The latest game server update has completed internal QA, and
has been sent out to all the RSP companies. They are doing
small-scale testing of it during the evening.
If no problems are reported by the RSPs, then the companies
will gradually roll it out over the next few days, starting
at 10:00 UTC on Thursday Apr 19th.
This update is addressing some gameplay bugs that have been
reported since the latest big client+server update. Also,
there are some minor improvements to the RCON interface.
The master servers will remain available; Battlelog will
remain available.
Changelist * Fixed AA missiles not doing damage to vehicles moving
at very high speeds (This is the much wanted heatseaker fix)
* Fixed TV Missile doing much more damage than it should (it
is no longer a 1-hit kill)
* Tweaked tank armor strength
* MAV elevatoring fix, round 2; proning on the MAV will now
disable it
* RCON admin.say command can send to individual players
* A few invalid map+gamemode combinations in maplist.txt
could crash the server on startup; these combinations are
now rejected instead
* RCON vars.serverDescription was not returning anything in
R20 if the string was not set; this has been changed to
return “” instead
* RCON player.onChat now reports the target player subset
Well, you asked for it, so I made it happen. There is now a
way for =SS1= members or whom ever wants to, to donate money
for us to have our own BF3 server.
Game Update will drop on the 27th of March
for PlayStation 3. Xbox 360 and PC will come soon.
We’ve been hard at work collecting and working on your
feedback and suggestions, and are now happy to report that
the next patch for Battlefield 3 will be released for
PlayStation 3 on the 27th of March. More information on Xbox
360 and PC will come soon.
This patch includes many gameplay tweaks and balances;
several suggested by you. The full list of changes and
updates is as follows. This update will also bring the “Rent
a Server” functionality to Xbox 360 and Playstation 3. For
more updated information on this functionality, check back
next week.
FIXES FOR PC SERVER OPERATION
- Having the same map occur multiple times in the maplist
now works properly
- If adding a new map to the servers maplist after a clear
and then running “mapList.runNextRound” the server will
ignore any remaining rounds on the map that it still run
since before the clear and move to the new first map in the
list. The server will now have reset the current rounds per
map and run the map in the list for the number of rounds
stated when adding the map.
- Maplist can contain up to 1000 entries now
- mapList.list will return at most 100 entries. To get the
entire list, perform mapList.list repeatedly with increasing
offsets (like banList.list)
GENERAL GAMEPLAY FIXES -Players should no longer take fall damage from short
falls.
-Players now get up from Prone slightly faster, allowing
better odds of getting away from a grenade or threat when
prone.
-Fixed some situations that would unintentionally make a
player unrevivable.
-Reduced the black screen fade in time on spawn. The fade is
still necessary for properly streaming in loading content at
spawn, but it has been substantially reduced.
-Increased the spawn protection time from 1sec to 2sec. The
protection will still be immediately canceled as soon as the
player moves or shoots.
-Spawn protection will no longer be canceled by the player
looking around.
-Increased the speed at which a player regains accuracy when
aiming after moving for a more responsive experience. Firing
before fully zoomed will still result inaccurate fire.
-Increased the inaccuracy and recoil added when a player is
fully suppressed.
-Shotgun Buck and Flechette rounds now have a less
suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to
balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum,
and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly
interrupt Sprint.
-Increased the effectiveness of Suppression Resist
Specialization.
-Parachutes now respond to turn and throttle inputs more
quickly.
-Switching from primary weapons to sidearms and back now
takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer
deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top
of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for
thin railings.
-The Knife now only takes two swipes to kill when attacking
from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary
weapon awards.
VEHICLE FIXES -The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy
Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT’s primary weapon does to the
front and side armor of other main battle tanks. Primarily
this means 1 less shot to the front, and very good hits to
the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored
vehicles.
-Increased the rate of fire and minimum damage of the Coax
HMG.
-Increased the damage mounted gunner .50cal HMGs do at long
range.
-Increased the power of the repair tool when killing
soldiers or destroying vehicles slightly.
-Fixed a problem when locking on to two nearby targets, the
locking should no longer jump rapidly between multiple
targets. This applies to all locking weapons and Laser
Designators.
-Increased the damage of the Javelin and Air to Ground
missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more
damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser
Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets
when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to
make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make
them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is
locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for
Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds
again, except for the gunner, which remains unchanged at
20sec.
-AA Missiles are more difficult to dodge in Jets, this was
unintended behavior that created an imbalance against
skilled pilots.
-AA Missiles should no longer kill the pilot instead of the
vehicle.
-AA Missiles should no longer detonate before hitting their
target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate
of fire than other vehicles.
-The IGLA and Stinger now lock on much more quickly and
disable an attack aircraft in 1 hit, but have significantly
reduced range. This should allow Stingers to mount an
effective close range point defense, without dominating an
entire airspace.
-Increased the speed of the Helicopter AA missiles lock on
to reduce the tedious nature of Helicopter dogfights and
improve the Helicopter’s defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against
Aircraft. Damage is now only slightly higher than it was
originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as
originally intended.
-Reduced the direct damage done by Attack Helicopter gunners
vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter’s Rocket
Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter’s Rocket
Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to
prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing
abilities.
-Fixed an issue where guided rockets from the Mi28 did not
follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for
the IFVs.
-Decreased the locking time of the IFV Guided Missile to
make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly destroy
parked cars.
-Increased the power of explosions from cars and other
explosive static objects.
-Dying from the explosion of a car or other explosive static
object should now correctly credit the player who caused the
explosion.
-Adjusted the F35's Center of Mass and Hover Engine for more
stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the
other Jets.
-The F35 will now only attempt to enter Hover at low
altitudes, though it will maintain the hover until forward
flight is resumed, even if it reaches high altitude.
-The F35 and SU35 now properly have Ejection seats to
prevent players from being killed when exiting the vehicle.
-Changed the Kornets to TOW launchers on Wake Island and
moved the spawn position of the AAV to a more level
position.
-Fixed several bugs with air vehicles colliding with objects
at high speeds and taking no damage.
-Players will no longer receive suicides or team kills if
they crash their vehicle (dying is punishment enough).
-The MAV will no longer destroy vehicles that run into it,
instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in
the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a
decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do
to infantry.
-The carrier based CRAM stations are now properly tracked as
stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar
equipped by default.
-Improved the sound feedback for damage to help players
better understand the amount of damage their vehicle is
taking.
-The A10's extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to
help escape to cover after being disabled.
-The T90's crosshair now more accurately represents the
trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier
controlled turrets on jeeps, transport helicopters, boats,
and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV’s turret controls to be more useful when
the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger
and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake
Island lagoon completely submerged.
WEAPONS Several weapons have had recoil or accuracy adjusted in
orer to balance these weapons in effectiveness and also
increase the feeling of individuality in each gun
-Added Extended Mags to the ASVAL. The Extended Mags can be
unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its
maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be
consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds now
do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more
effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight when
mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause an
animation glitch.
-9x39mm rounds no longer benefit from the Sniper headshot
bonus.
-Increased the damage of the 9x39mm rounds at long range.
-Fixed the AKS74u damage at max range, it was incorrectly
higher than other carbines.
-Increased the damage of the .357 and .44 magnum rounds at
max range.
-All semiautomatic and bolt weapons, including all shotgun
slugs, now have their maximum damage out to 15m.
-Semiautomatic weapons will no longer “jam” if the player
presses fire faster than the weapon is capable of shooting.
Some semi-automatic weapons have had their rates of fire
adjusted to fit this change.
-Bolt action sniper rounds now have a chance to kill at
close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and
shotgun slugs now have more consistent damage over long
range. At maximum range shots to the legs will not require
more hits to kill.
-The spread for Flechette rounds has been reduced slightly
on all shotguns.
-The spread for Buckshot has been reduced on the M1014,
DAO-12, and S12k. These weapons have an accuracy advantage
over the USAS12 but are not as accurate as the 870.
-Zooming shotguns with Buckshot and Flechette loads will now
result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts
slightly. Attacks with the knife drawn are still
significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped
with FRAG rounds. All other shotguns correctly had a reduced
rate of fire with frags, except the USAS and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped
with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically
begin reloading if the weapon is zoomed when the clip is
empty. This allows players to see where the slug lands
before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26 MASS.
-The underslung grenade launchers for Russian rifles now
properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as FRAG
in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes through
soldiers and unbroken objects before it detonates.
-M27 IAR: No change. The M27 is a heavier version of the
M416, giving it good all-around performance though it has
worse performance on the move.
-RPK-74M: Reduced the initial recoil and vertical recoil.
The RPK-74M is a more stable firing platform than the
comparable M27, though it lacks the M27's higher rate of
fire.
-M249: Added an initial recoil. The M249 is the fastest
firing belt fed LMG, giving it superior suppressive and
damage abilities. The initial recoil makes it a bit harder
to run and gun, while making little overall impact on
performance.
-Type-88: Slightly increased the initial recoil, reduced
muzzle drift. The Type88 fires the slowest of the medium
caliber LMGs, though what it lacks in rate of fire it makes
up for in controllability.
-PKP: Reduced recoil but added a slight initial recoil,
increased damage at max range. The Pecheneg has a heavy
vertical recoil with a hard hitting round and little drift,
this makes it excellent at sustained fire.
-M60: Reduced the initial recoil, increased damage at all
ranges. The M60 has a very low rate of fire that makes it
the most controllable with the powerful 7.62x51mm round.
-M240B: Added an initial recoil, increased damage at all
ranges. The fastest firing medium MG, the M240 has a
substantial muzzle kick and drift that makes all that power
difficult to control.
-QBB-95: Reduced the total recoil but increased muzzle drift
and initial recoil. The QBB-95 should now kick harder but
settle into full auto fire better, combined with the bullpup
hip fire bonus this makes the QBB-95 a highly mobile LMG.
-MG36: Added an initial recoil. The MG36 fires at a fast
750rpm and makes a nice middle ground between the
controllability of a clip LMG and the sustained firepower of
a belt fed LMG.
-870: No change. The 870 is a popular and highly effective
weapon.
-DAO-12: Reduced the total pellets fired from 12 to 9. The
DAO-12 has a high magazine capacity with a slow reload that
makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max.
Reduced the total pellets fired from 12 to 9. The M1014 was
underperforming compared to the USAS12 and 870, it should
now be more viable in CQB thanks to a higher rate of fire.
-S12k: Increased extended mag from 8 rounds to 10 rounds.
Reduced the total pellets fired from 12 to 9. The S12k
larger extended magazine but slower rate of fire should make
it stand out against the M1014, while the DAO-12 has a
higher capacity over all, but a slowe reload.
-MK3A1: Increased magazine capacity to 8 and 12 for normal
and extended mag respectively. Reduced the total pellets
fired from 12 to 9. The MK3A1 has a lower ROF than the
USAS12, giving it slightly more ammo makes this an edge vs
the USAS.
USAS-12: Increased the initial recoil. Reduced the total
pellets fired from 12 to 9. The USAS 12 has a higher ROF
than other shotguns, this recoil change better balances that
advantage and the pellets balance its damage output.
-M4A1: No Change. Well-rounded carbine, with good rate of
fire and controllable recoil.
-M4: Increased vertical recoil, reduced horizontal recoil.
The Burst only M4 should now feel different to its automatic
sibling, the reduced horizontal recoil emphasizes the
greater control you have in burst fire.
-AKS-74U: Reduced initial recoil and vertical recoil. The
AKS-74u’s low rate of fire is paired with great
controllability. The overall increase in sustained fire
control should help this carbine stand out, while the first
kick gives it character.
-SG553: Reduced initial recoil and vertical recoil. The
SG553 is a lower rate of fire carbine with greater
controllability than the G36C. The change to initial recoil
should better highlight this difference.
-A91: No Change. The A91's high rate of fire and bullpup
from the hip accuracy is offset by a poor controllability on
full auto.
-G36C: Reduced initial recoil. The G36C is a well-rounded
carbine, with a medium rate of fire and a medium recoil. The
2 round burst mode gives this weapon an edge at mid-range.
-SCAR-H: Increased damage at maximum range and increased max
range. The SCAR-H fires a heavier round than all other
carbines, giving it better stopping power at range at the
cost of a low fire rate that penalizes it in CQB.
-G53: Reduced recoil and drift, recoil settle times now
similar to other carbines. The HK53 is a short carbine with
a lot of initial kick but a stable recoil pattern and a
medium rate of fire. The changes give it more character
compared to the G36.
-QBZ-95B: Reduced muzzle sway, recoil settle times now
similar to other carbines. A bullpup like the A91, the
QBZ-95B is steady on the move with a lower rate of fire for
controllable shots at longer range. The built in foregrip is
now properly reflected in the weapon’s stats.
-AK-74M: Reduced initial recoil and vertical recoil. The
AK-74M sacrifices rate of fire for controllable automatic
fire, the initial recoil was negatively affecting the
feeling of controllability.
-M16A3: No Change. The M16 (both A3 and A4) provide a
well-rounded stable firing platform with a high rate of fire
that is relatively controllable.
-M16A4: Increased vertical recoil, reduced horizontal
recoil. The Burst only M16A4 should now feel different to
its automatic sibling, the reduced horizontal recoil
emphasizes the greater control you have in burst fire.
-M416: No change. The M416 is the middle ground AR, blending
a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy
slightly. The AEK has a very high rate of fire, and also a
large muzzle drift that makes control difficult. The low
initial recoil allowed a player to kill before the weapon’s
weaknesses kicked in while the reduced accuracy highlights
its close range role.
-F2000: Reduced vertical recoil, increased zoomed accuracy
slightly. As a bullpup, the F2000 has a bonus to accuracy on
the move and from the hip while its high rate of fire
sacrifices controllability for saturation. The previous
changes were an overreaction, this is a corrective update.
-AN94: Reduced vertical recoil. The AN94's 2 round burst
mode is incredibly accurate, but it suffers from a low rate
of fire on fully automatic. The recoil in full auto has been
reduced somewhat to offset this penalty and make the AN94
more attractive.
-G3A3: Increased damage at all ranges, reduced vertical
recoil. The G3A3's heavy recoil and heavy round are offset
by a low rate of fire and a small magazine. The G3A3 was
clearly outclassed at all ranges.
-KH2002: No Change. The KH2002 is locked to burst fire, with
a high rate of fire and a large muzzle drift the weapon
favors accurate mid-range fire.
-L85A2: Increased accuracy, reduced muzzle drift. The L85
differs from other bullpup style ARs by having a low rate of
fire, the accuracy and controllability were too low to
offset the rate of fire.
-FAMAS: The FAMAS combines an extreme rate of fire with
extreme recoil making it very difficult to use at anything
other than close quarters combat. Due to update
restrictions, the FAMAS had different stats on all 3
platforms. The FAMAS is now uniform on all platforms and now
has the correct 25 round magazine.
-PP2000: Reduced the initial recoil. The PP2000 has a lower
ROF than other PDWs and needed the controllability to be
balanced.
-UMP45: Reduced accuracy loss during full auto. The UMP45
hits hard and has a controllable recoil at the cost of a
heavy initial recoil kick.
-MP7: No Change. The MP7 has a very low recoil and a high
muzzle drift that favors longer bursts than the P90.
-AS VAL: Increased vertical recoil, reduced first shot
recoil, reduced accuracy on the move. The AS VAL fires a
long range, highly accurate, high damage projectile that
favors short bursts or single fire when stationary. While
still quite good from the hip, the AS VAL will suffer if
fired while moving and aimed.
-PDW-R: Reduced the initial recoil. The PDW-R has high
recoil and favors burst fire, the added initial recoil was
making it less effective in small bursts.
-P90: Reduced the initial recoil. The P90 favors a run and
gun play style using long bursts to control muzzle drift,
the initial recoil was making bursting ineffective.
-PP-19: Slightly reduced the initial recoil when firing,
increased base damage. The PP-19's high initial recoil was
over penalizing the burst fire needed to be effective on the
low damage, high capacity weapon.
SCOPES -Fixed the 7x scope not zooming to the full 7x on all
weapons.
-Corrected the M39's laser sight so it points at the point
of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the
Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped
zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming
picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x,
and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be
the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the
proper sniper reticule
BIPOD -The Accuracy increase and Recoil reduction of the Bipod
has been significantly improved for Assault Rifles and
Carbines.
-The Bipod now provides similar Accuracy and Recoil benefits
no matter if the weapon is fired while aiming or without
aiming for all weapons. Previously only LMGs were worked
this way. This especially improves the speed at which
snipers can make follow up shots, and also allows effective
unaimed suppressive fire with Assault Rifles and Carbines.
-Increased the Speed at which a bipod is deployed, allowing
the user to obtain the bipod’s bonus sooner after the deploy
has started and allowing the weapon to be aimed in a far
shorter time. The speed has been increased 40-50%, depending
on the weapon and animation.
HEAVY BARREL -The Vertical Recoil penalty of the Heavy Barrel has
been reduced. The value has been changed from a global
percent increase to a weapon specific value.
-A small Hip Accuracy penalty has been added to the Heavy
Barrel to represent the added weight of the accessory, as
well as focus the attachment on accurate mid and long range
fire. The exact penalty amount is a weapon specific value.
-Several weapons with low default bullet speed now have
their bullet speed increased when the Heavy Barrel is
equipped. This is in effect for the A91, G3A3, AKS-74u,
G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds which
increase the maximum range of the weapon. The minimum and
maximum damage are unchanged, weapons with the Heavy Barrel
will be more effective in mid range.
-The Aimed Accuracy bonus provided by the Heavy Barrel has
been increased. This will increase the effectiveness of the
Heavy Barrel for small bursts, as originally intended.
IRNV FIXES -Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be
the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the
proper sniper reticule.
FOREGRIP -The Horizontal Sway reduction has been changed from a
global percent reduction to a weapon specific value
reduction. For most guns this means very little change, for
guns which have a large horizontal recoil the change is more
substation. The FAMAS, F2000, and AEK971 are most effected,
the AK-74, M16, and M416 are nearly unchanged.
-A small long range Aimed Accuracy penalty has been added to
the foregrip. Players who generally find themselves fighting
at mid to long range may want to change their accessory,
while players fighting in CQB will go largely unaffected.
Combining the Foregrip with a Silencer or a Heavy Barrel
will offset this penalty.
LASER SIGHT -The Hip Accuracy bonus provided by the Laser Sight has
been increased. Some PDWs have had their crouch and prone
base stats adjusted to prevent hip firing being more
accurate than aimed fire when using a laser sight.
-The bonus is now a weapon specific value instead of a
global percentage, some guns receive larger or smaller
bonuses, though all bonuses are better than they were
previously.
SUPPRESSOR -The Suppressor no longer reduces the maximum damage of
a weapon when equipped. Instead the Suppressor reduces the
minimum and maximum range of the weapon, making it ideal for
CQB and Stealth. This change will make the Suppressor
slightly more effective at long range, where the bullet drop
and speed makes shots difficult already, and reduces the
power of the suppressor at mid range slightly.
-The Suppressor’s recoil bonus remains unchanged at a global
10% decrease. This is less than the Flash Suppressor’s bonus
for all weapons.
-The Hip Accuracy penalty of the Suppressor has been changed
from a global percentage to a per weapon value. Generally
this penalty is higher now, but not for all weapons.
Specifically, the belt LMGs and bolt Snipers do not have any
additional hip fire penalty, as their penalty is already at
the maximum possible value.
-Reduced the Aimed Accuracy bonus of the Suppressor from 50%
to 25%. A Suppressor and Foregrip combo will have similar
accuracy to a weapon without any Accessories, at the penalty
of worse Hip Fire Accuracy and Range and with the benefit of
much improved Stealth and reduced Recoil.
FLASH SUPPRESSOR -The Flash Suppressor no longer reduces accuracy for
Automatic Fire.
-The Flash Suppressor now also works as a recoil
compensator, reducing the Vertical Recoil by a weapon
specific value. This bonus is larger than the bonus provided
by the Suppressor.
-A small Hip Accuracy penalty has been added to the Flash
Suppressor to represent the added weight of the accessory.
The exact penalty amount is a weapon specific value.
GADGETS -Reduced the spot times on C4 and Claymore projectiles
from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve
its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM
should now be much easier to deploy.
-The MAV will now be destroyed when running into a soldier
or vehicle at high speed. It is still possible to
strategically sacrifice your MAV on a soldier; it will be
destroyed in the process.
-The MAV now properly shows up in the Kill Feed. Previously
it simply displayed “KILLED.”
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the
MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots
after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if
the player is revived within 5 seconds he can still detonate
his C4.
-The player may now have a maximum number of mines which
will persist after the player’s death. Deploying more than
the maximum of 6 mines will remove a previous mine from the
world.
-Claymores now live up to 5 seconds after a player dies, the
player can have a max 2 claymores planted at the same time.
-Claymores can now detonate from vehicles and can be used to
disable jeeps or kill the passengers in light jeeps.
Claymores will not do any damage to heavy vehicles.
-Ammobags now stay until the user redeploys them like
Medkits.
-Ammobags resupply bullets more quickly, but explosives
resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG,
SMAW, and 40mm grenade projectiles against infantry.
-Reduced the total number of RPG and SMAW missiles carried
from 5 to 4. Players desiring more rockets will want to use
the Explosive spec.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle
key. (PC)
-The M224 Mortar can no longer be deployed in an area that
is out of combat for another team like a home base or other
protected spawn.
-Tweaked M224 exit points so the player faces in the
direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now
only appear on the minimap when spotted by a teammate.
TEAM DEATHMATCH -Fixed a bug where players would spawn close to the
enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now
the same as the Squad Deathmatch set up. Spawn points have
been tweaked, and an extra spawn zone has been added north
of the footbridge.
-Kharg Island has a new spawn zone layout, along with a
bigger playable area and new cover objects. Spawn points
have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve
player flow. Spawn points have been tweaked to improve
safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize
player movement. Spawn points have been tweaked so players
spawn more safely.
-Seine Crossing spawn zone set up has been improved. There
is a new spawn zone by the alleyway to the northwest with
additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.
SQUAD DEATHMATCH -Fixed a bug where players would spawn close to the
enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to
reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of
the footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed
unsafe spawn points in the Northeast corner, and in the
middle of the container area to the Southwest.
DISABLE ANTI-ALIASING ON PS3 TO REDUCE INPUT LAG PlayStation 3 players may now turn off anti-alias in the
options menu to reduce input lag.
IMPROVED COMMO-ROSE FOR PC As has been rumored for some time, we are making some
improvements to the commo-rose on PC. This is partially
based on feedback from the community.
Please be aware that the commo-rose will change depending on
your current position – vehicles and infantry each have
separate call outs. Each function should trigger appropriate
voice messages as well as icons on the mini map.
Each button should trigger appropriate voice messages as
well as icons on the mini map. Players should keep an eye on
the mini map for these icons that will flash when a team
mate is requesting aid via the commo-rose.
IMPROVEMENTS TO MINIMAP we are also adjusting the level of detail to give a
clearer picture for players when using the mini-map.
The three new mini map modes are: