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Battlefield 3 - Page 374

post #11191 of 16243
Quote:
Originally Posted by spyder696969 View Post

Lol. Like I'm going to ever wear a dogtag that takes 10 minutes to get. tongue.gif

For you or I, sure. But that chopper portion will prove to be a significant challenge for most. Moreso even than the jet mastery dogtag (100 kills)!
post #11192 of 16243
Quote:
Originally Posted by Lord_Zath View Post

For you or I, sure. But that chopper portion will prove to be a significant challenge for most. Moreso even than the jet mastery dogtag (100 kills)!

I disagree. Getting actual kills with the jet can be difficult, since everyone just bails out now. Destroying choppers or jets is the easy part, imo. Of course, we probably differ in opinion because you can rack up lots of daywalker kills on Rush, where I can't see infantry at all.
post #11193 of 16243
Quote:
Originally Posted by spyder696969 View Post

I disagree. Getting actual kills with the jet can be difficult, since everyone just bails out now. Destroying choppers or jets is the easy part, imo. Of course, we probably differ in opinion because you can rack up lots of daywalker kills on Rush, where I can't see infantry at all.

Actually, I tend to get more infantry kills in conquest. Have you tried using Guided yet? Give it a try and see - it's great, especially for colorblind people. Figure out where they are, switch back, and focus on that spot. Great for camping snipers. Rush is just too good for killing vehicles. Sure, there's an occasional strafing run, but only when all enemy tanks, jets, choppers, rhib boats, or LAVs are gone cool.gif.

Choppers are incredibly difficult to get kills with since people can just land and repair with relative ease. Add to that the fact that i the chopper pilot has "below the radar" unlocked, they disappear from radar, and it's almost impossible to destroy attack choppers. Plus their two countermeasures makes it rather impossible to use missiles, cutting out people who are only decent pilots with homing missile crutches. And how many pilots are going to end up accidentaly ramming choppers trying to get that last shot in to kill them? Of course, this is all moot until whenever this thing hits.

When does it hit anyways?
post #11194 of 16243
I was thinking sept 11 for xbox premium members.

Had fun flying that one match with you zath. I need to try out guided missile again. Tried it once and kept ejecting out of the plane instead of switching back to the normal flying view. Don't know why I do that, but it was frustrating when it happened.
post #11195 of 16243
Quote:
Originally Posted by hsv View Post

I was thinking sept 11 for xbox premium members.
Had fun flying that one match with you zath. I need to try out guided missile again. Tried it once and kept ejecting out of the plane instead of switching back to the normal flying view. Don't know why I do that, but it was frustrating when it happened.

Yeah it was fun. I forgot to tell you that after our game, the admin changed the mode to squad deathmatch!

At least you didn't grow up playing Ace Combat! Firing missiles in AC is the O (PS2/3) or B (XBOX) button. Any idea how many times I'd bail out of a perfectly good plane when I first started flying? Really pissed me off!

I used to hate Guided because of the loss in situational awareness. I still do in many cases. Many times when I'm searching the ground for targets, some d-bag is coming straight at me with guns and I really don't have any way of knowing about it until it's too late. Or I crash trying to lock on something because it keeps switching between objects or a tree branch breaks the lock!
post #11196 of 16243
K-rect Sept 11 is a busy day. AK is out, DLC for Ghost Recon and the new season of Sons of Anarchy starts.
post #11197 of 16243
Quote:
Originally Posted by Lord_Zath View Post

Actually, I tend to get more infantry kills in conquest. Have you tried using Guided yet? Give it a try and see - it's great, especially for colorblind people. Figure out where they are, switch back, and focus on that spot. Great for camping snipers.

??? confused.gifconfused.gifconfused.gif ???

Guided is for daywalkers??? I thought it was only for vehicles.
post #11198 of 16243
The new patch comes out tomorrow. AK is live for Premium members 9/11, non Premium 9/25.


"WEAPONS BALANCING
Reload timer adjustments
A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon. Full details below:
• Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
• Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7
• Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88
• Short and long reload increased: ASVal
• Long reload reduced, shot reload increased: M4A1
• Long reload increased: P90

Damage output/range adjustments
• UMP: Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
• PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
• M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443
• M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
• 12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.
• AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.
• 12 Gauge buckshot close range damage has been slightly increased.
• Slightly reduced the range penalty for the suppressor on the SCAR-H.
• Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.
• Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.
• Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
• Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
• Slightly reduced the range penalty for the suppressor on the SCAR-H.
• Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
• Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
• Increased the damage of the M5K.

A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.
• SG553: Horizontal recoil reduced to help make this weapon more controllable.
• MG36: Vertical recoil reduced to make this weapon more controllable.
• M416: Vertical, Horizontal, and First Shot recoil have all been reduced to make this weapon clearly different from the M16A3.
• M16A3: Recoil amounts slightly increased.
• M4A1: Recoil amounts slightly increased.
• G36C: Vertical and First Shot recoil amounts reduced.
• M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

Miscellaneous weapons changes
• FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.
• Added Burst Fire to the M5K as an available fire mode.
• Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
• Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.
• 44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.
• Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
• Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.
• Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.
• Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.
• Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

Weapons fixes
• Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.
• The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.
• SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.
• Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R
• The PKS-07 is now available on QBB-95
• The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.
• The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.
• Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.
• MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

VEHICLE RELATED TWEAKS & FIXES
• Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.
• Air Radar now shows friendly vehicles as well.
• Helicopter weapons can now destroy equipment with splash damage.
• The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.
• Repair tool damage against enemy vehicles lowered by 10%.
• Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.
• Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.
• Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.
• Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.
• Increased the damage helicopter gunners and IFVs do to helicopters and jets.
• Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

PERSISTENCE RELATED TWEAKS & FIXES
• Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.
• Premium Engineer assignments are now counting all shotgun kills independent from the class using it.
• Fixed so you can get score from awards in coop.
• Accuracy dogtags now show the correct stats.
• Coop Stars and dogtag are now properly unlockable and equip able.
• Gun Master and Domination Winner ribbons and medals added.
• Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

UI RELATED TWEAKS & FIXES
• Added letters to the capture point icons displayed directly over the mini-map.
• Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.
• Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.
• Fixed the hit indicator showing when spawning or closing the in game menu.
• PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.
• Fixed a bug where the clan tag sometimes shows as the player ID.
• Added clan tags in nametags and kill card.
• PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.
• Fixed so commorose VO works when sitting in an AA vehicle.
• Fixed so you get the critical health fullscreen color tint while in the post revive state.
• Removed the join button in the server list for non-Premium users on Premium exclusive servers.
• Fixed so the spawn menu always disappears when you are revived.
• Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.
• Fixed M-Com distance not updating if user moves towards it with EOD Bot.
• Mortar strike explosions are now shown on the HUD for the shooter.

MISCELLANEOUS TWEAKS & FIXES
• Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.
• Fixed bug where it was possible to shoot while transitioning from sprint into prone.
• Fixed so you can’t revive a player who switched team since he died.
• Fixed two exploits on Donya Fortress that allowed players to get on top of the level.
• Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.
• PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.
• Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

How to download the latest update (Multiplayer Update 4) and Armored Kill
PLAYSTATION 3 SPECIFIC INFO
Patch goes live: September 4
Armored Kill goes live: September 4 for Premium members / September 18 for non-Premiums
Patch size: 1.53GB
Armored Kill size: 1.55GB
How to download patch: When starting the game, the patch will automatically download. It is mandatory to accept this download if you want to play the game.
How to download Armored Kill: Armored Kill is available on the PlayStation Store and in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost.

XBOX 360 SPECIFIC INFO
Patch goes live: September 4
Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums
Patch size: 1.44GB
Armored Kill size: 1.56GB
How to download patch: There will first be a small (184MB) Title Update automatically downloaded when you start the game. When restarting the game, you will get a popup notifying you that Multiplayer Update 4 is available. It is not mandatory to accept this, but we advise you to do so. Otherwise, you can find Multiplayer Update 4 both on Xbox Live Marketplace and in our in-game store as a manual download.
How to download Armored Kill: Armored Kill is available in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost. If you are not a Premium member, you can also find Armored Kill on Xbox Live Marketplace."
post #11199 of 16243
Another 3 GB of space taken up? Yikes! Choppa gunner no longer gets flares and makes those thing destructible makes me happy! Also flechette rather than frag on MK3A1 gunmaster rocks too.
post #11200 of 16243
Yeah, yowsa, no flares for gunner.

M16A3 nerfed

M4A1 nerfed

M416 buffed

SG553 buffed

Stingers buffed

SKS heavy barrel option...hmmm

1911 minimum damage buff...hmmm

Suppressor buffed (across the board...right?)

Laser Painter on Scout Heli can only be used by passenger...(I think this is a bit silly)

I am looking forward to the new patch mostly
post #11201 of 16243
Finally, no flares for gunner. About time! smile.gif (Doesn't really matter for me, since I don't use the cheapy cheat-seekers.)

Friendly air vehicles show up...great news. Now I can at least brace for impact 1 second in advance before Zath crashes into me. tongue.gif

NO fix for Metro wall rats??? REALLY, DICE??? How long is it going to take??? mad.gifmad.gifmad.gif

No fix for idiotic so-called "color-blind" mode. frown.gif
post #11202 of 16243
Patch notes looking good so far. Definitely liking the changes to stinger and chopper. Should greatly impact infantry vs chopper encounters. Infantry vs jet encounters also buffed, which is cool.
post #11203 of 16243
Quote:
Originally Posted by spyder696969 View Post

??? confused.gifconfused.gifconfused.gif ???
Guided is for daywalkers??? I thought it was only for vehicles.

Think about it this way - what is the most effective way to destroy vehicles in Rush? Cannon. Conquest? Guided or rockets (Guided for jeeps, equipment; rockets for tanks, LAV).

So when I play Rush, I usually only use guided missile to find an enemy. Switching to Guided yields a slight zoom, a downward look (so I can stay in the air longer), making enemies much easier to spot. Once spotted, the orange marker is insanely easy to see on top of the gray background (all colors go gray "TV-ish"). Once I found the enemy, I switch out of guided, set my attack run, and BOOM. I DO NOT lock on the vehicle, since that causes causes them to go on the defensive, possibly popping smoke - making it more difficult to see and hit with the cannon. Since vehicle icons display at a near infinite range, I have plenty of time to maneuver for the shot. One burst from the cannon and they're done.

Conquest is a little different. Just like Rush, I begin my search for targets using the camera advantage from the guided missile. If I spot a vehicle or equipment, I lock and fire. If I spot infantry, I make a mental note of where they are compared to recent landmarks (behind a group of 3 rocks, etc). Since the terrain is drawn much earlier than infantry, I am still able to switch to standard cockpit view and line up my run despite the fact that infantry and their corresponding icons' draw distance is just too damned low.

So what does all this mean? When I'm playing Conquest, once I find a vehicle and lock it, I am looking for an infantry person to make my "attack run". In Rush, my "attack run" is whatever vehicle I spot, with infantry being secondary.

See the difference? One of these years I'll record a video of us flying together in conquest and you'll see what I mean smile.gif
post #11204 of 16243
Next patch:

Pistols now damage attack choppers and tanks
Teamwork no longer required
All guns are the same
post #11205 of 16243
Quote:
Originally Posted by ballen420 View Post

Next patch:
Pistols now damage attack choppers and tanks
Teamwork no longer required
All guns are the same
lold. I'm just still amazed at the amount of changes they think they need to make.
post #11206 of 16243
I'm not in any fantasy football leagues this year. Haven't done it in a couple years. Any interest in getting an AVS one together real quick?
post #11207 of 16243
Love the change to the MK3A1 in gun master, although I'll probably never see that game mode again! wink.gif

Not sure about dropping flares from the chopper gunner seat... A semi coordinated effort can take down the chopper as it is, and should be easier now with the buffs they are giving to the stinger/igla lock range and lock alltitude floor.
post #11208 of 16243
Quote:
Originally Posted by mphfrom77 View Post

I'm not in any fantasy football leagues this year. Haven't done it in a couple years. Any interest in getting an AVS one together real quick?

I'd jump in
post #11209 of 16243
Hopefully the buffs to the stingers/iglas make it more possible to shoot down jets... ?
post #11210 of 16243
Quote:
Originally Posted by coyote_5 View Post

Hopefully the buffs to the stingers/iglas make it more possible to shoot down jets... ?

I think it will. Before, the only surefire way to hit a jet was to be aiming right at it while it was coming right at you. Lock and fire, most likely the pilot's flares won't do crap. Earlier lock-ons may help here, or may cause people to fire earlier, the pilot flaring earlier, and the missile missing instead of hitting. Hmm...

Still, the ability to lock-on from farther away will mean that 2 or 3 people firing from different angles, after each flare, will likely cause a disable/destroy...

Guess we'll just have to see! I still think the best answer is soflam/citv and javelin, though.
post #11211 of 16243
I'm in a few leagues, but what's one more. Worst case I'll take an autodraft team if we can't match up all our schedules. Shits and giggles league.
post #11212 of 16243
Quote:
Originally Posted by ballen420 View Post

I'm in a few leagues, but what's one more. Worst case I'll take an autodraft team if we can't match up all our schedules. Shits and giggles league.
Same. I could prolly do another. Could probably get worm if need be.
post #11213 of 16243
Whats up guys, been gone for awhile, have been keeping up with the thread though. I hadn't turned my xbox on in quite some time, then when I did, I couldn't get one live. I've been screwing with it for a few weeks, bought a new router and everything, turns out it had to dow with my USB thumb drives it seems.

Anyway, seems like quite a few are still playing? I never even bought the CQ, but was thinking about just getting premium now, with AK coming out soon. You guys still have the server?
post #11214 of 16243
Quote:
Originally Posted by mphfrom77 View Post

I'm not in any fantasy football leagues this year. Haven't done it in a couple years. Any interest in getting an AVS one together real quick?

I would be in for a little trash talking.....I mean fun
post #11215 of 16243
Wow not sure I like the 'balancing'... Will have have to wait and see I guess...

And actually annoyed that they added new ribbons for Gun Master/Conquest Domination now and none of the previous wins count. And of course the completionist/OCD in me feels a need to go back and play Gun Master again thought I was done i with that mode, maybe it's about time I give up on trying to get all ribbons anymore..

Good to see you back Hoosier -- There is definitely a large group still playing regularly if you want to jump back on.
post #11216 of 16243
Removing the flares from the gunner's seat in the chopper is riduculous - especially since below radar doesn't work unless you tap the ground. I've never had an issue taking out a chopper in this game - but now they want to make sure anyone with a stinger can. The constant balancing of weapons is getting old as well - they just keep creating a new goto gun. Hello M416. Can't believe they actually buffed the PP-2000. Ok...thanks.

Welcome back Hoosier. You might be better off buying the expansions separately - I rarely see anyone playing CQ anymore. The maps are nice, but they limited them to 16 players so they are rarely in any other rotations.
post #11217 of 16243
Not sure what they were hoping to achieve with the flare removal. It's been months since i've seen anyone actually stick to the chopper and keep flying it the entire time in one game. In theory this should mean less new gunners/pilots but in reality on xbox it means even more since the chopper will now be at spawn every minute twenty.. Seems they get most of their buffs/patches from those who play an hour a week and tweet nonstop instead.
post #11218 of 16243
As someone who has been frequently on the receiving end of choppers and not been able to come near taking one down, it's a welcome change. Choppers can hit the dirt or flare/ECM and that's good enough no need for a third way to continue raping. If flares didn't affect guided I wouldn't care if the gunner had them or not, but since they do now, gunner flares got to go.

There's hardly any chance at taking a chopper down these days. Not talking solo either. A week or so back a couple of us were trying to take one down on Caspian and he'd ECM, gunner flare, fly off only to return get kills and start over. We got nearly zero locks, locks that did come up were quickly squashed with ECM, and anything we managed to actually launch was fooled by flares.

Skilled people are hard to take down no matter what but there should be a chance. Boosting damage don't do $h1t if u can't lock and fire. Id be happy with the ability to launch more IGLAs with less damage rather than more damage and less launches.

Joystiq has a new AK launch trailer up. Hard on is hard! One more week.
post #11219 of 16243
post #11220 of 16243
Battlefield is not only trying to monopolize all of my gaming time, but it's trying to fill up my entire hard drive too. I have over 20 GBs of BF3 data on my Xbox.
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