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 Armored Kill Update to Gunship

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Shinjitama

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PostSubject: Armored Kill Update to Gunship   Wed Sep 19, 2012 8:30 am

well basicly everything thats currently wrong with the thing seems to be getting fixed...

1 Spawns to quick( somewhat fixed 2 minute respawn timer now)
2 dies to easily (stationary AA 30% damage reduction, aircraft cannons 50% reduction) Missiles never really killed it uber quick (usually took 4(sometimes more) Stingers/SAM) to kill it
3 instakilling people on inital start (early 1 minute timer yippie.....)
only other issue we all have... LET US CONTROL THE DANG THING LOL


Quote :
Gunship balancing in server update R31 on September 20th (all formats)
• Stationary and mobile AA cannon damage has been reduced by 30% versus the gunship.
Rationale: This fixes an issue where it was too easy for players to use stationary or mobile AA to shoot down the gunship from the other side of the map.

• Jet cannon damage has been reduced by 50% versus the gunship.
Rationale: In Conquest mode, jets have been able to single-strafe a gunship and destroy it. This re-balance will require more skill from pilots to take it down.

• The delay before moving the gunship forward to a new base in Rush mode has been increased from 15 to 30 seconds.
Rationale: Previously, the gunship was moved to the next base so quickly that it was possible to parachute from it into the base before defenders were able to prepare. This tweak will give defenders time to fall back and protect the valuable M-COM stations as intended.

• The Delay between gunship spawns has been increased from 90 to 120 seconds in Rush mode.
Rationale: After destroying the gunship in Rush mode, it reappeared too quickly to be well-balanced. With a 50% increase in spawn time for the gunship, defenders will now have more time to focus on the crates and less of a constant overhanging threat from the gunship.

• Initial delay before the gunship spawns in Rush mode has been increased from 15 to 60 seconds.
Rationale: Before this update, the gunship gunners could find the enemy before the round and instakill them when the pre-round timer ran out. Now, it will take a full minute before the gunship will spawn, giving defenders ample time to prepare.

Other changes in the server update
• Fixed a bug where a new squad leader wasn’t chosen when the current squad leader left.

• Fixed so that MK1A3 uses flechette rounds instead of frag rounds in Gun Master mode for Premium members (non-Premiums already have flechette rounds).

• Fixed a bug with Squad Rush on Sharqi Peninsula where the user was spawned outside the combat area if they deployed shortly after the first M-COM was destroyed.

now a good question is what else did they change that they didn't tell us
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-L2-

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PostSubject: Re: Armored Kill Update to Gunship   Wed Oct 10, 2012 8:31 am

Introducing new gunship balancing tweaks and more. Full info in this Battlelog News post:
http://battlelog.battlefield.com/bf3/news/view/2832654786475623327/

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Shinjitama

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PostSubject: Re: Armored Kill Update to Gunship   Wed Oct 10, 2012 10:06 am

only issue I see with that update so far is the No Minimap.... if implimented the Mobile artillary is completely screwed, because you actually have no idea where your hitting short of visual... and most of us use the minimap echos to see where we are firing
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PostSubject: Re: Armored Kill Update to Gunship   Wed Oct 10, 2012 10:38 am

Shin, that's the benefit of having Teamspeak. It works much better when you have a spotter in your squad communicating coordinances. Cool I would enjoy doing something like that in game. It also supports our motto; "Selfish interests must be subordinate to our common goal." Point whores don't understand that logic.

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Last edited by -L2- on Thu Oct 11, 2012 12:41 pm; edited 1 time in total
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Shinjitama

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PostSubject: Re: Armored Kill Update to Gunship   Thu Oct 11, 2012 7:05 am

I don't disagree with that one bit... I literally quite miss the Spotting of 1942 because then Artillery was just that.... Artillery... and typically had to be hunted down not just drove over the ridge to be able to hit them

I will gladly Spot, Gladly mark targets(lot of times if able i'll get in the little bird and just jump in the #4 seat to mark targets since laser painting has actually not been as much done as it use to.... A team without support is bound for failure as it smashes against the walls of the other team.

TBH No- Minimap is more realistic, I wonder though would that affect the Air Radar in aircraft...
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Stanky_Farter

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PostSubject: How to paint a target in little bird?   Thu Oct 11, 2012 4:50 pm

Spam mentioned that you can lase/mark/paint a target in the co-pilot seat of a little bird with using F. The problem is that I changed my bindings and was hoping someone could tell me the actual name of the function (what F is in default) to do this?

Thank you
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PostSubject: Re: Armored Kill Update to Gunship   Thu Oct 11, 2012 6:01 pm

BF3 default key bindings. The F by default is to switch weapons.

http://www.sourceofevil.com/bf3files/BF3KeyBindings.htm

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PostSubject: Re: Armored Kill Update to Gunship   Thu Oct 11, 2012 11:58 pm

stanky i always just got in and pressed 2
and switched back and forth with 1 and 2
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