling the power of guns in the game? Often unsure which gun to use as you only see range and fire rate etc.
What is this latency fix/tweak i've seen people mention?
i dont have the LE but my patch is 4GB...
Maybe free maps for me but i doubt it!
What is this latency fix/tweak i've seen people mention?
Question: In Co-op is there some sort of allocation of random people so a random person can join or can I play it alone?
It should be a 3.9gb patch regardless of the version people have bought. This is typical Dice thinking, they did it with BC2.
.fair enough, my apologies for the duff info.
Might delete the single player too or just compress it. Cod4 never complained. 
It's in the settings of BF3 go look for it. It is basicly a rates/interp setting (the lower, the more packets you send apparently), we don't know much more than that.
can allocate a random or select someone off your friends list, can't run it on your own.

Ah right, will do. i haven't seen it, does it actually make any difference?

I see you can now view other players in game ping on the scoreboard, mine doesn't seem to show up tho do i have to enable this by any chance?
What is this latency fix/tweak i've seen people mention?
Ah right, will do. i haven't seen it, does it actually make any difference?
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.
[–]Demize99 12 points13 points14 points 10 hours ago
"Trust" is a strong word. BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server "Hey, I shot him!" and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.
Combined it means that in most instances you're going to get credit for hits that would fail in pure server hit detection, and isn't as prone to hacking and cheating (data injection) as pure client hit detection. We also have some other sanity checks in there so extremely laggy players don't get a huge advantage (lag switch hacks).
So far, I'm rather happy with the outcome. I consider it far superior to be able to hit what you see if it means occasionally you'll get shot when you thought you got to cover, though I'd love to reduce the frequency of that if we can.
Do you know if there is a download for the patch it has failed twice for me using the auto update and when you have 1mb adsl it taked a long time to download these large updates.

Why not upgrade your interwebs then?