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Shadow
Geschrieben am: 05.12.2011 18:30:25


Wicked Sick


Gruppe: Freunde
Beiträge: 703
Mitgliedsnummer.: 7
Mitglied seit: 30.09.2002



QUOTE

Patch-Notes

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.

____________________________________________________________________________
root@localhost# cd pub
root@localhost# more beer

CPU: Intel Core i5-3470
MB: ASUS P8Q77-M
RAM: 8 GB Corsair Vengeance LP DDR3 1600
GPU: Sapphire Dual-X Radeon R9 280X 3GB
HDD: Samsung MZ-7PC128B/WW 128GB SSD - SanDisk SDSSDP-128G- Samsung Spinpoint F3 HD103SJ 1TB
OS: Window$ 10 Professional
 
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Gotty2k
Geschrieben am: 07.12.2011 18:31:34


Dominating


Gruppe: Freunde
Beiträge: 93
Mitgliedsnummer.: 836
Mitglied seit: 11.11.2011



Gut!
QUOTE
Tweaked Tactical Light so it is not as blinding over longer ranges.


Blöd :-)
QUOTE
Tweaked the IRNV scope so it is limited to usage only at close range.





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Shadow
Geschrieben am: 08.12.2011 18:50:12


Wicked Sick


Gruppe: Freunde
Beiträge: 703
Mitgliedsnummer.: 7
Mitglied seit: 30.09.2002



QUOTE (Gotty2k @ 07.12.2011 19:31:34)
Gut!
QUOTE
Tweaked Tactical Light so it is not as blinding over longer ranges.


Blöd :-)
QUOTE
Tweaked the IRNV scope so it is limited to usage only at close range.

Beides finde ich gut. Ist halt realistischer. tongue.gif

Am besten finde ich, dass es nun keine Abstürze mehr gibt. Hoffentlich bleibt das auch so... ph34r.gif
____________________________________________________________________________
root@localhost# cd pub
root@localhost# more beer

CPU: Intel Core i5-3470
MB: ASUS P8Q77-M
RAM: 8 GB Corsair Vengeance LP DDR3 1600
GPU: Sapphire Dual-X Radeon R9 280X 3GB
HDD: Samsung MZ-7PC128B/WW 128GB SSD - SanDisk SDSSDP-128G- Samsung Spinpoint F3 HD103SJ 1TB
OS: Window$ 10 Professional
 
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