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Autor Thema: BF3 - Patch 06.12. - changelog  (Gelesen 4275 mal)

NightBringer

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BF3 - Patch 06.12. - changelog
« am: 03. Dezember 2011, 17:22:04 »
soll ca. 2GB groß sein und schon einige teile vom karkand update beinhalten.
nicht zu verwechseln mit der back-to-karkand-expansion, die kommt erst am 13.12. raus.
(mal fett und rot, was ich persönlich gut finde ^^)

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

Zitat von: irgendein bf3-was-zu-sagen-haber
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.
« Letzte Änderung: 07. Januar 2014, 16:59:13 von niCe psYGer »

niCe Pixel

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Re: Patch 06.12. - changelog
« Antwort #1 am: 03. Dezember 2011, 22:26:05 »
Doch Markus, ist zu verwechseln....das DLC is in dem Patchus Gigantus schon drin (oder was meinst wieso der so groß is? Die ganzen Änderungen sind nur Config-Tweaks...), wird halt später erst freigeschaltet, wies schon bei BC2 und Vietnam war.

NightBringer

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Re: Patch 06.12. - changelog
« Antwort #2 am: 03. Dezember 2011, 23:58:52 »
o_O kA was du mir damit sagen möchtest, du hast das grad nur wiederholt was ich schrieb: gepatcht wird am 6. und expansion gespielt wird am 13. ^^ da ich das ding nich entwickelt hab, kann ich dir nicht sagen, wieviel "teile" vom expansion im patch sind. diese haarspalterei ist doch auch völlig unwichtig. mir gings nur um die erfreulichen änderungen, die am 6. auf uns zukommen.

niCe Pixel

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Re: Patch 06.12. - changelog
« Antwort #3 am: 04. Dezember 2011, 11:04:56 »
Ja, das is schon klar. Trotzdem is die Expansion schon komplett in dem Patch drin, also nix mit "nicht zu verwechseln".

Und ja, ich spalte gerne Haare!  :heul:

NightBringer

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Re: Patch 06.12. - changelog
« Antwort #4 am: 04. Dezember 2011, 12:52:04 »
ich weiß *g*

ach hab ich mich gestern wieder aufgeregt, aber so is das mit changelogs die man im vorfeld freigibt: jeder nutzt das noch schnell aus, solange es noch geht.
die exzessive AA panzer nutzung gegen alles und jeden, pdw-klassen-abschüsse über die halbe karte (gut, hab ich mit der mp7 auch gemacht, das kleine ding is auf mittlere distanz verdammt präzise, nur halt kein echter schaden ^^) und die explosiv-mun-USAS.
naja wird zeit, daß die änderungen rein kommen. bin jetzt kein bf veteran wie du, kann also nich wissen, ob bestimmte dinge "schon immer so gewesen" sind, aber manches ist einfach nur imba.

aber da das hier ja ein topic zum drüber reden is, gibts sachen in der liste, die dir überhaupt nicht gefallen?
was ich nicht verstehe ist der punkt: "Reduced heat masking effectiveness of Spec Ops Camo." aus der nähe betrachtet, sind die arm und bein texturen total schwarz und sowas wie ausrüstung am mann oder knie-/ellbogenschützer sind grell gelb. wo soll das bitte heat masking sein, und in der entfernung ist das gelbe verblasst, aber das schwarze ist so geblieben. ich weiß nicht, ob das halt nun eine grafische sache ist, die für jeden anders scheint, aber wenn ich durchs IRNV schaue, und im grafisch grünen einheitsbrei rennt eine grellgelbe fackel rum, halte ich drauf. und wenn im grafisch grünen einheitsbrei ein klumpen schwarz (der sich auch schön vom rest abhebt) rum rennt, halte ich auch drauf.
ich verstehe warum sie das IRNV nerfen, aber nicht warum den anzug ebenfalls.

niCe Pixel

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Re: Patch 06.12. - changelog
« Antwort #5 am: 04. Dezember 2011, 14:18:51 »
Das sieht schon alles ganz gut aus, hoffentlich is duurch die nerfs dann nix anderes overpowered...aber das wird man sehen.

Zur Camo..kA..mir eh nie aufgefallen, da ich das IRNV ums verrecken net ausstehen kann.