Massive 2GB Battlefield 3 PC patch hits December 6
A giant 2GB patch for the PC version of Battlefield 3 drops on December 6, including numerous fixes, balance tweaks, and pre-loaded data for the Back to Karkand DLC.
DICE has announced that Battlefield 3 PC will be updated on December 6, and boy is it a doozy. Clocking in at around 2GB, the client and server update will include a dizzying list of improvements to game balance, as well as fix a number of bugs, but that's not why the patch is so massive.
The 2GB patch will also include "most of the content for Back to Karkand," the game's first expansion pack, included with first-print editions of the game.
Back to Karkand DLC retains a week of exclusivity on PlayStation 3; PC gamers will need to wait until December 13 to play Karkand, in spite of tomorrow's download.
On "Tuesday morning around 8AM GMT next week," and "coincides with an upgrade of many of our central systems which will be down for some hours starting around that time," the Battlelog notes. Older clients and servers will no longer be compatible after the update, meaning that everyone will be prompted to download, once it launches.
Dumping a 2GB patch on everyone isn't typically the preferred course of action, the Battlelog clarifies. "This is not ideal," it says, "so we aim to make potential DLC content in the future as optional downloads."
In addition to much of the Back to Karkand DLC data and the numerous changes listed below, some tweaks are also being made to "after getting a lot of negative feedback from both individuals and the RSP companies." In a nutshell, it's now again "possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode." This seems to be a precursor to another planned change, which is to eventually introduce a "warm-up mode" into online matches. Ostensibly, this would allow players to horse-around on the battlefield with scoring disabled (prior to the match's start). The match itself would begin once the designated player threshold was reached.
The beefy lists of fixes and tweaks included in the December 6-due patch are as follows:
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
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Jeff Mattas posted a new article, Massive 2GB Battlefield 3 PC patch hits December 6.
A giant 2GB patch for the PC version of Battlefield 3 drops on December 6, including numerous fixes, balance tweaks, and pre-loaded data for the Back to Karkand DLC.-
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http://getsatisfaction.com/battlefield3/topics/commarose_q_bug
Still no discussion of it actually being fixed... just DICE still saying that they're aware of it.
What a goddamn cluster fuck. -
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fucking christ Dice has had problems with key-bindings forever. What blows my mind is how a company can spend so much time on destructable terrain, character animations, high tech lighting and all that jazz but can't fucking get key-bindings correct in two thousand fucking eleven.
-efx- and I are buddies, I even stayed at his house before when he was in NY but this shit is straight up faggot
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I've been giving the AEK a go but I find it jumps around way too much for me. The AEK does have less vertical recoil overall but a higher multiplier for recoil following the first shot. Higher ROF, but longer reload. Pros/cons for both I guess.
http://symthic.com/?s=plot
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"Tweaked the IRNV scope so it is limited to usage only at close range."
they actually already did that in the last patch, along with the million-watt spotlight flashlight changes... unless theyre planning on tweaking it even more in this patch? the light is bearable now, as it no longer blinds you from across the map anymore... but the IRNV borders on useless now, if someone is more than 20 feet away, they dont light up, and everything is uniformly green, making it very difficult to distinguish anything. only good for spotting mines, spawn beacons, etc now, they still seem to light up from any distance.-
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I don't know what platform you're playing on or what front page you crawled out of but what the fuck are you talking about?
The PC version both flashlight AND IRNV were missed, totally unpatched - Dice even said "ooops we missed em!" The flashlight is still ridiculous (even though the point is to blind you, it's just way too much) and the IRNV - I tried it properly the other night and disabled it an hour later. I already felt I have at least 2 kills I simply didn't deserve thanks to it.-
im pretty sure thats not the case... UNLESS the guys i was shooting at during the brief period i equiped it last night were wearing the specops camo, which i hadnt considered. i suppose it could be my imagination but the light definitely felt different... before the last one, it blinded me just as much from all the way across the map as it did right in my face, but last night it was still visible but not the OMGMYEYESMYEYES that it was before even when looking at it from a distance. last night was the first time ive had a chance to play more than 10 minutes at a time since before the first patch, so maybe im just remembering the light wrong, or it wasnt pointed directly at me, or something.
im not disputing the IRNV needs to get toned down some, it definitely felt like predator vision, but i hope instead of a blanket range reduction, it could be made less useful (or even useless) in bright outdoors, but remain as-is in darkness. you already give up any zoom and significant FOV/situational awareness with it as it is, toning it down TOO much will just make it completely useless, they might as well take it out in that case.-
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I unlocked the IRNV for the first time last night, my kill count went from an average of 8 to 28 in the first round I received it (I consider myself below average in this game, I am not good at it). It's brutally unbalanced. But I also wonder how many other people are relying on it... it will be nice to see kill counts plummet as soon as it is tweaked.
There will be a LOTTTT of whining however, not looking forward to that.
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It means they fixed a problem when attempting to fire a lock on weapon without a target.
j/k. When you fire a stinger with no lock it makes the gun kick or when your in a heli it would show a reloading symbol for a second without shooting the missile. Sometimes it would think the missile was shot and double reload.
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Here are the things that jump out at me: reposted from earlier chatty thread
"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 hope the intended fix is to preserve the last N mines a player laid down, rather than nuking them all just because he happened to die. This "fix" punishes normal players... terrorists have won.
"Reduced the damage done to Armored Vehicles and Infantry from AA guns."
- this was needed, especially for Canals rush mode
"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."
- also probably necessary, although I wonder if you can still fast-switch smoke & explosive mortars
"Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators."
- I bet nobody will use them even still
"Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns"
- good, the description says it's meant to lack stopping power but it clearly doesn't
"Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters."
- really nerfing jet survivability eh? It's bad enough I spend half the time doing worthless dogfighting, now I have to do it away from infantry zones. With added damage against ground vehicles, I expect more jet rape from the pros and more noobs getting shot down.
"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 for the future 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."
- EXCELLENT. My server has been sitting empty for a week now, although I see plenty of players pop in and then quit.-
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That's an option provided by NFO, it dynamically modifies the max player count so it always has less than 5 empty slots. Mainly because Battlelog backend was broken and refused to send players to any servers outside a random list, it might be better now but the option is still there and seems to work still.
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It's reporting the uncompressed size, you're only going to download about 2GB, but it'll report it as 3.9GB in order to inflate the transfer speed, likely reason to get people talking about how much "faster" Origin is than Steam.
I can prove this, because this "3.9GB" patch downloaded faster than what is physically possible given the speed at which my ADSL modem is negotiated.
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Hopefully the HUD colour fixes apply to the player targets. when I first played the game, I had no idea the difference between my squad colours (green?) and the enemy player colours (red?).
I can some what tell the difference now, based more on the way the game flows, i.e. friends don't normally fire at you... Hopefully I can change them to something not as similar through my eyes (red / green deficiency)
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