crapy clawn forums

don't u bored to play always same game since years with his "i aim the feet/birds i head shot"
It is currently Thu Aug 14, 2025 12:42 am

All times are UTC-06:00




Post new topic  Reply to topic  [ 543 posts ]  Go to page Previous 18 9 10 11 1222 Next
Author Message
PostPosted: Mon Nov 07, 2011 3:40 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!


Some of this is obvious, some of it is not. Good watch.


Top
   
PostPosted: Mon Nov 07, 2011 6:50 pm 
Offline

Joined: Tue Feb 01, 2005 2:09 pm
Posts: 16
Omg, can you imagine an entire team of bots all jumping off the ledge at the same time?


Top
   
PostPosted: Tue Nov 08, 2011 11:03 am 
Offline
User avatar

Joined: Thu Jan 15, 2009 7:04 pm
Posts: 80
Location: Dallas, Texas
Wild exploits:



Brandon

_________________
Lighthouses are more useful than churches. - B. Franklin


Top
   
PostPosted: Tue Nov 08, 2011 6:20 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
Its not really an exploit. The ability to farm exp is built into the game by design, you don't have to circumvent the system to achieve this.

You do have to have a pretty boring life to sit in a server all day and endure the monotony of something like that. Its kinda of a rule of thumb, if you don't explicitly prevent players from doing stupid shit like this then somebody somewhere will sit in a server all night and farm exp. I don't really have a problem with this other than the fact that it skews the global leader boards. Sure, I can measure my skill on the local leader board vs. my friends (since none of you are this desperate to level up) but it would be cool to see how I rank globally. As is the global rankings mean nothing.

On the bright side, one of the guys in that video is named "LVL 19 Mudkip" and that is pretty funny.


Top
   
PostPosted: Tue Nov 15, 2011 11:37 pm 
Offline
Site Admin
User avatar

Joined: Thu May 19, 2005 9:20 am
Posts: 3783
ramming speed:

_________________
We're all gonna die, but I got a helmet.
http://www.explodingdog.com/january2/we ... nadie.html


Top
   
PostPosted: Tue Nov 15, 2011 11:50 pm 
Offline
resident debaucher

Joined: Wed Dec 17, 2003 4:34 pm
Posts: 1778
Location: texas
hahah awesome

_________________
Image

Image


Top
   
PostPosted: Mon Nov 21, 2011 10:07 pm 
Offline
User avatar

Joined: Sun Mar 05, 2006 9:21 pm
Posts: 1449
Quote:
Nov 22 Patch





By: crash7800 Posted: 2 hours ago 0 comments


Patch notes for Nov 22 patch

Major client update for the PC version Battlefield 3 as well as a server-side update for all platforms.

The update will be made on Nov. 22nd 7:00 AM UTC / Nov. 21st 11:00 PM PST.

We’ll share release timing on the console patches as soon as we are clear on the timing, these take a bit longer due to console certification process.


---- Client-Side Changes:

-- Visuals, Stability and Performance Fixes:

• General performance and loading time improvements
• “Black Screen” fix for an issue occurring on some PC Configurations
• Stereo and Rendering Support for Nvidia and AMD Graphics Cards
• Adjusted the “stuttering” encountered on some PC configurations.
• Fixed several Crashes when joining MP and Co-Op sessions
• Fixed multiple problems when using multiple monitors (Eyefinity / Surround).
• Fixed visual corruption issues on certain Nvidia Cards
• Improved loading times for certain textures
• Added console command “GameTime.MaxVariableFps” to limit max FPS
• Added console command “UI.DrawEnable” to hide UI for screenshots / videos

-- Balance and Gameplay Adjustments (PC)

• Fixed a problem with high speed mouse movement
• Added back some missing Growlers on Kharg Island Conquest Large
• Added back EOR sound for SQDM and TDM
• You should no longer be able to damage a friendly vehicle when sitting in an open position
• Grenades now drop to ground if you get killed while attempting to throw it(note the affect this will have on Hardcore mode!)
• Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
• You should no longer spawn too close to enemies in TDM and SQDM
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
• Fixed a problem with revived players not suffering suppression
• Fixed a problem with the camera when being revived in COOP
• Added joystick deadzone setting
• Fixed sound for when climbing ladders
• Fixed an issue with some weapon sounds in first person
• Fixed a swim sound loop error
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Increased the damage of Helicopter Miniguns against jeeps.
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.
• Increased the damage of the 44 Magnum slightly.
• Increased the range and minimum damage of the .357 Round from the MP412 Rex.
• Increased the range of all .45cal and 9mm weapons.
• Slightly increased the range of the P90 and MP7 and PDW-R.
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range.
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles.
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
• Reduced the damage .50cal weapons do against Helicopters.
• Updated T90 canister shell tweaks to match Abrams canister shells
UI Changes (PC)
• Added round duration and ticket summary at EOR
• Advanced squad polish – should be more intuitive
• Significant changes to the Join Squad functionality (see below)
• Fixed a problem regarding keybindings while playing
• You should now get a better error message when being disconnected via Battlelog

---- Server Update Highlights

• EOD Bot exploit fix
• Several crash fixes
• Anti-stat padding measures taken, disallowing ranked servers to run obscure settings
• Improved team kill kick configuration
• Support for unranked servers. Unranked servers do not report players' scores to Battlelog, but server administrators can freely control all settings


-- Share your profile and stats with new Battlelog functionality

• Ability to share your Profile and Stats pages to Facebook, Google+, and Twitter
• User Profile and Stats pages on Battlelog can now be accessed without being signed in to Battlelog if you know a user's URL
• Single sign on from Battlelog to Origin. If you're not logged in to Origin and join a game server, Battlelog will automatically sign you in to Origin in the background and join the game server


-- Quick notes on Squad changes in the Nov 22 update

• Removed FIND ME A SQUAD option
• Allow players to join empty Squads alone, thus having 1/4 squad members
• Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM
• Disable Privacy flag when 1 man squad
• Reset Privacy flag from Private to Public when squad drops to 1 player
• All occupied Squads will now show up colored blue on the Squad Selection screen
• Players who choose not to join squads will also show up as Blue in the "Not in a Squad” line
• Squads that are currently empty will display as white -- if you wish to join an empty Squad, you can choose the first one marked with white text


-- A detailed look at Squad refinements

A detailed look at Squad refinements

Today's PC client patch features numerous tweaks to Squad functionality and is part of our ongoing efforts to make it easier to play with friends and Platoon mates. These changes will also be implemented for consoles when we release the PlayStation 3 and Xbox 360 updates shortly. Stay tuned for the exact date of the console updates.

First, we need to look at how joining with Squads and Platoons affects the balance of teams. Initially, servers are commanded to equal out each side, so joining with friends can impact that balance while joining with Platoons further hinders this. As a result we have made some adjustments to the in-game Squad management screen.

For PC, you are now able to highlight the various Squads and select which one you wish to join by selecting a Squad and then clicking the Join Squad button. Please note that the Squad Privacy option still allows 2 man Squads which, during 64 player sessions, can lead to players with no squad position –- the number of people with no Squads will be shown at the bottom of the Squad selection list.

After the patch is applied to consoles (in the near future) you will be able to join Squads by cycling through the list and selecting which Squad you wish to join.


Top
   
PostPosted: Mon Nov 21, 2011 10:07 pm 
Offline
User avatar

Joined: Sun Mar 05, 2006 9:21 pm
Posts: 1449
Quote:
Nov 22 Patch





By: crash7800 Posted: 2 hours ago 0 comments


Patch notes for Nov 22 patch

Major client update for the PC version Battlefield 3 as well as a server-side update for all platforms.

The update will be made on Nov. 22nd 7:00 AM UTC / Nov. 21st 11:00 PM PST.

We’ll share release timing on the console patches as soon as we are clear on the timing, these take a bit longer due to console certification process.


---- Client-Side Changes:

-- Visuals, Stability and Performance Fixes:

• General performance and loading time improvements
• “Black Screen” fix for an issue occurring on some PC Configurations
• Stereo and Rendering Support for Nvidia and AMD Graphics Cards
• Adjusted the “stuttering” encountered on some PC configurations.
• Fixed several Crashes when joining MP and Co-Op sessions
• Fixed multiple problems when using multiple monitors (Eyefinity / Surround).
• Fixed visual corruption issues on certain Nvidia Cards
• Improved loading times for certain textures
• Added console command “GameTime.MaxVariableFps” to limit max FPS
• Added console command “UI.DrawEnable” to hide UI for screenshots / videos

-- Balance and Gameplay Adjustments (PC)

• Fixed a problem with high speed mouse movement
• Added back some missing Growlers on Kharg Island Conquest Large
• Added back EOR sound for SQDM and TDM
• You should no longer be able to damage a friendly vehicle when sitting in an open position
• Grenades now drop to ground if you get killed while attempting to throw it(note the affect this will have on Hardcore mode!)
• Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
• You should no longer spawn too close to enemies in TDM and SQDM
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
• Fixed a problem with revived players not suffering suppression
• Fixed a problem with the camera when being revived in COOP
• Added joystick deadzone setting
• Fixed sound for when climbing ladders
• Fixed an issue with some weapon sounds in first person
• Fixed a swim sound loop error
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Increased the damage of Helicopter Miniguns against jeeps.
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.
• Increased the damage of the 44 Magnum slightly.
• Increased the range and minimum damage of the .357 Round from the MP412 Rex.
• Increased the range of all .45cal and 9mm weapons.
• Slightly increased the range of the P90 and MP7 and PDW-R.
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range.
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles.
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
• Reduced the damage .50cal weapons do against Helicopters.
• Updated T90 canister shell tweaks to match Abrams canister shells
UI Changes (PC)
• Added round duration and ticket summary at EOR
• Advanced squad polish – should be more intuitive
• Significant changes to the Join Squad functionality (see below)
• Fixed a problem regarding keybindings while playing
• You should now get a better error message when being disconnected via Battlelog

---- Server Update Highlights

• EOD Bot exploit fix
• Several crash fixes
• Anti-stat padding measures taken, disallowing ranked servers to run obscure settings
• Improved team kill kick configuration
• Support for unranked servers. Unranked servers do not report players' scores to Battlelog, but server administrators can freely control all settings


-- Share your profile and stats with new Battlelog functionality

• Ability to share your Profile and Stats pages to Facebook, Google+, and Twitter
• User Profile and Stats pages on Battlelog can now be accessed without being signed in to Battlelog if you know a user's URL
• Single sign on from Battlelog to Origin. If you're not logged in to Origin and join a game server, Battlelog will automatically sign you in to Origin in the background and join the game server


-- Quick notes on Squad changes in the Nov 22 update

• Removed FIND ME A SQUAD option
• Allow players to join empty Squads alone, thus having 1/4 squad members
• Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM
• Disable Privacy flag when 1 man squad
• Reset Privacy flag from Private to Public when squad drops to 1 player
• All occupied Squads will now show up colored blue on the Squad Selection screen
• Players who choose not to join squads will also show up as Blue in the "Not in a Squad” line
• Squads that are currently empty will display as white -- if you wish to join an empty Squad, you can choose the first one marked with white text


-- A detailed look at Squad refinements

A detailed look at Squad refinements

Today's PC client patch features numerous tweaks to Squad functionality and is part of our ongoing efforts to make it easier to play with friends and Platoon mates. These changes will also be implemented for consoles when we release the PlayStation 3 and Xbox 360 updates shortly. Stay tuned for the exact date of the console updates.

First, we need to look at how joining with Squads and Platoons affects the balance of teams. Initially, servers are commanded to equal out each side, so joining with friends can impact that balance while joining with Platoons further hinders this. As a result we have made some adjustments to the in-game Squad management screen.

For PC, you are now able to highlight the various Squads and select which one you wish to join by selecting a Squad and then clicking the Join Squad button. Please note that the Squad Privacy option still allows 2 man Squads which, during 64 player sessions, can lead to players with no squad position –- the number of people with no Squads will be shown at the bottom of the Squad selection list.

After the patch is applied to consoles (in the near future) you will be able to join Squads by cycling through the list and selecting which Squad you wish to join.


Top
   
PostPosted: Tue Nov 22, 2011 12:41 am 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun


ahahahaha, that sounds like it was fun


Top
   
PostPosted: Tue Nov 22, 2011 12:44 am 
Offline
resident debaucher

Joined: Wed Dec 17, 2003 4:34 pm
Posts: 1778
Location: texas
Depends what side you were on. It was hilarious as defenders, infuriating as attackers.

_________________
Image

Image


Top
   
PostPosted: Tue Nov 22, 2011 12:46 am 
Offline
Site Admin
User avatar

Joined: Thu May 19, 2005 9:20 am
Posts: 3783
i love everything except this:
Quote:
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.

WHY

_________________
We're all gonna die, but I got a helmet.
http://www.explodingdog.com/january2/we ... nadie.html


Top
   
PostPosted: Tue Nov 22, 2011 12:49 am 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
ALSO NOTE, NO FLASHLIGHT NERF!

Yeah yeah!


Top
   
PostPosted: Tue Nov 22, 2011 8:20 am 
Offline
User avatar

Joined: Sun Mar 05, 2006 9:21 pm
Posts: 1449
Quote:
i love everything except this:
Quote:
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.

WHY
because 2 hand-carried AA missles = dead aircraft.
required 2 vehicle mounted just to disable + additional damage (guns or more missles) to kill.

Basically a couple of attentive engies on the ground could shut down enemy air-power and prevent all jet/heli whoring. Made if hard as fuck to fly against a team that actually tried to shut down enemy air from the ground (instead of just relying on their own jets to do it).

Now we're getting back to the jet-whoring of BF2.

I dont agree with it, I like killing whores, and I appreciate the challenge of trying to fly effectively, but leave it to EA to ruin a game by catering to the complaints of massed solo players.


Top
   
PostPosted: Tue Nov 22, 2011 9:03 am 
Offline
I AM GREAT
User avatar

Joined: Tue Nov 30, 2004 9:55 pm
Posts: 4681
Location: omh, nbrsk
This problem is not helped by the addition of console fags to the number of massed solo players.


Top
   
PostPosted: Fri Nov 25, 2011 5:50 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
Amazing tactic. Claymores on Jeeps.



Top
   
PostPosted: Wed Nov 30, 2011 12:06 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
some sound tactics in this video



Top
   
PostPosted: Sat Dec 03, 2011 10:51 am 
Offline

Joined: Tue Jan 04, 2005 6:31 pm
Posts: 663
Location: the erf
December 6th patch
Quote:
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


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.
I mostly like the sound of what they've done. It doesn't sound like they've done anything to change the jets' ability to avoid locked missiles without flares, though. That and the Tunguska's effectiveness against infantry and armor are my biggest balance gripes, and it sounds like they've dealt with the AA well.

The mortar adjustments sound good. I don't think it was overpowered, just overused... city maps would sometime devolve to mortar wars. Good to see the tac light and IRNV effects being weakened, too.


Top
   
PostPosted: Sat Dec 03, 2011 11:07 am 
Offline
resident debaucher

Joined: Wed Dec 17, 2003 4:34 pm
Posts: 1778
Location: texas
Yeah, that's a good list of fixes. I especially like the longer reload times with the Flares, the reduced damage from the Tunguska, and the increased jet cannon damage against choppers.

_________________
Image

Image


Top
   
PostPosted: Sat Dec 03, 2011 2:31 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
Fixed for surveillance ribbon not counting TUGS
This explains a lot, in my efforts to ribbon whore I just CANNOT get this fucking ribbon.

Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
AHAHAHAHAHA

Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
One of the dumbest bugs on Seine Crossing

Fixed a problem where you could get green flashes on screen
Nice, this happens to me sometimes

Tweaked Tactical Light so it is not as blinding over longer ranges.
Not sure if this is good or bad. Tactical light pros: It is the light of 1000 suns at close range. Cons: It gives away your position at long range.... will require more investigation

Tweaked the IRNV scope so it is limited to usage only at close range.
Dont like the sound of this

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).
I dont use mines, but this is fucking stupid. A player should just get a set number of mines. Drop a new mine over limit and your first mine will vanish.

Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Wha?? What you're just disciplined enough to burst fire in fully auto mode.


Top
   
PostPosted: Sat Dec 03, 2011 3:49 pm 
Offline
User avatar

Joined: Sun Mar 05, 2006 9:21 pm
Posts: 1449
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
This plus the other SOFLAM and damage changes = laser spotter plus guided missles/shells squad now even better. Love the spirit of cooperation!
Quote:
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).
I dont use mines, but this is fucking stupid. A player should just get a set number of mines. Drop a new mine over limit and your first mine will vanish.
I used the mines a good bit, and that's basically what it was until this patch...you could have 6 mines out at any given time, and they persisted through death and kit changes (i.e. start as engie with expl. upgrade; drop all six mines along roadways, then on death change kits to what you want to play for rest of map maybe occassionally going engie again to replace the blown ones). What they intend to change to I dont have a clue...thought it was good how it was.


Top
   
PostPosted: Sat Dec 03, 2011 5:11 pm 
Offline
I AM GREAT
User avatar

Joined: Tue Nov 30, 2004 9:55 pm
Posts: 4681
Location: omh, nbrsk
Sounds like the IRNV scopes will now be useless.


Top
   
PostPosted: Sat Dec 03, 2011 7:12 pm 
Offline

Joined: Tue Jan 04, 2005 6:31 pm
Posts: 663
Location: the erf
Quote:
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
This plus the other SOFLAM and damage changes = laser spotter plus guided missles/shells squad now even better. Love the spirit of cooperation!
Quote:
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).
I dont use mines, but this is fucking stupid. A player should just get a set number of mines. Drop a new mine over limit and your first mine will vanish.
I used the mines a good bit, and that's basically what it was until this patch...you could have 6 mines out at any given time, and they persisted through death and kit changes (i.e. start as engie with expl. upgrade; drop all six mines along roadways, then on death change kits to what you want to play for rest of map maybe occassionally going engie again to replace the blown ones). What they intend to change to I dont have a clue...thought it was good how it was.
Hopefully this helps stingers, too, but it's not clear on that.

As for the mines, the problem is that you can drop 6, die, then drop another 6 for a total of 12, and so on. 2 or 3 players on a team doing that and the map gets completely covered with mines. On some maps, like Tehran Highway, they're pretty tough to spot so this got abused. On one hand, tanks are plenty powerful and can shoot them down. On the other, humvees and other cars can't do anything other than try to dodge them. I think what they've listed for a "fix" is overdoing it, but they do say it's only a temporary change. I think they should just limit them to 6 per player and let them stay until the map is over.


Top
   
PostPosted: Sat Dec 03, 2011 7:15 pm 
Offline
come into the FUCKDOME
User avatar

Joined: Fri Dec 10, 2004 1:03 am
Posts: 3532
Location: Bearstronauts!!!!!!!!!!
Meanwhile... on Battlelog

Image


Top
   
PostPosted: Sat Dec 03, 2011 10:58 pm 
Offline
User avatar

Joined: Tue May 03, 2005 12:28 am
Posts: 889
Quote:
Meanwhile... on Battlelog
Obvious troll is obvious.


Top
   
PostPosted: Mon Dec 05, 2011 8:43 pm 
Offline
User avatar

Joined: Thu Jan 28, 2010 10:28 pm
Posts: 102
Attachment:
RANK.PNG
RANK.PNG [ 2.15 KiB | Viewed 10041 times ]


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 543 posts ]  Go to page Previous 18 9 10 11 1222 Next

All times are UTC-06:00


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited