really they are lowering the ammo with RPG's wtf! they love to screw over engineers.
inb4 javs top dmg
really they are lowering the ammo with RPG's wtf! they love to screw over engineers.
inb4 javs top dmg
I really hope with this patch that more recons will give up their MAVs for SOFLAMs, so that shooting down tanks and aircrafts becomes much easier on engineer.
ha, good luck with that
MAVs are fun as hell to play with, especially on Seine Crossing so yeah, I don't see myself making the swap either when I'm on Recon. I've only recently started the beautiful art of roadkilling people but man, it sure does make some people mad as hell that a flying lawnmower killed them. It's really easy to spam Q as you fly around looking for targets too since your spotting is a medium to large AoE radius at where your cursor is, enabling you to spot huge blobs of players and vehicles.
So happy that guided missiles will do more damage. It was almost pointless to use them over cannons if the vehicle wasn't already struck by something.
Now that I think about it, I have never been killed by an MAV on the 360, and I have had this question in my mind for a while as well, so might as well ask it. Do people only get the large MAV killstreaks on PC? Like Ezek, did you have to practice for something like 5-10 hours with it before you could lay down multiple kills with it per life, or was it something you picked up fairly quickly on the PC? I have been practicing on open and enclosed levels just trying to get 1 kill with the MAV anytime I play recon, and I keep either raising it's altitude too early and missing my target, or dropping too quickly, and I hit the ground a few feet behind who I was attempting to kill.
I only ask this because every MAV video I see has been from PC, and since I can't kill people very well with the MAV, and haven't been killed by one once on the 360 yet since release day, I just wanted to know if the PC controls really allow for such an easier time hitting people with it, or if the people who are controlling them in the videos are just leagues beyond my level of play at BF3.
Not really, it took me about an hour or so of flying around initially before I got the hang of it. I'm unsure of how the MAV controls are like on console, but you pretty much just tap spacebar to ascend; directional controls are very similar to how a chopper is piloted. Also, you only roadkill when you fly at full speed at someone so if you miss, you'll have to fly off and do another run at him. I tend to run into people that aren't facing my MAV since anyone that isn't retarded will shoot at it if they see it coming after them. Granted, I've only really roadkilled in 3-4 games so far but I got a double kill in one of the Seine Crossing games I played when I smashed into two people standing next to each other. Good times.
Was there a MAV nerf?
MAV is easier to fly than a chopper on console, and few people seem to realise you can actually shoot it down. I normally spawn with SOFLAM, but it gets tiring targeting stuff that no one shoots down anyway.
Found a pretty sweet demo on how to use the TV missile. Looks pretty sick.
http://battlelog.battlefield.com/bf3...4489494744784/
Hi all,
We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.
It will be both a client update -- approximately 2GB in size -- and a server update.
The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.
The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.
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
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.
I want this for PS3Added alternate HUD colors to help colorblinds![]()
Gotta hand it to them, I approve of almost all of that list of changes. I don't think the mortar needed BOTH a reload time nerf and a hangtime nerf, but hey. I'm also afraid they made the IRNV next to useless ... it should function just like before in darfk areas while being next to useless in any lit area...
So what is the real world advantage of an AN94?
Going to miss my DAO-12+12g frag rampages but nice tweaks overall. Also, more people need to play at night. I hate playing by myself, I have Skyrim for that.![]()
My next few jet service stars are going to be a ton easier now. Much happier. My cannons will do more to helicopters and ground vehicles, my guided missile will do more to ground vehicles, and the only thing I lose is extra damage taken from stingers longer lock on with beam scan and longer cd on flares? I'm going to be even more of a beast now.
http://planetbattlefield.gamespy.com....php?id=165737
Battlefield 3: Back to Karkand Coming Dec 6th for PS3, Dec 13th X360 & PC
EA officially announced today that the Battlefield 3: Back to Karkand expansion pack will be released December 6th for Playstation 3 and December 13th for Xbox 360 and PC. Back to Karkand is included with the Limited Edition version of the game, otherwise you can pick it up for $14.99 USD.
Battlefield 3 Takes the Fight Back to Karkand
First Expansion Pack for EA’s Award-Winning Shooter Coming December 6th to PlayStation 3, December 13th to Xbox 360 and PC
DICE, an Electronic Arts Inc. studio today announced that Battlefield 3™: Back to Karkand, the first digital expansion pack for the critically acclaimed Battlefield 3, will be available December 6th for download on the PlayStation®Network and December 13th on Xbox LIVE® Marketplace and the PC. Building on the biggest launch in EA history, Battlefield 3: Back to Karkand is a full-feature digital expansion pack giving gamers more of the explosive multiplayer that Joystiq.com called “mesmerizing,” and gameplay that has won over 60 industry awards and continues to delight gamers across the globe in what Seth Schiesel of The New York Times declares, “the most visually realistic shooter on the market.”
Utilizing the power of Frostbite™ 2, the Back to Karkand expansion pack remasters four of the most popular Battlefield multiplayer maps in the franchise’s history all with enhanced levels of destruction, including Strike at Karkand, Wake Island, Gulf of Oman and Sharqi Peninsula. In addition to these four new maps, Battlefield 3: Back to Karkand marks the return of the classic Conquest Assault mode from Battlefield 2™. A twist on the beloved Conquest mode, Conquest Assault starts one team in command of all control points on the map while the opposing team must assault and take the flags over in order to stop their tickets from bleeding down to zero. Battlefield 3: Back to Karkand also features three new vehicles, ten new weapons, five new dog tags, five new achievements/trophies and an added layer of persistence where players complete assignments to unlock items and earn rewards.
“Free for those that pre-ordered or purchased the Limited Edition of Battlefield 3, Back to Karkand is another way for us to say thanks to our fans and show our continued support for the game,” said Patrick Soderlund, Executive Vice President of the EA Games Label. “The launch of Battlefield 3 was only the beginning as we vow to keep the game alive with additional content and gameplay improvements in the months ahead. We’re excited to recreate and share some new Battlefield moments on these beloved maps that only Battlefield games can provide.”
Available exclusively for one week on the PlayStation Network, Battlefield 3: Back to Karkand will be available December 6th at no extra charge* or for $14.99. The expansion pack will be available on December 13th for $14.99 on PC at Origin.com or for 1200 MS points on Xbox LIVE Marketplace. Battlefield fans can purchase merchandise online at the all-new DICE store at www.store.dice.se. For the latest news on Battlefield please visit http://www.facebook.com/battlefield, follow us on Twitter® at www.twitter.com/battlefield or sign up for the official Battlefield newsletter at www.battlefield.com.
* For those that pre-ordered or purchased the Limited Edition version of the game
my aa tank is getting nerfed arghhhh