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Battlefield 3 will be getting a massive update coming in two days (Tuesday) at 8 am GMT (3 am EST). The total size of the patch comes in at 2gb. The reason for the file size being so large is that the patch carries a large part of the Back to Karkand expansion pack (due out on the 6th for those with PS3's). Here's a list of the incoming fixes: (via MP1ST)


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
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
Posted in: News

Comments

#1 Twizzle

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Posted 04 December 2011 - 09:01 PM

Finally nerf to USAS and Mortar. About time :mrgreen:

#2 KennyPumpa

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Posted 04 December 2011 - 09:04 PM

Goodbye oh sweet USAS, we had some good times.

#3 BFinsane

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Posted 04 December 2011 - 09:33 PM

so this isnt the patch where were gonna get VOIP?

#4 neged

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Posted 04 December 2011 - 09:35 PM

[quote name='KennyPumpa' timestamp='1323032683' post='75502']
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

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Posted 04 December 2011 - 09:54 PM

a lot of good news... but some not so good.... they [i]increased[/i] the power of stingers against jets? does that mean it's easier to hit them now? or does that mean, when you hit, they take more damage? if it's the latter, i don't see it really making a difference, if you boost away from the stinger, you can reload your flares in time to out run them... but with flare reload time increased? and still those sidewinders in the sky? i can see problems in the future... it's only stinger effectiveness against my beloved littlebird that i care about... and partly the attack helos...

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

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Posted 04 December 2011 - 09:59 PM

[list]
[*][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]
:roll:
[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

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Posted 04 December 2011 - 10:14 PM

No Battle-recorder :(
Other than that it's amazing!

#8 Knightbird

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Posted 04 December 2011 - 10:27 PM

[quote][b]Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.[/b]

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_

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Posted 04 December 2011 - 10:36 PM

Nice to have another update! The mics need to be fixed! I dont have a mic hoping to get one soon...but I hate how I cant hear the dude next to me trying to tell me something and then get a hate message because I didnt do what he asked. Just hope Battle Recorder gets added into Bf3 before the end of December because I need at least something fun to do on all those lame tiny maps (Record me going on a Knife spree. My best weapon is the knife ;D about 900 enemies assassinated)

#10 TomaHawkEye

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Posted 04 December 2011 - 10:40 PM

Finally some love for colour blind people.

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

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Posted 04 December 2011 - 10:41 PM

there could have been better ways to fix mines. IMO decent nerfs. But longer flare and less effective stealth D:

#12 lasher45

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Posted 04 December 2011 - 10:41 PM

Everything sounds good except 2 changes:

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

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Posted 04 December 2011 - 11:28 PM

[size=4][font=arial,helvetica,sans-serif]Tweaked the max vehicle height on Noshahar Canals.. About time![/font][/size]

#14 JovianJack

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Posted 04 December 2011 - 11:55 PM

All sounds good. I have no complaints.
VOIP fixes for consoles would have been nice though.

#15 xPicklesx

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Posted 05 December 2011 - 01:53 AM

I agree about the mines. Lol, When I first played, I didn't know they lasted forever. So after I had laid some towards the beginning of a round and then died a few times, I got like three kills and vehicle destroy points. I was like "How did I get that!" Then I figured out that mines last the whole round. For now, the fix they implemented is probably for the best, otherwise it can be quite a mine hell. But I agree that they should have changed it to where you can have the max available to an engineer when he has the explosives perk enabled (7 or so mines placed at max at any given time). Sadly, we, the consumer/player, have to help Dice make the game after it's already been released...

#16 kyazer

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Posted 05 December 2011 - 01:56 AM

Is this for all platforms or pc based only?

#17 Nartiq

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Posted 05 December 2011 - 02:08 AM

[quote name='Uber_Tiny' timestamp='1323035961' post='75508']
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

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Posted 05 December 2011 - 02:17 AM

[quote name='kyazer' timestamp='1323050211' post='75536']
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)

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Posted 05 December 2011 - 04:01 AM

well i see one thing i slightly care about (aside from the overall changes and concentration on the game) And that is the canals maps max height has been changed.. i am guessing higher, Personally i don't like hitting the ceiling and falling into a mountain without control the entire time...

...

#20 Erndog2k

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Posted 05 December 2011 - 04:53 AM

1in5 males are red green colorblind it's a fact THank you DICE for respecting others who play gams