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 New BF Patch on Dec 6

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Wakko

Wakko


Posts : 229
Join date : 2011-10-21
Age : 48
Location : Fairview Heights, IL

New BF Patch on Dec 6 Empty
PostSubject: New BF Patch on Dec 6   New BF Patch on Dec 6 Icon_minitimeMon Dec 05, 2011 10:52 am

http://www.bluesnews.com/s/128125/battlefield-3-patch-this-week

Quote :
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

Min player requirements

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.
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Ironman

Ironman


Posts : 1165
Join date : 2010-07-18
Age : 58
Location : LA Lower Arkansas

New BF Patch on Dec 6 Empty
PostSubject: Re: New BF Patch on Dec 6   New BF Patch on Dec 6 Icon_minitimeMon Dec 05, 2011 11:14 am

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