Bug Fixes:
- 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
- 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

Comments
#1 Twizzle
Advanced Member
Posted 04 December 2011 - 09:01 PM
#2 KennyPumpa
Major
Posted 04 December 2011 - 09:04 PM
#3 BFinsane
Captain
Posted 04 December 2011 - 09:33 PM
#4 neged
Admin Guy
Posted 04 December 2011 - 09:35 PM
Goodbye oh sweet USAS, we had some good times.
[/quote]
I am so annoyed with that USAS, hate getting sniped from 50m+ with that thing.
#5 HARRO PREAS3
THE MESSIAH
Posted 04 December 2011 - 09:54 PM
still. won't be playing BF until after my exams, at the end of this week. XBL ran out so this urge to play is in vein. i feel sad.
#6 Uber_Tiny
Captain
Posted 04 December 2011 - 09:59 PM
[*][size=4][font=arial,helvetica,sans-serif]Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.[/font][/size]
[/list]
[list]
[*][size=4][font=arial,helvetica,sans-serif]Fixed a problem with smoke on land vehicles, Missiles should now miss more often[/font][/size] my gahd, smoke will actually work?!
[/list]
Oh em gee, smoke may actually work now...lol[list]
[*][size=4][font=arial,helvetica,sans-serif]Tweaked the IRNV scope so it is limited to usage only at close range.[/font][/size]
[*][size=4][font=arial,helvetica,sans-serif]Reduced heat masking effectiveness of Spec Ops Camo.[/font][/size]
[/list]
Stupid...stupid...stupid. People complain about it being overpowered, yet they really have no idea of it's realistic ability's.
#7 Killophile
Advanced Member
Posted 04 December 2011 - 10:14 PM
Other than that it's amazing!
#8 Knightbird
General
Posted 04 December 2011 - 10:27 PM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often my gahd, smoke will actually work?![/quote]
Im pissed off about this fix; even if they mention that its only a temp fix.. they honestly could just have waited to implement a better fix; WHICH should be a Mine Limit. 6 Mines per engineer; once you put down the 7th, the other one disappears ...
Why oh why will all your mines disappear after you die.. such a terrible idea and negates the whole purpose of mines as we all know, this is Battlefield, and you are gonna die quite often..
Sheesh
#9 _a_l_e_x_
Member
Posted 04 December 2011 - 10:36 PM
#10 TomaHawkEye
Sergeant
Posted 04 December 2011 - 10:40 PM
Fingers crossed this fixes all the nasties the last patch brought about. Between connection issues and lock ups I've only got about 4 hours play in the last 2 weeks.
#11 PotatoFury
Captain
Posted 04 December 2011 - 10:41 PM
#12 lasher45
Major General
Posted 04 December 2011 - 10:41 PM
Nerfing the IRNV- If anything just make it ineffective on the day time maps, but keep its functionality on maps like Tehran and in OP Metro.
AT Mines disappear after death- As stated, this is a very stupid idea. Just make it so it's 6 mines max and the first disappears after the 7th is placed.
#13 Headshawtz
Sergeant
Posted 04 December 2011 - 11:28 PM
#14 JovianJack
Amazing Private
Posted 04 December 2011 - 11:55 PM
VOIP fixes for consoles would have been nice though.
#15 xPicklesx
Sergeant
Posted 05 December 2011 - 01:53 AM
#16 kyazer
Sergeant
Posted 05 December 2011 - 01:56 AM
#17 Nartiq
Member
Posted 05 December 2011 - 02:08 AM
Stupid...stupid...stupid. People complain about it being overpowered, yet they really have no idea of it's realistic ability's.
[/quote]
So maybe you should never be allowed to play after you die once then too?
#18 clats01
Major
Posted 05 December 2011 - 02:17 AM
Is this for all platforms or pc based only?
[/quote]
im guessing all since it stated that it is also has a large part of back ro karkand in it
#19 (AVE(N)GER)
Member
Posted 05 December 2011 - 04:01 AM
...
#20 Erndog2k
Sergeant
Posted 05 December 2011 - 04:53 AM