There's also a new addition - one hit kills with a bolt action sniper rifle. To CoD players this is normal, but this is not something normal in the Battlefield series. The developers feel that the recon class is unappreciated in CQB maps like Operation Metro. Demize99 states that the spot is tiny, can only be hit from close distances, and can be blocked by the players arms and other material. The goal is to give recon some more prominence, but in a way that won't affect overall infantry gameplay.
The full list of Battlefield 3 fixes can be seen below:
- Slightly increased the AEK971 recoil.
- Slightly increased the ASVAL recoil.
- Added Extended Mags to the ASVAL.
- Slightly increased the recoil on the M249.
- Reduced the recoil of the SKS rifle.
- Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
- Slightly reduced the recoil of the F2000 and restored it to the previous base accuracy.
- Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
- Increased the damage of the G3, M60, and M240 at close range.
- Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
- Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
- The Radio Beacon, Mortar, Mav, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
- C4 will no longer be detonatable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
- The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
- Claymores now also persist through death, the player can have 2 claymores planted.
- 9x39mm rounds no longer benefit from the Sniper headshot bonus.
- Increased the damage of the 9x39mm rounds.
- Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
- Increased the damage of the .357 and .44 magnum rounds at max range.
- All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
- Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range.
- Tweaked IRNV to be more consistent across all levels.
- Fixed a rendering issue with IRNV view when taking damage.
- Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
- Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper aiming reticule.
- The spread for Flechette rounds has been reduced slightly on all shotguns.
- The spread for buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
- Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi automatic weapons have had their rates of fire adjusted to fit this change.
- Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry. Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
- Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
- Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.
- Significantly increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
- Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.
- Slightly reduced the locking time of all weapons vs Laser Designated targets.
- Increased the locking distance for Jets when locking on laser designated targets.
- Slightly reduced the repair speed of the repair tool.
- Increased the damage the MBT's primary weapon does to other main battle tanks.
- AA Missiles should no longer kill the pilot instead of the vehicle.
- Reduced the damage AA missiles do to jets.
- Stinger and IGLA missiles now do 50% damage to Jets, Attack Helicopters, and Scout Helicopters.
- Slightly reduced the damage of Jet cannons.
- Increased RPG and SMAW damage against aircraft.
- Guided Rockets will now only track ground targets, as originally intended.
- Reduced the direct damage done by helicopter gunners vs armor.
- Helicopter guns should now suppress correctly.
- Improved the accuracy of the Mi28 gun to match the AH1 gun.
- Increased the direct hit damage of the APFSDS rounds for the IFVs.
- Miniguns and Helicopter Gunners now more quickly destroy parked cars.
- Increased the power of explosions from cars and other explosive static objects.
- Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
- Adjusted the F35's Center of Mass and Lift Engine for more stable, level flight.
- Updated the F35 weapon systems to be consistent with the other air craft.
- Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
- Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
- Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
- You can now spot with the EODbot.
- Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
- Spawn protection will no longer be canceled by the player looking around.
- Slightly increased the speed at which a player can shoot again after sprinting.
- Fixed some situations that would unintentionally make a player unrevivable.
- Reduced the black screen fade in time on spawn.

Comments
#1 XxMafiosoxX
Advanced Member
Posted 09 December 2011 - 11:05 PM
Still i wish they'd fix the graphical glitches that people with 560 Ti's are experiencing... I'd really like to play a long match without having to see those weird blackhole polygons spazzing around
#2 HeadshotZealot
Captain
Posted 09 December 2011 - 11:12 PM
#3 HeadshotZealot
Captain
Posted 09 December 2011 - 11:16 PM
http://www.enterbf3....-needs-nerfing/
#4 failsafe5000
Corporal
Posted 09 December 2011 - 11:21 PM
Still i wish they'd fix the graphical glitches that people with 560 Ti's are experiencing... I'd really like to play a long match without having to see those weird blackhole polygons spazzing around
That is more of a problem with NVidia then it is with DICE, and is something that NVidia has to fix in their drivers.
#5 lasher45
Major General
Posted 09 December 2011 - 11:26 PM
HOWEVER, a few things I noticed that I did not like:
Slightly increased the recoil on the M249- The recoil is already high. It's hard enough to hit someone as it is with this gun without a bipod.
Reduced the damage AA missiles do to jets- Honestly, how many times does the portable AA need to be nerfed. Already low enough.
Slightly reduced the damage of Jet cannons- While I have had some "insta kills" while flying the jet and being shot at by another jets cannon, it happens very rarely. If anything leave the damage as is and just increase damage against ground targets. There are times when I line up with a Tank perfectly, hit it with the cannon for a good couple seconds before having to pull up and not even getting a disable.
Other than that is looks good.
#6 PaDDy2193
Member
Posted 10 December 2011 - 12:09 AM
#7 PaDDy2193
Member
Posted 10 December 2011 - 12:10 AM
#8 Demizer
Major
Posted 10 December 2011 - 12:31 AM
#9 cs_280zx
Lieutenant
Posted 10 December 2011 - 01:02 AM
i mean, i dont like having to ask OTHERS what MY ping is....
#10 albinochase
Member
Posted 10 December 2011 - 02:03 AM
#11 PaDDy2193
Member
Posted 10 December 2011 - 05:26 AM
f2000 isnt that op.
[/quote]
Granted not as much as lets say USAS (U Suck At Shooting) with frags, but after I unlocked it I got 4, 25+ games in a row and I'm an average player at best, this tells you how much of an advantage this weapon has over others.... I actually got fed up with the lack of skill needed to use this weapon (and AEK) so I reverted back to the stock m16a3, god, I love that weapon.
#12 failsafe5000
Corporal
Posted 10 December 2011 - 06:33 AM
One shot kill snipers would ruin the game. Everyone would run around and a holo sight and just take everyone out. Don't like it.snipers were never one shots in bf, why change it?
[/quote]
Honestly the spot is probably so tiny, that it would take some really precise aiming to even hit, and since arms and other objects can block it, I'm thinking it's probably the neck area that would be the one hit kill.
#13 xPicklesx
Sergeant
Posted 10 December 2011 - 08:06 AM
#14 Ownings3
Sergeant
Posted 10 December 2011 - 10:57 AM
#15 Waltaro
Corporal
Posted 10 December 2011 - 11:27 AM
#16 HARRO PREAS3
THE MESSIAH
Posted 10 December 2011 - 12:14 PM
i'm wondering, do helis and stuff disable at 50%? or is it 49%... i mean, will they regen if they escape after getting it? or are they still doomed if they get hit.
stilling waiting on some fixing for the C4... i would use it so much of it blew up when i told it to blow up, IMO, it should explode the INSTANT you hit that detonator... too many times has a tank killed me inbetween the time i detonated the C4, and the time it was supposed to go off, and the C4 hasn't blown up... also, it's damage needs increased against vehicles, i put TWO, on the very back of the tank yesterday, and it didn't blow up... i had to put another one on and kill myself to kill the tank. it should be ONE for ordinary, and TWO for reactive armour. also, damage against the AAV? i mean, i know it's an armoured beast, but to the point where it can resist so many C4? that's a bit annoying. if they would keep it the same, but have the people spawn out of the vehicle on the OPPOSITE side you're on, rather than getting out behind you, and shooting you in the back of the head as you plant...
very glad to hear that they're reducing the black fade thing tho... that definitely needs done. but the recoil on the M249 is increasing? i don't think that will work... it's still going to be just as good as a PDW. they need to decrease the damage, and the recoil, so it become best at slightly further out range.. leave the close quarters to specialised weapons. also glad to see that they are increasing the damage of barrels and static objects which can explode... i often take the opportunity when a guy is near a barrel, to hit the barrel first and then him... always does damage but never kills him...
#17 GuyWithTheHat_
Advanced Member
Posted 10 December 2011 - 12:32 PM
as for the F2000, i think they should actually DECREASE the recoil, but also decrease the damage, so you can shoot guys at longer ranges with it, but it isn't more effective than a PDW at close range...
i'm wondering, do helis and stuff disable at 50%? or is it 49%... i mean, will they regen if they escape after getting it? or are they still doomed if they get hit.
stilling waiting on some fixing for the C4... i would use it so much of it blew up when i told it to blow up, IMO, it should explode the INSTANT you hit that detonator... too many times has a tank killed me inbetween the time i detonated the C4, and the time it was supposed to go off, and the C4 hasn't blown up... also, it's damage needs increased against vehicles, i put TWO, on the very back of the tank yesterday, and it didn't blow up... i had to put another one on and kill myself to kill the tank. it should be ONE for ordinary, and TWO for reactive armour. also, damage against the AAV? i mean, i know it's an armoured beast, but to the point where it can resist so many C4? that's a bit annoying. if they would keep it the same, but have the people spawn out of the vehicle on the OPPOSITE side you're on, rather than getting out behind you, and shooting you in the back of the head as you plant...
very glad to hear that they're reducing the black fade thing tho... that definitely needs done. but the recoil on the M249 is increasing? i don't think that will work... it's still going to be just as good as a PDW. they need to decrease the damage, and the recoil, so it become best at slightly further out range.. leave the close quarters to specialised weapons. also glad to see that they are increasing the damage of barrels and static objects which can explode... i often take the opportunity when a guy is near a barrel, to hit the barrel first and then him... always does damage but never kills him...
[/quote] All Helis Disable Pecentage (when it gets a engine fire) is %33 except the Venom Huey transport heli. The stinger since the last patch did %45 damage meaning the heli/jet was at %55 heath now it will be %50 meaning 2 stingers completly destroy the heli/jet instead of being at %10
#18 albinochase
Member
Posted 10 December 2011 - 01:02 PM
Honestly the spot is probably so tiny, that it would take some really precise aiming to even hit, and since arms and other objects can block it, I'm thinking it's probably the neck area that would be the one hit kill.
[/quote]
Well, lets hope it doesn't turn into something completely op'd
#19 PotatoFury
Captain
Posted 10 December 2011 - 02:09 PM
#20 Mestari1982
Amazing Private
Posted 10 December 2011 - 06:34 PM
This. time for ownage. without laser targetting of course