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Posted on 11/30/11 at 12:01 pm to Penn
Yeah. frick the actual issues in this country. Let's make sure the kids on free lunch get their "vegetables". But I have no idea why they did it so don't bother correcting me. :BRO:
Posted on 11/30/11 at 12:35 pm to LewDawg
pizza is a vegetable? how the frick did they come up with that?
Posted on 11/30/11 at 12:49 pm to MaroonDawg
Posted today about future BF3 balances they are currently working on:
LINK
LINK
quote:
2011-11-30 10:00
Battlefield 3 multiplayer is deep and diverse, with tons of tactics and factors that can determine the outcome of a match. At DICE we strive to ensure that the game remains Balanced and fresh by monitoring the game and the community’s feedback and providing Balance updates. We know the wait for Balance updates can be killer, and that occasionally we may make a Balance change in an update that is controversial. Rather than waiting until we launch these updates for feedback, today I would like to give you, the Community, a peak into the Balance testing that we are doing here at DICE.
It’s important to note:
• This list is provided as a way for the Community to give us feedback on potential Balance changes to the game.
• This list is specifically focused on Balance changes. Feature requests and bug fixes are purposefully absent from this list.
• There is no guarantee that any of these Balance changes will make it into a future update at all, nor is this list a guarantee that there will be future updates.
Now that the lawyers are happy… bring on the feedback!
Alan “Demize99” Kertz
Core Gameplay Designer, Battlefield 3
Vehicles:
Increased the locking distance for Jets when locking on laser designated targets.
Increased the damage the MBT's primary weapon does to other main battle tanks.
AA Missiles should no longer kill the pilot instead of the vehicle.
Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
Using flares too early will no longer distract missiles fired at long range. The missile must be approaching the vehicle in order to reliably be distracted by flares.
Attack Helicopter Guided Rockets will now only track ground targets, as originally intended.
Reduced the direct damage done by helicopter gunners vs armor.
Slightly increased the blast radius of the rounds fired by helicopter gunners vs infantry.
Vehicle weapons should now suppress correctly.
Increased the direct hit damage of the APFSDS rounds for the IFVs.
Miniguns and Helicopter Gunners now more quickly destroy parked cars.
Weapons:
Significantly increased the damage of Laser Guided Top Attack missiles.
Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.
Slightly reduced the repair speed of the repair tool.
Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.
Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
Slightly reduced the locking time of all weapons vs Laser Designated targets.
Slightly reduced the effective blast radius of the RPG and SMAW projectiles against infantry.
Reduced the recoil of the SKS rifle and slightly increased its power at close range.
Semiautomatic sniper rifles, Assault Rifles, and LMGs now have more consistent damage over long range.
Increased the close range damage maximum range of 9x39mm ammo.
Soldiers:
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.
Slightly increased the speed at which a player can shoot again after sprinting.
Posted on 11/30/11 at 12:49 pm to MaroonDawg
Posted on 11/30/11 at 1:02 pm to MaroonDawg
quote:
AA Missiles should no longer kill the pilot instead of the vehicle.
hate that shite
Posted on 11/30/11 at 1:02 pm to MaroonDawg
quote:
Using flares too early will no longer distract missiles fired at long range. The missile must be approaching the vehicle in order to reliably be distracted by flares.
Posted on 11/30/11 at 1:05 pm to MaroonDawg
quote:Like!
Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs
Posted on 11/30/11 at 1:08 pm to The Sad Banana
Apparently the patch also messed with the spawn beacons
quote:
Like the spawn beacon? Always find a good hiding place that allows your beacon to be used for pretty much the whole game giving you a tactical advantage? Well, too bad... With the latest patch, the beacon you had hidden really well now gets destroyed as soon as you respawn. This appears to happen even if you spawn with a different kit somewhere else on the map, like off of a squad mate. Tested this morning on US West as well as US East DICE conquest servers. Can someone else confirm this for me or (hopefully) prove me wrong. EDIT: confirmed in rush as well. Also, this always happened in the past if you spawned as recon on your beacon. It's now doing it when you spawn as another class. I used to start every game as recon just for the beacon, then switch to another class after I got good placement. I can no longer do that while keeping my beacon.
quote:
The Spawn beacon is now nerfed in a way that is bothersome to me... and possibly a bug since it's not mentioned in the release notes. Let me start by explaining my tactics with the beacon, followed by why I don't think this makes any sense. Before today's patch on the PS3, I would normally start a round as recon and place a beacon somewhere that was well hidden and rarely found. This would allow me to use my own beacon as often as I would like as long as I respawned as a different class, usually assault. My beacon has always stayed there until destroyed by the other team. Now after the 1.02 patch on the PS3, my spawn beacon gets destroyed, no matter what, as soon as I respawn... even as a different class and on the other side of the map off of a squadmate. In other words, the Spawn beacon is now only good till you die. With 1.01, the beacon would only get destroyed if I spawned off of it as recon again, not every single death. If it wasn't found, it could potentially stay there the whole game. This makes no sense as it takes away a tactical advantage in a game that is, well... supposed to be tactical. Imagine if AT mine just disappeared when you died. Your health packs, gun or supply drops as well. Perhaps this was the intended behavior all along, but it doesn't feel right. I have no idea if this is the case with the PC version of the game.
Posted on 11/30/11 at 1:13 pm to The Sad Banana
Schwartz will love that javelin boost. He's always cursing that thing 
Posted on 11/30/11 at 1:14 pm to MaroonDawg
Oh, hell yeah.
Jeff, I try to use the Javelin on bigger maps and it always gives me fits. Now they made it more powerful and a shorter lock on time. Boner.
Jeff, I try to use the Javelin on bigger maps and it always gives me fits. Now they made it more powerful and a shorter lock on time. Boner.
This post was edited on 11/30/11 at 1:16 pm
Posted on 11/30/11 at 1:17 pm to MaroonDawg
cool's not gonna like that.
Posted on 11/30/11 at 1:19 pm to MaroonDawg
quote:Don't frick with my AT mines, sniperfag.
Imagine if AT mine just disappeared when you died.
Posted on 11/30/11 at 1:22 pm to The Sad Banana
quote:
Don't frick with my AT mines, sniperfag.
THIS^^
if my AT mines start disappearing every time i die, i am going to be pissed
**also just read that the amount of points needed to unlock the weapons you get from the CO-OP has been reduced significantly
Posted on 11/30/11 at 1:23 pm to MaroonDawg
quote:Good. Playing through a mission five times to get a weapon is some bullshite.
also just read that the amount of points needed to unlock the weapons you get from the CO-OP has been reduced significantly
Posted on 11/30/11 at 1:24 pm to MaroonDawg
Yeah, I want that coop carbine...
Posted on 11/30/11 at 1:25 pm to Devious
it really isnt that bad if you know how to fly a chopper
Posted on 11/30/11 at 1:26 pm to MaroonDawg
Well, I don't know how to fly a chopper, so it is that bad.
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