Discussion: Tactical / Battlefield 3 - Upcoming patch details. - Some details of the upcoming patch, with more details to follow according to Zhinto.
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.
-The MAV can no longer be used as an elevator.
-The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
-Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.
-Increased the effectiveness of explosive resistance.
All the changes to the vehicles and weapons, especially the Javelins, will be interesting to see.,
That was alot to read through! Glad they are giving us some info finally though.
I like some of the changes:
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
This should help recon's to deploy and take cover a whole lot easier.
-The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
Finally back to what it should have been, mines don't last that long anyway, being able to place them and have them stay around is nice.
-Players should no longer take fall damage from short falls.
I look forward to less suicides and bad luck messages from this one!
-Spawn protection will no longer be canceled by the player looking around.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
This is probably one of the big ones for me. Having the extra couple of seconds to get SA will be nice instead of getting fragged right away.
-Switching from primary weapons to side arms and back now takes less time.
Didn't know this was an issue, makes me think twitch gamers get a bit of a leg up with this now.
Over all there looks to be some cool adjustments being made. Looking forward to seeing how they affect gameplay.
AN94: Reduced vertical recoil. The AN94's 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
Combined with this:
-Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.
Makes me a happy man
There are many changes that I like of course, too many to list actually.
I bet that Gunney is happy with claymores not showing up on the minimap anymore, unless they're spotted by soldiers
"G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges."
"Everyone makes fun of us rednecks with our big trucks and all our guns........until the zombie apocalypse"
Otherwise, I'm really excited to see some of the weapon accessory and gadget changes. Also, happy they buffed the SG553 a little. That gun is a beast IRL and I hope it now reflects that a little better in the game.
But equally unhappy they will disappear within 5 seconds of a player's death. As a fan of the claymore I'm certainly bummed out on that.
agreed I liked my claymores. seeing as they can be easily destroyed they should have left them as perm (I mean there's still a world limit of 2 per player anyway), i suppose the removal of auto-spotting them is a small bonus though
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