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    Next PC Patch: Dec 6

    Patch Notes here: Battlelog / Sign in

    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.

    #2
    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.
    Thank God
    I can't believe they had not had it this way from the beginning.
    Apache

    Where do you put the Bayonet?
    Chesty Puller (upon seeing a flamethrower for the first time)
    I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
    Frank Lloyd Wright

    Comment


      #3


      Tweaked the chat, it should now be a bit easier to read - there wasn't much problem reading it before. Seeing anything else but the chat, that was the problem.

      Fixed a problem where player dies if vaulting over a ledge and into water while sprinting - I had this happen and I was WTF?

      Fixed several crashes and increased general stability - believe that when I see it.

      Tweaked Tactical Light so it is not as blinding over longer ranges. - again - believe it when I see it (or don't in this case)

      Fixed a problem where the parachute would stay stuck in air if the owner was killed - but that was pretty funny.

      Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns. - Thank you. Most overpowered gun IMHO.
      A change of Pace.
      "All the fun of a clan without the BS" - Cain

      Comment


        #4
        Well looks all good to me
        Read it but don't see anything about INRV.

        Comment


          #5
          Originally posted by goldenfooler View Post
          Well looks all good to me
          Read it but don't see anything about INRV.
          You mean this?

          Tweaked the IRNV scope so it is limited to usage only at close range.
          A change of Pace.
          "All the fun of a clan without the BS" - Cain

          Comment


            #6
            Originally posted by paceman View Post
            You mean this?

            Tweaked the IRNV scope so it is limited to usage only at close range.
            doh .. thanks..

            Comment


              #7
              Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

              I lol'd.

              Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it

              Also LOL's


              Tweaked the chat, it should now be a bit easier to read


              Hey Apache! They did a fix just for you!!

              Added alternate HUD colors to help colorblinds

              And one for Farebane! Yay!


              Fixed a problem with smoke on land vehicles, Missiles should now miss more often


              What was the problem? I found most of the time it was because they were sitting still..

              Fixed a problem where player dies if vaulting over a ledge and into water while sprinting

              Does this mean they fixed the issue where you could fall 5ft and take 100% damage?

              Fixed a problem where you could get green flashes on screen

              Oh good. No more headache induced seizures.

              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.


              Over longer ranges? What about in bright daylight? Daylight should effect both attachments. And define "Close Range"

              Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.


              What happened to only being able to place 6? They should let them stay put, but only allow 6 mines, or 2 claymores, or 6 packs of C4... Like they did in BFBC2. It's worthless to make them disappear now. Getting mine kills/Claymore kills is going to be a PITA now.

              Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.


              Cute.


              A few of the other balance tweaks are interesting. I wonder where they got their data. ;P
              "You cannot have 'slaughter' without having 'laughter'"
              "If I had wanted to show off, I would have been a porn star."
              "I have a 9in. tongue and I can breathe through my ears."

              Comment


                #8
                I'm real happy about the 1 player start and you can move around. They finally got it through their stupid heads.
                Old school or the new, doesn't mean a thing if your heart's not true...

                Comment


                  #9
                  Originally posted by Schultzy View Post
                  Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree

                  I lol'd.
                  That one gave me a good laugh also lol.

                  Comment


                    #10
                    Hope the map restart bug gets fixed along with the new starting player count tweak.

                    Comment


                      #11
                      Originally posted by Schultzy View Post

                      Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.


                      Cute.
                      Hell yeah, I wasn't even trying to get a long range headshot because the max you can get is under 1000 meters. I'll shatter my 903m record when the patch comes out!

                      Also, this is a REAL patch right here. Can't wait to see what it breaks.

                      Comment


                        #12
                        Reduced heat masking effectiveness of Spec Ops Camo.

                        Thats right, make it easier for tanks to see you with thermal.

                        Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.

                        WTF...so tank whores can run around being repaired infinite amount of times and have thermal that shows mines like light bulbs on a Christmas tree and own a map. But we can't blow their ass up.Sheesh..I swear, next thing they're gonna do is put a strobe beacon on infantry with a big sign that reads here I am shoot me, shoot me. Where do these people come up with this crap.

                        Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.

                        Guess that puts everyone using the burst fire weapons like the M16A1 or the AN94

                        Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

                        Yep, that's just what this game needed. More snipers hiding on the towers not taking objectives and shooting everyone a mile off.

                        Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.

                        I hated getting hit by those things but they were the coolest sounding weapons in the battle. I didnt mind them but they were kinda inaccurate at range. Should have left them alone.If people dont want to get killed with certain things they should go play Vanilla where nothing hurts enough to kill you on the infantry side.

                        Tweaked Tactical Light so it is not as blinding over longer ranges

                        Idiots, they left out daylight. A tactical light can still blind you at night even at a distance, but not in daylight.

                        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

                        Not nearly enough nerf but it's a start.

                        Decreased the power of Miniguns against Jets and Helicopters.

                        Why?
                        [COLOR="#008080"][/COLOR][SIZE="5"][COLOR="LightBlue"][B]Not everything that counts on the battlefield is countable.[/B][/COLOR][/SIZE]

                        Comment


                          #13
                          actually if you look at some of the current flash lights they can blind you 5-10 feet away. Thats not that bad.

                          Comment


                            #14
                            I'm not excited about the IRNV thing.... they nerfed it the wrong way. It needs to be based on temperature and amount of brightness in the day, not close range.... ugh...

                            So it will probably be like that PS3 patch we saw - essentially useless now... oh well back to RDS.
                            [IMG]http://i141.photobucket.com/albums/r43/ryanbatc/radarsig1-1.jpg[/IMG]

                            Comment


                              #15
                              Originally posted by ryanbatc View Post
                              I'm not excited about the IRNV thing.... they nerfed it the wrong way. It needs to be based on temperature and amount of brightness in the day, not close range.... ugh...

                              So it will probably be like that PS3 patch we saw - essentially useless now... oh well back to RDS.
                              I have been using RDS/3.4x/4x for a while now. I only pick up the IRNV if I am in an area where people are hiding in bushes, or it is dark (the map) and I have glare on my screen from the sun (in real life)
                              "You cannot have 'slaughter' without having 'laughter'"
                              "If I had wanted to show off, I would have been a porn star."
                              "I have a 9in. tongue and I can breathe through my ears."

                              Comment

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