Battlefield 3 thread - Server details in opening post -

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The above is not true. Full team of medics who continually revive each other is way more efficient than storming for the APC. 5 wins, 150tickets each round, inside of 1 hour.
 
Anybody else looking to complete the assignment for the L85 (i.e. the win 4 rounds of Squad DM), feel free to add me so we can team up and get it done. My name on BL is Bungalows.
 
Just froze again on Operation Firestorm towards the end of the map. I downloaded the new drivers today I wonder is it anything to do with that :confused:
 
New Battlefield 3 weapon changes detailed

DICE is working on tweaking a lot of weapons in the next Battlefield 3 patch, and we’ve now gotten some kind of idea what those changes will be. Battlefield 3 designer Alan Kertz (who supposedly left the BF3 team?) has released a weapons change list to the guys over at Symthic.com. The list shows that almost all weapons will get some sort of adjustment, both damage and accuracy wise. Here’s a roundup of the changes (you can see the full list here).
  • All assault rifles get min damage raise from 17 to 18.4
  • All sniper rifles get “one hit” kill in distances under 15 meter
  • All bolt action sniper rifles will get min damage raise from 55 to 59, and max damage raise from 75 to 80.
  • Shotgun buckshot max damage from 20 to 12.5
  • Pump action shotgun frag rounds max damage from 60 to 67
  • Auto shotgun frag rounds min damage from 10 to 5 (not 100% certain)
  • SMGs and PDWs: all have increased min. damage
  • .44 magnum now has new “1.25x upper chest damage multiplier”
  • G18, M9, M93R pistols get recoil reductions
  • All LMGs get min damage increase (varies from weapon to weapon)
Note that this is still preliminary data and that not all changes might make it into the final patch. We recently reported that the patch that was originally scheduled for February has likely been pushed to March.
http://bf3blog.com/2012/02/new-battlefield-3-weapon-changes-detailed/
 
Just froze again on Operation Firestorm towards the end of the map. I downloaded the new drivers today I wonder is it anything to do with that :confused:

could be anything really, i have the same card and drivers and was ok yesterday, but had a crash the day before on the older drivers... hopefully the patch will bring more stability
 
Best way to get the assignment tbh. Sqdm in this all boils down to who gets the armored vehicle. It'd be a lot more fun if infantry only. On bc2, a lot of servers i played on with friends, had the ifv present, but no one used it. So as to keep it as infantry only.
Brilliant, just got my 5 sqdm wins in less than 5 minutes!:D
 
The pump action nerf to buckshot will suck.

The others are alright though.

I think they want the pump action shotguns not to be one hit kill.

Its pretty hilarious that the M26 buckshot is a one hit kill up close. Theres just nothing the enemy can do about it unless they grenade you / RPG you / use an m320.

At that range, it outshoots every weapon in the game, which i agree is a bit much. They should at least have a chance to kill you.


The above is not true. Full team of medics who continually revive each other is way more efficient than storming for the APC. 5 wins, 150tickets each round, inside of 1 hour.


We've had this discussion before and you've obviously never come up against a decent squad who all pile in the IFV and keep it alive.

On maps like wake island, and kharg island where there is lots of open spaces, the IFV can just drive around killing everybody at will. Its all very well you all being medics, but none of you can revie each other if all 4 of you die. Equally there are 4 squads in squad death match. If the other two squads are busy throwing themselves at the IFV and getting slaughtered by it, it doesn't matter how many medics you have in your squad if they keep giving that squad easy kils.

It would be alright if there was two teams, but with there being 4, its the other two squads apart from yours and the IVF squad you have to take account of.
 
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I'll be interested in seeing what changes the patch brings to AA, making the missiles travel faster and not be thrown off so easily would be a good start.:mad:
 
I'll be interested in seeing what changes the patch brings to AA, making the missiles travel faster and not be thrown off so easily would be a good start.:mad:

Stingers need to lock on faster in my opinion, that's the only change I'd make.
 
Stingers need to lock on faster in my opinion, that's the only change I'd make.

They need to be smarter as well, jets are very good at pulling certain turns thats throws the missiles off almost every time. Also it be looking at doing something about recharge rates of flares and ecm. Lately ecm seems to be the jet whores countermeasure of choice.
 
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They need to be smarter as well, jets are very good at pulling certain turns thats throws the missiles off almost every time. Also it be looking at doing something about recharge rates of flares and ecm.

I don't see the out manoeuvring of the missiles too much of a problem, your risking dumbing down the game too much. There still needs to be a skill level involved so that the good pilots who put the effort in and practice these turns are able to dodge some missiles. Not all of them mind you.

Flares seem ok, I presume the recharge time for both the helicopters and the jets is the same. In which case if you lock onto a helicopter and he deploys flares, there's enough time for the stinger in its current form to lock on and fire again and get a hit before the flares recharge. The issue with jets is they are much faster so by the time you get a second lock on, he's nearly out of range anyway. Faster lock on would mean he's then got to try and dodge the 2nd stinger if he wants to stay alive.

ECM is a strange one as the recharge is what, 10 seconds long? The ECM initially lasts for 5 seconds so that's only a 5 second recharge time which is too short IMO. Should make it 10 seconds from when the ECM runs out. Plus the ECM jammer should be to stop people locking on, not stopping the already launched missile from hitting. I've seen a video that says if you time it right the chaff can protect you from already launched missiles which should be changed IMO.

I'd also consider removing the gunners ability to deploy counter measures for the helicopters, the pilot with ECM and a gunner with flares is practically impossible to counter.
 
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