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dime's Battlefield 3 Thread http://crapyclawn.net/lolwords/viewtopic.php?t=3095 |
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Author: | Happy [ Mon Nov 07, 2011 3:40 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Some of this is obvious, some of it is not. Good watch. |
Author: | suspect [ Mon Nov 07, 2011 6:50 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Omg, can you imagine an entire team of bots all jumping off the ledge at the same time? |
Author: | Fusoya [ Tue Nov 08, 2011 11:03 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Wild exploits: Brandon |
Author: | Happy [ Tue Nov 08, 2011 6:20 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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. |
Author: | Agent_137 [ Tue Nov 15, 2011 11:37 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
ramming speed: |
Author: | dime [ Tue Nov 15, 2011 11:50 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
hahah awesome |
Author: | Teaks [ Mon Nov 21, 2011 10:07 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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. |
Author: | Teaks [ Mon Nov 21, 2011 10:07 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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. |
Author: | Happy [ Tue Nov 22, 2011 12:41 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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 |
Author: | dime [ Tue Nov 22, 2011 12:44 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Depends what side you were on. It was hilarious as defenders, infuriating as attackers. |
Author: | Agent_137 [ Tue Nov 22, 2011 12:46 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
i love everything except this: Quote: • Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
WHY |
Author: | Happy [ Tue Nov 22, 2011 12:49 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
ALSO NOTE, NO FLASHLIGHT NERF! Yeah yeah! |
Author: | Teaks [ Tue Nov 22, 2011 8:20 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Quote: i love everything except this:
because 2 hand-carried AA missles = dead aircraft.Quote: • Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
WHY 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. |
Author: | Hogg [ Tue Nov 22, 2011 9:03 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
This problem is not helped by the addition of console fags to the number of massed solo players. |
Author: | Happy [ Fri Nov 25, 2011 5:50 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Amazing tactic. Claymores on Jeeps. |
Author: | Happy [ Wed Nov 30, 2011 12:06 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
some sound tactics in this video |
Author: | Sabs [ Sat Dec 03, 2011 10:51 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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.
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.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. 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. |
Author: | dime [ Sat Dec 03, 2011 11:07 am ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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. |
Author: | Happy [ Sat Dec 03, 2011 2:31 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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. |
Author: | Teaks [ Sat Dec 03, 2011 3:49 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
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 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.
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. |
Author: | Hogg [ Sat Dec 03, 2011 5:11 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Sounds like the IRNV scopes will now be useless. |
Author: | Sabs [ Sat Dec 03, 2011 7:12 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Quote: Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Hopefully this helps stingers, too, but it's not clear on that.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 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.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. 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. |
Author: | Happy [ Sat Dec 03, 2011 7:15 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Meanwhile... on Battlelog ![]() |
Author: | Heretic [ Sat Dec 03, 2011 10:58 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Quote: Meanwhile... on Battlelog
Obvious troll is obvious.
|
Author: | Pos [ Mon Dec 05, 2011 8:43 pm ] |
Post subject: | Re: dime's Battlefield 3 Thread |
Attachment: RANK.PNG [ 2.15 KiB | Viewed 10032 times ] |
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