Wakko
Posts : 229 Join date : 2011-10-21 Age : 48 Location : Fairview Heights, IL
| Subject: New BF Patch on Dec 6 Mon 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
Posts : 1165 Join date : 2010-07-18 Age : 58 Location : LA Lower Arkansas
| Subject: Re: New BF Patch on Dec 6 Mon Dec 05, 2011 11:14 am | |
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