d2jsp
Log InRegister
d2jsp Forums > Other Games > FPS & Battle Royale > Battlefield Series > My Thoughts On New Patch
Add Reply New Topic New Poll
Member
Posts: 35,900
Joined: Jun 4 2008
Gold: 0.00
Sep 5 2012 02:37pm
Reload timer adjustments:

A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon. Full details below:

Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7
Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88
Short and long reload increased: ASVal
Long reload reduced, shot reload increased: M4A1
Long reload increased: P90

Damage output/range adjustments:

UMP: Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.

PP2000: Increased the long-range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443
M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.
AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.
12 Gauge buckshot close range damage has been slightly increased.
Slightly reduced the range penalty for the suppressor on the SCAR-H.
Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.
Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.
Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
Slightly reduced the range penalty for the suppressor on the SCAR-H.
Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
Increased the damage of the M5K.

A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.

SG553: Horizontal recoil reduced to help make this weapon more controllable.
MG36: Vertical recoil reduced to make this weapon more controllable.
M416: Vertical, Horizontal, and First Shot recoil have all been reduced to make this weapon clearly different from the M16A3.
M16A3: Recoil amounts slightly increased.
M4A1: Recoil amounts slightly increased.
G36C: Vertical and First Shot recoil amounts reduced.
M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

Miscellaneous weapons changes:

FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.
Added Burst Fire to the M5K as an available fire mode.
Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.
44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.
Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.
Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.
Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.
Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

Weapons fixes:

Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.
The SOFLAM will no longer lock onto your own vehicle if deployed and not activated by the player.
SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.
Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R
The PKS-07 is now available on QBB-95
The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.
The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.
Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.
MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

VEHICLE RELATED TWEAKS AND FIXES

Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.
Air Radar now shows friendly vehicles as well.
Helicopter weapons can now destroy equipment with splash damage.
The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.
Repair tool damage against enemy vehicles lowered by 10%.
Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.
Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.
Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.
Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.
Increased the damage helicopter gunners and IFVs do to helicopters and jets.

Fixed Jets not getting top attack damage bonuses on Laser Designated targets.


last night in hardcore cq me and a buddy tested the damage increase on my ump45 (fav gun) i shot him twice in the waist from a good distance and dropped him on 3 different occasions. also notable 3 shots to the big toe killed him also lol
Member
Posts: 8,383
Joined: May 28 2009
Gold: 286.00
Sep 5 2012 04:27pm
I used to use the ump all the time.. I recall that was the go to gun. Glad to see it was boosted for CQ
Member
Posts: 9,835
Joined: Mar 18 2008
Gold: 1,279.00
Sep 7 2012 07:00am
they changed the eject rubber band thing too when u jump from a jet goes friggin miles now
Member
Posts: 27,416
Joined: Sep 16 2006
Gold: 69.69
Sep 8 2012 04:44pm
ohhhh now i actually want to play
Member
Posts: 21,527
Joined: Jan 15 2009
Gold: 0.00
Sep 19 2012 01:46pm
Quote (crackils @ Sep 5 2012 05:27pm)
I used to use the ump all the time.. I recall that was the go to gun. Glad to see it was boosted for CQ


I loved the UMP for its ability to long range people effectively :(
Member
Posts: 35,900
Joined: Jun 4 2008
Gold: 0.00
Sep 22 2012 03:07am
not like anyone cares but i made it into the top 50 with ump45 tonight :)
http://bf3stats.com/leaderboard/pc_wep.smUMP#start_0_DeCeP7ioN

im decep7ion ofc
gonna be hard to take the #1 spot from the cheater with 22222 kills lol
Member
Posts: 8,383
Joined: May 28 2009
Gold: 286.00
Sep 22 2012 01:34pm
Quote (CeMeTeRy @ 22 Sep 2012 01:07)
not like anyone cares but i made it into the top 50 with ump45 tonight :)
http://bf3stats.com/leaderboard/pc_wep.smUMP#start%5F0%5FDeCeP7ioN

im decep7ion ofc
gonna be hard to take the #1 spot from the cheater with 22222 kills lol


Very nice!

1 NoVaZaK COLONEL SERVICE STAR 37 (82) 22222 10 292 800 731.3 87:36:24 1958.15
2 MetkoNoRedko COLONEL SERVICE STAR 100 (145) 18954 39 241 500 758.32 798:51:30 818.70

Comparing the top two though. Going to be hard to pass this guy.
Member
Posts: 35,900
Joined: Jun 4 2008
Gold: 0.00
Sep 22 2012 01:46pm
Quote (crackils @ Sep 22 2012 12:34pm)
Very nice!

1 NoVaZaK COLONEL SERVICE STAR 37 (82) 22222 10 292 800 731.3 87:36:24 1958.15
2 MetkoNoRedko COLONEL SERVICE STAR 100 (145) 18954 39 241 500 758.32 798:51:30 818.70

Comparing the top two though. Going to be hard to pass this guy.


well the 1st dude is a LEGIT hacker, he's got 22222 kills in 87 hours o_O
Go Back To Battlefield Series Topic List
Add Reply New Topic New Poll