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Official Battlefield 3 Thread


Jaco

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Ρε ρουμανε στειλε μου σε ΠΑΡΑΚΑΛΩ λιγο απο οτι ειναι αυτο που "πινεις" :hehe::hehe::hehe:

dis must be goooooooooooooooood...

(αν κρίνω από κάτι κινέζικα που έγραφε στο chat του bazo πριν καμιά ώρα...)

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Επιτέλους επίσημα!! Καλό διάβασμα

A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.

Full details below:

Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B

Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7

Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88

Short and long reload increased: ASVal

Long reload reduced, shot reload increased: M4A1

Long reload increased: P90

Damage output/range adjustments

UMP: Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.

PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.

M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443

M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.

12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.

AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.

12 Gauge buckshot close range damage has been slightly increased.

Slightly reduced the range penalty for the suppressor on the SCAR-H.

Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.

Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.

Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.

Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.

Slightly reduced the range penalty for the suppressor on the SCAR-H.

Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.

Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.

Increased the damage of the M5K.

A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.

SG553: Horizontal recoil reduced to help make this weapon more controllable.

MG36: Vertical recoil reduced to make this weapon more controllable.

M416: Vertical, Horizontal, and First Shot recoil have all been reduced to make this weapon clearly different from the M16A3.

M16A3: Recoil amounts slightly increased.

M4A1: Recoil amounts slightly increased.

G36C: Vertical and First Shot recoil amounts reduced.

M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

Miscellaneous weapons changes

FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.

Added Burst Fire to the M5K as an available fire mode.

Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36

Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.

44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.

Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.

Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.

Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.

Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.

Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

Weapons fixes

Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.

The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.

SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.

Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R

The PKS-07 is now available on QBB-95

The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.

The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.

Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.

MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

VEHICLE RELATED TWEAKS & FIXES

Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.

Air Radar now shows friendly vehicles as well.

Helicopter weapons can now destroy equipment with splash damage.

The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.

Repair tool damage against enemy vehicles lowered by 10%.

Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.

Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.

Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.

Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.

Increased the damage helicopter gunners and IFVs do to helicopters and jets.

Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

PERSISTENCE RELATED TWEAKS & FIXES

Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.

Premium Engineer assignments are now counting all shotgun kills independent from the class using it.

Fixed so you can get score from awards in coop.

Accuracy dogtags now show the correct stats.

Coop Stars and dogtag are now properly unlockable and equip able.

Gun Master and Domination Winner ribbons and medals added.

Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

UI RELATED TWEAKS & FIXES

Added letters to the capture point icons displayed directly over the mini-map.

Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.

Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.

Fixed the hit indicator showing when spawning or closing the in game menu.

PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.

Fixed a bug where the clan tag sometimes shows as the player ID.

Added clan tags in nametags and kill card.

PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.

Fixed so commorose VO works when sitting in an AA vehicle.

Fixed so you get the critical health fullscreen color tint while in the post revive state.

Removed the join button in the server list for non-Premium users on Premium exclusive servers.

Fixed so the spawn menu always disappears when you are revived.

Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.

Fixed M-Com distance not updating if user moves towards it with EOD Bot.

Mortar strike explosions are now shown on the HUD for the shooter.

MISCELLANEOUS TWEAKS & FIXES

Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.

Fixed bug where it was possible to shoot while transitioning from sprint into prone.

Fixed so you can’t revive a player who switched team since he died.

Fixed two exploits on Donya Fortress that allowed players to get on top of the level.

Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.

PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.

Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

How to download the latest update (Multiplayer Update 4) and Armored Kill

PLAYSTATION 3 SPECIFIC INFO

Patch goes live: September 4

Armored Kill goes live: September 4 for Premium members / September 18 for non-Premiums

Patch size: 1.53GB

Armored Kill size: 1.55GB

How to download patch: When starting the game, the patch will automatically download. It is mandatory to accept this download if you want to play the game.

How to download Armored Kill: Armored Kill is available on the PlayStation Store and in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost.

XBOX 360 SPECIFIC INFO

Patch goes live: September 4

Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums

Patch size: 1.44GB

Armored Kill size: 1.56GB

How to download patch: There will first be a small (184MB) Title Update automatically downloaded when you start the game. When restarting the game, you will get a popup notifying you that Multiplayer Update 4 is available. It is not mandatory to accept this, but we advise you to do so. Otherwise, you can find Multiplayer Update 4 both on Xbox Live Marketplace and in our in-game store as a manual download.

How to download Armored Kill: Armored Kill is available in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost. If you are not a Premium member, you can also find Armored Kill on Xbox Live Marketplace.

PC SPECIFIC INFO

Patch goes live: September 4

Patch size: ~2.2GB

Armored Kill size: 3.2GB

Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums

How to download patch: As soon as you start your Origin client, the latest game update will automatically start downloading (unless you’ve disabled the option “Automatically keep my games up to date”, in which case it will start downloading when you try to run the game). In Battlelog, you will be notified from the Game Manager. Once you acknowledge the update, it will start downloading within the Origin client.

How to download Armored Kill: Armored Kill will automatically download if you start Origin or if you are logged in to Battlelog. You can also start the download from the Battlefield 3 game details page (i symbol) if Origin is already running.

Battlefield 3 September 4th Official Patch Notes

Έγινε επεξεργασία από Nephiλiμ
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Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.

!!!!!!!

:OOOOOOOOOOOOOOO

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Έχω αρχίσει το spam στο battlelog.

"I see DICE is truly supporting the name of this DLC. Armored kill...... Tank killed, Heli killed, they didnt left anything much alive GJ DICE. "

And let me greek it up a bit for you

http://3.bp.blogspot.com/_4u-7l8tH4M4/TH9HRzCO3CI/AAAAAAAAFU0/G0dUnJnf948/s1600/MOUTZA.jpg

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σε καποια φαση τα helis ητανε σχεδον ακαταρριπτα απο το εδαφος. ακομα και στις λιγες πριπτωσεις που τα κλειδωνες με δυο παικτες να εχουνε flares ητανε πολυ δυσκολο να τα πετυχεις. εγω συμφωνω με αυτη την αλλαγη. δωσανε παντως μεγαλυτερη ισχυ στις ρουκετες των helis (και των jets) κατα οποιουδηποτε οποτε οι ελικοπτεραδες ας μην διαμαρτυρεστε λεμε :p

και με τα igla κλπ να κλειδωνουν γρηγοροτερα, τερμα πια (ελπιζω) οι δεκαλεπτες πτησεις και τα 70-0 των vipers :dirol:

απλα η dice πρεπει να βαλει στα bases μηχανημα που να βγαζει χαρτακια προτεραιοτητας γιατι τωρα που θα πεφτουνε πιο γρηγορα τα helis οι ουρες για το ποιος θα πρωτοπρολαβει να πεταξει θα αυξηθουνε και θα πεφτει πιο πολυ σπρωξιμο :hehe:

ευπροσδεκτο το nerfing στο m16 και στο m4a1 και η βελτιωση του G36C και του SG553

ευτυχως δεν πειραξανε το τερας (ενα ειναι ΤΟ τερας), το αφηνουνε ανεπηρεαστο στο HB και του δινουν λιγο bonus με το bipod.

Έγινε επεξεργασία από WiFi Thief
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Πατάω ctrl+f να δω τι έκαναν με το aek-971 και βρίσκω μόνο το reload time reduction.:hehe:

Ευτυχώς που όλοι έκλαιγαν για το m16a3.

το m16a3 ητανε ειναι και θα παραμεινει το πιο δημοφιλες οπλο στο game. πρεπει να του βαλουνε στραβη κανη για να μην το προτιμαει ο κοσμος :p

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To m16A3 για τα RPM του, ειχε λιγο recoil.

Το ΑΕΚ εχει "ατσαλο" recoil , απο την αλλη βεβαια ενας "καλος" παικτης το μαζευει ανετα.

Δυστυχως αν δεν υπαρξει καμια "υπογεια" αλλαγη το ΑΕΚ θα ειναι το νεο Μ16 (ΑΚΑ ολοι θα παιζουν με αυτο.)

Βεβαια οι burst εκδοσεις (Μ16/Μ4)μαλλον θα ειναι οπως ειναι ΤΩΡΑ οι fully auto.

Σημαντικοτατο που εφτιαξαν τα animation.

Πραγματικα ειχε φρικαρει και νομιζα οτι μονο εγω βλεπω τον αλλο να κανει reload -το οπλο να κοιταει θεο, και να με γαζωνει με το οπλο στραμμενο προς τα πανω.

Το rafika εφαγε τρελο nerf.

Βασικα ας ανεβαζαν το recoil και ας αφηναν το damage ως εχει.

Θα "εστεκε" και καλυτερα βαση τυπου σφαιρας που χρησιμοποιει.

Το 1911 και UMP θα ειναι σαν την ALPHA/BETA.Θα κλαψει ΠΟΛΥΣ κοσμος.

To PP-2000 ηταν παντα επος απλα θα γινει ακομα καλυτερο τωρα :p

Tα θερια LMG θα σαρωσουν τα παντα.

Το Magnum πουλο.

Παλι ανακατευονται με τα FAG rounds και θα κανουν κοτσανες παλι μου φαινεται

Εβαλαν Vertical recoil στο ΗΒ ΑUG ε?Μλκια :hehe:

To suppressor εκει που ΟΛΟΙ επαιζαν με αυτο οταν βγηκε το γκεημ μετα τον απριλη επιασε αραχνες.

Λιγο buff δεν ειναι κακο.

2 οπλα θα βαρεθειτε να σας σκοτωνουν, το υπογραφω.

M416 και ΑΕΚ.

Έγινε επεξεργασία από Nephiλiμ
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To m16A3 για τα RPM του ειχε λιγο recoil.

Το ΑΕΚ απο την αλλη εχει "ατσαλο" recoil απο την αλλη βεβαια ενας "καλος" παικτης το μαζευει ανετα.

Δυστυχως αν δεν υπαρξει καμια "υπογεια" αλλαγη το ΑΕΚ θα ειναι το νεο Μ16(ΑΚΑ ολοι θα παιζουν με αυτο.)

υπαρχει μια (που βεβαια επηρεαζει ολα σχεδον τα οπλα εκτος απο τα τερατα)

Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles
ολο το κλειδι στο nerfing του m16 ειναι το SLIGHTLY reduced recoil amounts...

και μπορει το vertical recoil να παει απο 0.25 που ειναι τωρα στο 0.26 (στα επιπεδα δηλαδη του f 2000) αλλα το οριζοντιο recoil του ΟΣΟ και να αυξηθει, θα παραμεινει πολυ χαμηλο και μονο το m16a4 ή το m416 θα ειναι το ιδιο ελκυστικα.

το οριζοντιο recoil της ΑΕΚ (και του F2000) ειναι 0.5 το χειροτερο απο ολα τα assaults (ακομα και απο το τερας)

και foregrip να της βαλεις παλι εχει 0.375 (πολυ χειροτερο απο ολα τα assults ακομα και αν δεν τους βαλεις foregrip)

πιστευω λοιπον οτι παρα το slightly recoil που θα βαλουν στο m16, αυτοι που το προτιμουσανε απεναντι στην AEK και στο F2000 θα συνεχισουν να το κανουν :p

στα notes σωστα λεει οτι ο ανταγωνισμος θα ειναι με το m416 και οχι με την AEK, εγω πιστευω οτι οσοι (ΛΙΓΟΙ) φυγουνε απο το m16 θα πανε στο m416 και θα εχουνε σχεδον το ιδιο οριζοντιο recoil που εχει τωρα το m16, το ιδιο περιπου καθετο με αυτο που θα εχει το m16 μετα το patch και μολις 50RPM λιγοτερα

Έγινε επεξεργασία από WiFi Thief
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