Battlefield 3

  • Thread starter Thread starter The Bman
  • 14,126 comments
  • 663,721 views
Anyone going to be on tonight? I'm going to try to get on for a bit.

Ill be lurking the mean streets of sienne crossing with my acb. You better watch your tags
 
Last edited:
Caz
If he said tp1 I'm going to.... then I would see where you are coming from.
How do you handle half.the stuff that comes from players over voice chat in games?

Zoo 's statement would have been pretty strange if it read
Someone pulls that knife out on someone in the streets and stabs that someone, the someone who got stabbed will have his/ her guts ripped out by that hook when the first someone removes it from the stabbed someone.
Or person a/ person b etc.

The word you is a blanket term in this case. Would.it have been better if zoo used "you" instead of you?

But anywho....

I like the new knife. It looks vicious in the animation.
I knifed a person as soon as the animation of them knifing a teammate was over. I hope my teammate got a smile when he watched his kill cam.


Yes I believe double XP is this weekend. Another double XP weekend I wont be getting much playtime.with :(.

You can stop the kill if you shoot the player early enough in the knifing animation. Though timings of that I have no idea.
 
Battlefield 3 – Tentative Future Update Including Balance Changes and other Fixes

Change list:

-A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.

-Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B

-Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7, M4A1

-Short reload reduced: FAMAS, M39 EBR, M416, PP-19, QBU-88;

-Short and long reload increased: ASVal

-Long reload increased: P90

-Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg

-Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.

-Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.

-Increased the min damage of the M1911 to make it fit better between the Magnums and the M9/MP443

-Reduced the M93R’s damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.

-Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.

-SG553: Horizontal recoil reduced to help make this weapon more controllable.

-MG36: Vertical recoil reduced to make this weapon more controllable.

-M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3.

-44 Magnum: Rate of fire reduced slightly to highlight this sidearm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.

-M16A3: Recoil amounts slightly increased.

-M4A1: Recoil amounts slightly increased.

-G36: Vertical and First Shot recoil amounts reduced.

-The bonuses provided by a number of bipods have been increased: F2000, -G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36

-Added Burst Fire to the M5K as an available option.

-Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.

-Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.

-Slightly reduced the range penalty for the suppressor on the SCAR-H.

-The radius for maximum damage of the 40mm LVG has been slightly --increased. The overall damage level and range remain the same.

-Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.

-Fixed Jets not getting bonuses on Laser Designated targets.

-Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.

-Fixed helicopter weapons being unable to destroy equipment with splash damage.

-Increased the damage helicopter and jet rockets do to helicopters and jets and infantry.

-Increased the damage helicopter gunners and IFVs do to helicopters and jets.

-Slightly increased the damage of the AA vs infantry, AA is significantly less effective than even the coaxial LMG on tanks, making it extremely vulnerable. AA should be effective against a single infantryman but not over powering.

Credit: David Veselka
 
Last edited:
Sureboss
You can stop the kill if you shoot the player early enough in the knifing animation. Though timings of that I have no idea.

I thought so. I've tried a bunch and usually end up dead because I got caught empty. I don't try anymore. ;)


Mg36 notes^^^
I just discovered this gem a few days ago. I didn't notice a huge vertical recoil to start with. Having it reduced is nice!
I have been trying to branch out away from my beloved g53/engi class. Just have to remember that I don't gave rockets with the other classes. Been dropping c4 , spawn beacons and defibs every time I see a tank. Which generally results in death for me :(

I got my first defib kill last night! Totally baited someone, hid and popped up behind following them shocking their back for a few seconds. Very satisfying. If you ( not you boss) didn't know you could kill with them, you have to hold the revive button down. A quick tap wont kill. I'm gonna have to start using this on the random sniper I decide to go hunting for on occasion, rather than RPG sniping. ( weapons 3+4 on my top kills, multi.star engineer ;)

At some point I'm going to really dig back in and relearn how to snipe. Like Mike, I was exclusively a sniper in BC:2, in fact I was horrible with close quarters combat. It was alot of fun, which I don't seem to have long range sniping in Bf3. Also played pretty much only rush but was active mcom.destroyer. I also lived the vss. I feel the maps were absolutely designed to showcase the mode ( 1st bf3 to have I think).

Holy crap that post was everywhere. D'oh!
 
Last edited:
-Reduced the M93R’s damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.

-Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.
Looks like it's time to get service star for these two. :sly:
 
Patrick
Attack chopper rocket damage increase to infantry! :D

Kind of weak if you ask me. you did right?
Infantry is the gunners job.
Although maybe its a good thing as it seemed you could stuff alln14(?)rockets into a pile.of.infantry and get no kills from it. Maybe Max damage radius stays same while splash range and damage get a very small upgrade.

I don't know......
Its the gunners job. Yeah i stand by that.

Atleast until I start racking up infantry kills of course.
 
I already loved the REX's rate of fire, and it's good to hear LMGs will be more useful again... As it is I get bored of needing a bipod to kill anything. I honestly never use LMGs any more, I just use PDWs if I'm supporting. I have reservations about the un-nerfing of vehicles against infantry but whatever, all in all a good update (until the next glitched weapon is found).

Caz
Infantry is the gunners job.

9,001% agree, and in the case of the AA, infantry is the supporting infantry's job. No supporting infantry means the AA is camping somewhere far away anyway, he's on a bad team or he's lone wolfing it and deserves to be destroyed quickly.
 
When RXP and myself roll in the attack heli, I almost always differ to the gunner seat. Why? Because I think that's where I can contribute more towards the vehicle. With that gun I spot everything in sight, and mow down crowds of infantry with the gun. My pilot does a great job of keeping us in the air, and makes short work of the unfortunate choppers that try to take us out.

That's what we are used to, and that's the way I like it. The pilot should not have absolute power over the gunner. It's all about moderation and teamwork.
 
I agree that infantry is the gunner's job in the attack helis but it's still nice to be able to take care of them yourself if you have to. Recently my gunner wasn't that great, so I had to ram the guy that was trying to get us with the Stinger :lol:
 
until one rocket is enough to take down a chopper they will always be way OP. Lets see a massive buff for AA rockets.

Soflam + Javelin is a OHKO against an attack or scout chopper (not sure about transport). I'm fine with this because that means it takes more than one person to take it down that easy. Think about it, if all it took was a single soldier with a rocket, you'd never get aircraft off the ground.
 
Time_Attack
until one rocket is enough to take down a chopper they will always be way OP. Lets see a massive buff for AA rockets.

God no. Vehicles should always be better than infantry. Realistic? No not really but then choppers would barely if ever get off the ground.

1 shot jet disables maybe since they have flares and can just get out of range. Choppers don't have that the option of flying away quickly.

Mike Rotch
PKP buffs on accuracy, suppressor and reload = so yummy.

I found a new love for that gun after the assignment I had to do. I now know what your talking about. :lol:
 
CMvan46
God no. Vehicles should always be better than infantry. Realistic? No not really but then choppers would barely if ever get off the ground.

1 shot jet disables maybe since they have flares and can just get out of range. Choppers don't have that the option of flying away quickly.

*Cough*

Bad Company 2 Vietnam, Huey Chopper

*Cough*
 
Time_Attack
Seeing as I always play alone I can't exactly do it all myself. I know how but there isn't any team work by yourself.

There can be. I have found myself working very well with randoms. Sometimes you have to follow a squad mate around for few minutes or a round. Figure out there style, stick with them and play to there style for a bit. Some players will notice you always around and start doing the same.
I almost never use a mic, actually recently misplaced it. Sometimes just a visual presence will result in team work.
If your squad mate has a mic, let him know you are listening somehow.

If your squads full of meatmarbles, switch squads until you find a good fit.
 
Cowboys965
*Cough*

Bad Company 2 Vietnam, Huey Chopper

*Cough*

Exactly.

Time_Attack
Seeing as I always play alone I can't exactly do it all myself. I know how but there isn't any team work by yourself.

Well just because of that is no reason to ruin helicopters for everybody. Also it only takes you and one other guy on the team with lock on rockets to take one out. When he fires and the heli flares then you lock on and shoot. That doesn't even require the same squad.
 
I found a new love for that gun after the assignment I had to do. I now know what your talking about. :lol:

:D

What set up do you run?

Caz
Sometimes you have to follow a squad mate around for few minutes or a round.
This worked out for me on the weekend with a random for a good few rounds. It all broke down at Seine though. We were travelling together toward B through the courtyard from A when I ran into an enemy Assault class. We got into an exchange and I figured "2 v 1, no probs" especially as I could see my chum circling around the other guy. Wrong. Mr Random decided to let me die (I could see him standing next to the enemy through my suppression), he then knifed the enemy and revived me. 200 points for him instead of a kill assist. :rolleyes:
 
Yeah it never comes up as being available. Its not so much that I hate vehicles I just don't like how idiots sit in them the entire game killing everyone. That's not really playing the game and it ruins it for everyone else.
 
M39 EMR ftw, seriously, i love that thing sooo much :D

If you like the EMR you will love the new M417 in the CQ DLC.;)
One of my most used weapons now.

Had a few great rounds last night :D .

CDOM on Operation 925 - 50 -15
http://battlelog.battlefield.com/bf3/#!/bf3/battlereport/show/49930771/4/335903511/

Conquest on Operation Metro - 103-40
http://battlelog.battlefield.com/bf3/#!/bf3/battlereport/show/49930771/4/335903511/

*Hmm links not working, probably because im on Ps3 atm. :)
 
Last edited:
Yeah, as I was posting a page or five back I've started using the M1911 after starring the .44 and REX, it's an awesome gun and actually a surprisingly viable alternative to a primary. My clan runs a TDM Canals server, I was being a USAS noob on there last night and got a triple kill with the M1911 after a double kill with the USAS, though to be fair that was a very rare occurrence where I managed to get behind a freshly spawned squad who weren't aware of my presence and one of the triple kill was just a single shot as the last round in the USAS mag did most of the work. Still, it felt pretty slick even if it only happens once every 100 hours or so.

Also I'm glad the REX and some LMGs are getting buffs, I rarely ever use belt fed LMGs any more because I'm sure they were nerfed at some point in the past and I don't usually stand still for long enough to use a bipod. Maybe I should play Rush so I have an excuse to, but as it is I hardly ever get the chance to kill anything with LMGs. In fact do any of you guys have any tips for that? I would've thought a grip and flash suppressor would reduce the spread to make the gun useful but so far it just gets me loads of assists and not a lot else.
 
Back