New Battlefield 3 weapon changes detailed [Feb 22, 2012, 8:06 pm ET]
DICE is workin' on tweakin' a lot o' weapons in th' next Battlefield 3 patch, an' we’ve now gotten some kind o' notion what those changes will be. Battlefield 3 designer Alan Kertz (who supposedly left th' BF3 team?) has released a weapons change list t' th' guys o'er at Symthic.com. And swab the deck! The list shows that almost all weapons will get some sort o' adjustment, both damage an' accuracy wise. Here’s a roundup o' th' changes (you can see the full list here).
•All assault rifles get min damage raise from 17 t' 18.4
•All sniper rifles get “one hit” kill in distances under 15 meter
•All bolt action sniper rifles will get min damage raise from 55 t' 59, an' max damage raise from 75 t' 80.
•Shotgun buckshot max damage from 20 t' 12.5
•Pump action shotgun frag rounds max damage from 60 t' 67
•Auto shotgun frag rounds min damage from 10 t' 5 (not 100% certain)
•SMGs an' PDWs: all have increased min. damage
•.44 magnum now has new “1.25x upper chest damage multiplier”
•G18, M9, M93R pistols get recoil reductions
•All LMGs get min damage increase (varies from weapon t' weapon)
Note that this is still preliminary data an' that not all changes might make it into th' final patch. We recently reported that th' patch that were bein' originally scheduled fer February has likely been pushed t' March.
ta
Robag



Comments
thats all
fucked, gay , fucken shit cunts that can’t shoot fer th' head, bullshit.
It appears
Ill spend even more time layin' on th' ground… Dead
From what
I can see most o' th' weapons be gettin' buffed not nerfed
they be increasin' th' bullet drop
:x
ta
Robag
damn
that’s gettin' more like cod….i.e. quick kills
lower dmg values be better: longer firefights, less campin' effect
Patch notes are out
Hello everyone!
We would like t' share some o' th' confirmed fixes an' tweaks that we have been workin' on t' th' Community. Yaaarrrrr! Not that this is still not a full update list an' thar will be more information on this as we go forward. While thar still is no ETA on th' patch, we´re still workin' on improvin' on the plank gameplay fer all o' our dear community members, ye scurvey dog. So far, this list is fer PC.
It’s fairly massive so I have broken it up into spoiler tags.
GENERAL GAMEPLAY FIXES:
-It is now possible t' set Hold Breath t' Press Button or Hold Button in th' options menu.
-Players will no longer spawn on top o' vehicles which be full.
-Fixed so that glass in Back t' Karkan' levels no longer stops grenades an' bullets.
-Fixed destruction an' bullet penetration on several fences, surfaces, an' objects in Back t' Karkan'.
-Fixed a fence on Sharqi that would block bullets despite bein' see through.
-Fixed several places where th' player would need t' vault o'er small ledges in th' houses on Wake Islan'.
-The red plastic water jugs on Wake Islan' be properly moved when shot or run o'er/into.
-A fence on Canals will no longer stop bullets fired from one direction, and a bucket o' chum. Bullets will now always penetrate th' surface.
-Fixed a collision exploit on Gran' Bazaar an' several other levels.
-Fixed missin' textures on th' Russian Gasmask when usin' Spec Ops camo.
-Fixed missin' textures on th' US Assault soldier when usin' Spec Ops camo.
-Corrected several objects that would incorrectly block bullets.
-The US Assault soldier’s arms 1P now match his 3P skin tone.
-User is now bein' able t' spawn on his own spawn beacon
-Fixed th' disappearin' crosshair issue in TDM
-Scroll bars an' stats bars now fade out when th' game fades t' black betwixt rounds
-If ye die with th' scoreboard up it will go away instant
-Show proper PING in scoreboard
-Users can create custom squads
-Fix SQDM squad system, now ye be in an actual squad
-Correct unlock dates be now shown in ‘Battle Feed’
-Select weapons now show their internal add-ons in th' killer card.
VEHICLE FIXES:
-The A10 properly gives Jet score again.
-Unguided tank rounds an' RPGs will now instantly destroy Jets, Attack Helicopters, an' Scout Helicopters.
-Increased th' damage th' MBT’s primary weapon does t' th' front an' side armor o' other main battle tanks. Shiver me timbers, feed the fishes Primarily this means 1 less shot t' th' front, an' very good hits t' th' side can result in a 1 hit t' disable.
-Slightly reduced th' repair speed o' th' repair tool.
-Increased th' damage done by TOW weapons t' armored vehicles.
-Increased th' rate o' fire an' minimum damage o' th' Coax HMG.
-Increased th' damage mounted gunner .50cal HMGs do at long range.
-Increased th' power o' th' repair tool when killin' soldiers or destroyin' vehicles slightly.
-Fixed a problem when lockin' on t' two nearby targets, th' lockin' should no longer jump rapidly betwixt multiple targets, Hornswaggle This applies t' all lockin' weapons an' Laser Designators.
-Increased th' damage o' th' Javelin an' Air t' Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targetin' now do more damage t' th' side an' rear o' MBTs.
-Slightly reduced th' lockin' time o' all weapons vs Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased th' lockin' distance fer AGM Missiles fer Jets when lockin' on laser designated targets.
-Reduced th' lockin' time fer th' AGM Missiles fer Jets t' make them more viable against ground targets.
-Reduced th' lockin' time fer AA Missiles fer Jets t' make them more viable against air targets.
-Flares will no longer break th' lock o' a vehicle that is locked on, it will only distract th' missiles.
-Flares now more reliably distract missiles, especially fer Helicopters.
-Flares fer Jets an' Choppers now reload at 11 seconds again, except fer th' gunner, which remains unchanged at 20sec.
-AA Missiles be more difficult t' dodge in Jets, this were bein' unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill th' pilot instead o' th' vehicle.
-AA Missiles should no longer detonate before hittin' their target or a Flare/ECM chaff cloud.
-Reduced th' damage AA missiles do t' jets t' 45%.
-Fixed th' SU-35 firin' Air t' Air missiles at a lower rate o' fire than other vehicles.
-The IGLA an' Stinger now lock on much more quickly an' disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers t' mount an effective close range point defense, without dominatin' an entire airspace.
-Increased th' speed o' th' Helicopter AA missiles lock on t' reduce th' tedi'us nature o' Helicopter dogfights an' improve th' Helicopter’s defensive abilities vs Jets.
-Slightly reduced th' damage o' Jet cannons against Aircraft, Ya lily livered swabbie, Hornswaggle Damage is now only slightly higher than it were bein' originally at launch.
-Increased RPG an' SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced th' direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved th' accuracy o' th' Attack Helicopter’s Rocket Pods, both guided an' unguided.
-Slightly increased th' damage o' Attack Helicopter’s Rocket Pods vs Infantry an' other Helicopters.
-Additional fixes have been made t' th' TV missile t' prevent it from blowin' up th' lauchin' vehicle.
-The Mi28 has received upgrades t' its climbin' an' yawin' abilities.
-Fixed an issue where guided rockets from th' Mi28 did not follow th' crosshair properly.
-Improved th' accuracy o' th' Mi28 gun t' match th' AH1 gun.
-Increased th' direct hit damage o' th' APFSDS rounds fer th' IFVs.
-Decreased th' lockin' time o' th' IFV Guided Missile t' make it more viable as an unlock.
-Miniguns an' Helicopter Gunners now more quickly destroy parked boats.
-Increased th' power o' explosions from boats an' other explosive static objects.
-Dyin' from th' explosion o' a boat or other explosive static object should now correctly credit th' player who caused th' explosion.
-Adjusted th' F35’s Center o' Mass an' Hover Engine fer more stable, level flight in all flight modes.
-Updated th' F35 weapon systems t' be consistent with th' other Jets.
-The F35 will now only attempt t' enter Hover at low altitudes, though it will maintain th' hover until forward flight is resumed, even if it reaches high altitude.
-The F35 an' SU35 now properly have Ejection seats t' prevent players from bein' killed when exitin' th' vehicle.
-Changed th' Kornets t' TOW launchers on Wake Islan' an' moved th' spawn position o' th' AAV t' a more level position.
-Fixed several bugs with air vehicles collidin' with objects at high speeds an' takin' no damage.
-Players will no longer receive suicides or team kills if they crash their vehicle (dyin' is punishment enough).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet an' Helicopter collisions should now properly result in th' death o' both vehicles.
-You can now spot with th' EOD bot.
-Increased th' base accuracy fer AA guns an' added a decrease in accuracy o'er th' course o' a burst.
-Reduced th' damage AA guns (both mobile an' stationary) do t' infantry.
-The carrier based CRAM stations be now properly tracked as stationary weapons.
-CRAM an' Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved th' sound feedback fer damage t' help players better understan' th' amount o' damage their vehicle is takin'.
-The A10’s extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed t' help escape t' cover after bein' disabled.
-The T90’s crosshair now more accurately represents th' trajectory o' th' main gun.
-Toggle an' Hold zoom settin's now also apply t' soldier controlled turrets on jeeps, transport helicopters, boats, an' IFVs port guns.
-The AAV now has zoom an' a 3P camera when usin' th' turret.
-Tweaked th' AAV’s turret controls t' be more useful when th' vehicle is movin'.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent th' lock on o' Stinger an' IGLA missiles.
-Added Horns t' all Jeeps.
-Tanks can no longer sail into th' water an' cross th' Wake Islan' lagoon completely submerged. Aarrr!
WEAPONS:
-Added Extended Mags t' th' ASVAL. The Extended Mags can be unlocked at 200 kills with th' AS VAL.
-Reduced th' recoil o' th' SKS rifle.
-Fixed aimed firin' max accuracy on th' Pecheneg t' be consistent with other LMGs.
-Semiautomatic an' automatic shotguns firin' FRAG rounds now do slightly less splash damage.
-The M26 MASS frag an' slug rounds be now th' more effective pump action versions.
-The M26 MASS an' M320 now benefit from th' Laser Sight when mounted with an Underslung Rail.
-Fixed th' bolt action timer on th' L96 that would cause an animation glitch.
-9×39mm rounds no longer benefit from th' Sniper headshot bonus.
-Increased th' damage o' th' 9×39mm rounds at long range.
-Fixed th' AKS74u damage at max range, it were bein' incorrectly higher than other carbines.
-Increased th' damage o' th' .357 an' .44 magnum rounds at max range.
-All semiautomatic an' bolt weapons, includin' all shotgun slugs, now have their maximum damage out t' 15m.
-Semiautomatic weapons will no longer “jam” if th' player presses fire faster than th' weapon is capable o' shootin'. Some semi-automatic weapons have had their rates o' fire adjusted t' fit this change.
-Bolt action sniper rounds now have a chance t' kill at close range if th' player is hit in th' upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, an' shotgun slugs now have more consistent damage o'er long range. At maximum range shots t' th' legs will not require more hits t' kill.
-The spread fer Flechette rounds has been reduced slightly on all shotguns.
-The spread fer Buckshot has been reduced on th' M1014, DAO-12, an' S12k, on a dead man's chest! These weapons have an accuracy advantage o'er th' USAS12 but be not as accurate as th' 870.
-Zoomin' shotguns with Buckshot an' Flechette loads will now result in a slightly tighter cone fer th' pellets.
-Reduced th' delay time betwixt quick knife attempts slightly. Attacks with th' knife drawn be still significantly faster.
-Fixed th' Rate o' Fire when th' USAS an' MK3A1 be equipped with FRAG rounds. All other shotguns correctly had a reduced rate o' fire with frags, except th' USAS an' MK3A1.
-Fixed an Accuracy bug when th' MK3A1 shotgun is equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically begin reloadin' if th' weapon is zoomed when th' clip is empty. This allows players t' see where th' slug lands before reloadin'.
-Fixed 12g FRAG rounds not breakin' glass at long range.
-Players can now earn th' shotgun Ribbon usin' th' M26 MASS.
-The underslung grenade launchers fer Russian rifles now properly report GP30 in th' kill log.
-Fixed th' AEK971 40mm shotgun round listin' itself as FRAG in th' kill log.
-Fixed th' 40mm smoke grenade so it no longer passes through soldiers an' unbroken objects before it detonates.
Several weapons have had recoil or accuracy adjusted in orer t' balance these weapons in effectiveness an' also increase th' feelin' o' individuality in each gun
-M27 IAR: Nay change. The M27 is a heavier version o' th' M416, givin' it good all-aroun' performance though it has worse performance on th' move.
-RPK-74M: Reduced th' initial recoil. The RPK-74M is a more stable firin' platform than th' comparable M27, though it lacks th' M27’s higher rate o' fire.
-M249: Added an initial recoil. The M249 is th' fastest firin' belt fed LMG, givin' it superior suppressive an' damage abilities, yo ho, ho The initial recoil makes it a bit harder t' run an' gun, while makin' little overall impact on performance.
-Type-88: Slightly increased th' initial recoil, reduced muzzle drift. The Type88 fires th' slowest o' th' medium caliber LMGs, though what it lacks in rate o' fire it makes up fer in controllability.
-PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hittin' round an' little drift, this makes it excellent at sustained fire.
-M60: Reduced th' initial recoil, increased damage at all ranges. The M60 has a very low rate o' fire that makes it th' most controllable with th' powerful 7.62×51mm round.
-M240B: Added an initial recoil, increased damage at all ranges. The fastest firin' medium MG, th' M240 has a substantial muzzle kick an' drift that makes all that power difficult t' control.
-QBB-95: Reduced th' total recoil but increased muzzle drift an' initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with th' bullpup hip fire bonus this makes th' QBB-95 a highly mobile LMG.
-MG36: Added an initial recoil, we'll keel-haul ye! Yaaarrrrr! The MG36 fires at a fast 750rpm an' makes a nice middle ground betwixt th' controllability o' a clip LMG an' th' sustained firepower o' a belt fed LMG.
-870: Nay change. Ahoy, Ya lily livered swabbie! The 870 is a popular an' highly effective weapon.
-DAO-12: Reduced th' total pellets fired from 12 t' 9, yo ho, ho The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all-aroun' shotgun.
-M1014: Increased th' rate o' fire from 200 max t' 210 max, Ya horn swogglin' scurvy cur! Reduced th' total pellets fired from 12 t' 9. Oho, shiver me timbers The M1014 were bein' underperformin' compared t' th' USAS12 an' 870, it should now be more viable in CQB thanks t' a higher rate o' fire.
-S12k: Increased extended mag from 8 rounds t' 10 rounds. Reduced th' total pellets fired from 12 t' 9. The S12k larger extended magazine but slower rate o' fire should make it stan' out against th' M1014, while th' DAO-12 has a higher capacity o'er all, but a slower reload.
-MK3A1: Increased magazine capacity t' 8 an' 12 fer normal an' extended mag respectively. Prepare to be boarded! Load the cannons! Reduced th' total pellets fired from 12 t' 9. The MK3A1 has a lower ROF than th' USAS12, givin' it slightly more ammo makes this an edge vs th' USAS.
-USAS-12: Increased th' initial recoil. Reduced th' total pellets fired from 12 t' 9, and a bucket o' chum. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage an' th' pellets balance its damage output.
-M4A1: Nay Change. Well-rounded carbine, with good rate o' fire an' controllable recoil.
-M4: Increased vertical recoil an' reduced horizontal recoil, Avast me hearties! The Burst only M4 should now feel different t' its automatic siblin', th' reduced horizontal recoil emphasizes th' greater control ye have in burst fire.
-AKS-74U: Increased initial recoil, reduced vertical recoil. The AKS-74u’s low rate o' fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stan' out, while th' first kick gives it character.
-SG553: Reduced initial recoil an' vertical recoil. The SG553 is a lower rate o' fire carbine with greater controllability than th' G36C. The change t' initial recoil should better highlight this difference.
-A91: Nay Change. The A91’s high rate o' fire an' bullpup from th' hip accuracy is offset by a poor controllability on full auto.
-G36C: Reduced initial recoil, and dinna spare the whip! The G36C is a well-rounded carbine, with a medium rate o' fire an' a medium recoil, Hornswaggle The 2 round burst mode gives this weapon an edge at mid-range.
-SCAR-H: Increased damage at maximum range an' increased max range, All Hands Hoay! The SCAR-H fires a heavier round than all other carbines, givin' it better stoppin' power at range at th' cost o' a low fire rate that penalizes it in CQB.
-G53: Reduced recoil an' drift, recoil settle times now similar t' other carbines. The HK53 is a short carbine with a lot o' initial kick but a stable recoil pattern an' a medium rate o' fire, avast. The changes give it more character compared t' th' G36.
-QBZ-95B: Reduced muzzle sway, recoil settle times now similar t' other carbines. A bullpup like th' A91, th' QBZ-95B is steady on th' move with a lower rate o' fire fer controllable shots at longer range. Aarrr! The built in foregrip is now properly reflected in th' weapon’s stats.
-AK-74M: Reduced th' initial recoil. The AK-74M sacrifices rate o' fire fer controllable automatic fire, th' initial recoil were bein' negatively affectin' th' feelin' o' controllability.
-M16A3: Nay Change. The M16 (both A3 an' A4) provide a well-rounded stable firin' platform with a high rate o' fire that is relatively controllable.
-M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different t' its automatic siblin', th' reduced horizontal recoil emphasizes th' greater control ye have in burst fire.
-M416: Increased initial recoil, Ya lily livered swabbie! Shiver me timbers! The M416 is th' middle ground AR, blendin' a medium recoil an' rate o' fire, Dance the Hempen Jig An increased initial kick emphasizes th' higher recoil than th'
-AEK-971: Increased initial recoil. The AEK has a very high rate o' fire, an' also a large muzzle drift that makes control difficult. The low initial recoil allowed a player t' kill before th' weapon’s weaknesses kicked in.
-F2000: Reduced vertical recoil, increased zoomed accuracy. As a bullpup, th' F2000 has a bonus t' accuracy on th' move an' from th' hip while its high rate o' fire sacrifices controllability fer saturation, on a dead man's chest, by Davy Jones' locker! The previ'us changes were an overreaction, this is a corrective update.
-AN94: Reduced vertical recoil. The AN94’s 2 round burst mode is incredibly accurate, but it suffers from a low rate o' fire on fully automatic. The recoil in full auto has been reduced somewhat t' offset this penalty an' make th' AN94 more attractive.
-G3A3: Increased damage at all ranges. The G3A3’s heavy recoil an' heavy round be offset by a low rate o' fire an' a small magazine. Fire the cannons! Prepare to be boarded! The G3A3 were bein' clearly outclassed at all ranges.
-KH2002: Nay Change, yo ho, ho The KH2002 is locked t' burst fire, with a high rate o' fire an' a large muzzle drift th' weapon favors accurate mid-range fire.
-L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by havin' a low rate o' fire, th' accuracy an' controllability were too low t' offset th' rate o' fire.
-FAMAS: The FAMAS combines an extreme rate o' fire with extreme recoil makin' it very difficult t' use at anythin' other than close quarters combat. Due t' update restrictions, th' FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms an' now has th' correct 25 round magazine.
-PP2000: Reduced th' initial recoil. The PP2000 has a lower ROF than other PDWs an' needed th' controllability t' be balanced.
-UMP45: Nay Changes, ye scurvey dog. The UMP45 hits hard an' has a controllable recoil at th' cost o' a heavy initial recoil kick.
-MP7: Nay Change. The MP7 has a very low recoil an' a high muzzle drift that favors longer bursts than th' P90.
-AS VAL: Increased th' muzzle drift. Ye'll be sleepin' with the fishes! The AS VAL fires a longer range, higher damage projectile that favors short bursts or single fire an' were bein' too controllable on full auto.
-PDW-R: Reduced th' initial recoil. The PDW-R has high recoil an' favors burst fire, th' added initial recoil were bein' makin' it less effective in small bursts.
-P90: Reduced th' initial recoil. The P90 favors a run an' gun play style usin' long bursts t' control muzzle drift, th' initial recoil were bein' makin' burstin' ineffective.
-PP-19: Slightly reduced th' initial recoil when firin', increased base damage, avast. The PP-19’s high initial recoil were bein' o'er penalizin' th' burst fire needed t' be effective on th' low damage, high capacity weapon.
WEAPON ACCESSORIES:
SCOPES:
-Fixed th' 7x scope not zoomin' t' th' full 7x on all weapons.
-Corrected th' M39’s laser sight so it points at th' point o' impact an' aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on th' G3A3 usin' th' Rifle Scope 6x.
-Fixed th' PKA an' PKA-S scopes on th' M416 havin' swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted fer a clearer aimin' picture an' correct use o' th' integral front sight.
-The L96 now properly shows scope glint when usin' th' 8x, an' 12x scopes.
-Tweaked IRNV t' be more consistent across all levels.
-Fixed a renderin' issue with IRNV view when takin' damage.
-Tweaked th' IRNV zoom times an' scope visible areas t' be th' same across all weapons (some were faster than others).
-Fixed th' QBU-88 sniper an' th' L96 IRNV scopes t' use th' proper sniper reticule
BIPOD:
-The Accuracy increase an' Recoil reduction o' th' Bipod has been significantly improved fer Assault Rifles an' Carbines.
-The Bipod now provides similar Accuracy an' Recoil benefits no matter if th' weapon is fired while aimin' or without aimin' fer all weapons. Previously only LMGs were worked this way, me Jolly Roger This especially improves th' speed at which snipers can make follow up shots, an' also allows effective unaimed suppressive fire with Assault Rifles an' Carbines.
-Increased th' Speed at which a bipod is deployed, allowin' th' user t' obtain th' bipod’s bonus sooner after th' deploy has started an' allowin' th' weapon t' be aimed in a far shorter time. The speed has been increased 40-50%, dependin' on th' weapon an' animation.
-Fixed a recoil issue with th' M60 bipods.
FOREGRIP:
-The Horizontal Sway reduction has been changed from a global percent reduction t' a weapon specific value reduction. Load the cannons, shiver me timbers For most guns this means very little change, fer guns which have a large horizontal recoil th' change is more substation, shiver me timbers The FAMAS, F2000, an' AEK971 be most affected; th' AK-74, M16, an' M416 be nearly unchanged.
-A small long range Aimed Accuracy penalty has been added t' th' foregrip, and a bucket o' chum. Players who generally find themselves fightin' at mid t' long range may want t' change their accessory, while players fightin' in CQB will go largely unaffected, and a bucket o' chum.
HEAVY BARREL:
-The Vertical Recoil penalty o' th' Heavy Barrel has been reduced. The value has been changed from a global percent increase t' a weapon specific value.
-A small Hip Accuracy penalty has been added t' th' Heavy Barrel t' represent th' added weight o' th' accessory, as well as focus th' attachment on accurate mid an' long range fire. The exact penalty amount is a weapon specific value.
-Several weapons with low default bullet speed now have their bullet speed increased when th' Heavy Barrel is equipped. This is in effect fer th' A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, an' QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds which increase th' maximum range o' th' weapon. The minimum an' maximum damage be unchanged, weapons with th' Heavy Barrel will be more effective in mid-range.
-The Aimed Accuracy bonus provided by th' Heavy Barrel has been increased, me Jolly Roger This will increase th' effectiveness o' th' Heavy Barrel fer small bursts, as originally intended.
LASER SIGHT:
-The Hip Accuracy bonus provided by th' Laser Sight has been increased.
-The bonus is now a weapon specific value instead o' a global percentage, some guns receive larger or smaller bonuses, though all bonuses be better than they were previously.
-Fixed th' S12k Laser Sight providin' th' aim bonus even when turned off.
SUPPRESSOR:
-The Suppressor no longer reduces th' maximum damage o' a weapon when equipped. Instead th' Suppressor reduces th' minimum an' maximum range o' th' weapon, makin' it ideal fer CQB an' Stealth. This change will make th' Suppressor slightly more effective at long range, where th' bullet drop an' speed makes shots difficult already, an' reduces th' power o' th' suppressor at mid-range slightly.
-The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than th' Flash Suppressor’s bonus fer all weapons.
-The Hip Accuracy penalty o' th' Suppressor has been changed from a global percentage t' a per weapon value. Ahoy! Generally this penalty is higher now, but not fer all weapons. Specifically, th' belt LMGs an' bolt Snipers dern't have any additional hip fire penalty, as their penalty is already at th' maximum possible value.
-Reduced th' Aimed Accuracy bonus o' th' Suppressor from 50% t' 25%. A Suppressor an' Foregrip combo will have similar accuracy t' a weapon without any Accessories, at th' penalty o' worse Hip Fire Accuracy an' Range an' with th' benefit o' much improved Stealth an' reduced Recoil.
FLASH SUPPRESSOR:
-The Flash Suppressor no longer reduces accuracy fer Automatic Fire.
-The Flash Suppressor now also works as a recoil compensator, reducin' th' Vertical Recoil by a weapon specific value, Ya swabbie! This bonus is larger than th' bonus provided by th' Suppressor.
-A small Hip Accuracy penalty has been added t' th' Flash Suppressor t' represent th' added weight o' th' accessory. The exact penalty amount is a weapon specific value.
GADGETS:
-Reduced th' spot times on C4 an' Claymore projectiles from 30 t' 15 sec.
-Tweaked th' controls an' physics fer th' EOD bot t' improve its handlin' an' aimin' capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, an' SOFLAM should now be much easier t' deploy.
-The MAV will now be destroyed when runnin' into a soldier or vehicle at high speed. Prepare to be boarded! It is still possible t' strategically sacrifice yer MAV on a soldier; it will be destroyed in th' process.
-The MAV now properly shows up in th' Kill Feed. Previously it simply displayed “KILLED.”
-The MAV can no longer be used as an elevator.
-Matched th' motion sensor sweep frequency an' range on th' MAV t' th' TUGS.
-Players will no longer auto enter SOFLAM, MAV, an' EOD bots after they be deployed.
-Players may now use their knife t' destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if th' player is revived within 5 seconds he can still detonate his C4.
-The player may now have a maximum number o' mines which will persist after th' player’s death. Shiver me timbers, Hornswaggle Deployin' more than th' maximum o' 6 mines will remove a previ'us mine from th' world.
-Claymores now live up t' 5 seconds after a player dies, th' player can have a max 2 claymores planted at th' same time.
-Claymores can now detonate from vehicles an' can be used t' disable jeeps or kill th' passengers in light jeeps, feed the fishes Claymores will not do any damage t' heavy vehicles.
-Ammobags now stay until th' user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced th' effective blast radius o' th' RPG, SMAW, an' 40mm grenade projectiles against infantry.
-Reduced th' total number o' RPG an' SMAW missiles carried from 5 t' 4. Fetch me spyglass! Players desirin' more rockets will want t' use th' Explosive spec.
-Slightly increased th' heal rate o' th' Medical Crate.
-The MAV now will also descend by pressin' th' Crouch Toggle key, on a dead man's chest! Shiver me timbers! (PC)
-The M224 Mortar can no longer be deployed in an area that is out o' combat fer another team like a home base or other protected spawn.
-Tweaked M224 exit points so th' player faces in th' direction o' th' mortar when he exits.
-Mines, Claymores, C4 an' other deployable items will now only appear on th' minimap when spotted by a teammate.
GENERAL GAMEPLAY:
-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowin' better odds o' gettin' away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-Reduced th' black screen fade in time on spawn, All Hands Hoay! The fade is still necessary fer properly streamin' in loadin' content at spawn, but it has been substantially reduced.
-Increased th' spawn protection time from 1sec t' 2sec. The protection will still be immediately canceled as soon as th' player moves or shoots.
-Spawn protection will no longer be canceled by th' player lookin' aroun'.
-Increased th' speed at which a player regains accuracy when aimin' after movin' fer a more responsive experience. Firin' before fully zoomed will still result inaccurate fire.
-Increased th' inaccuracy an' recoil added when a player is fully suppressed.
-Shotgun Buck an' Flechette rounds now have a less suppressive effect at medium t' long range.
-Tweaked th' damage levels o' Buck an' Flechette rounds t' balance them with other weapons.
-Improved th' suppression o' th' .44 magnum, .357 magnum, an' th' 5.8×42mm DAP88 rounds from th' Type88 sniper.
-Attemptin' t' Crouch (like Prone) will now properly interrupt Sprint.
-Increased th' effectiveness o' Suppression Resist Specialization.
-Parachutes now respond t' turn an' throttle inputs more quickly.
-Switchin' from primary weapons t' sidearms an' back now takes less time.
-Increased th' effectiveness o' explosive resistance.
-Tweaked bipod deploy settin's so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deployin' on top o' sloped objects like boats an' rocks.
-Fixed several issues with vaultin' objects, especially fer thin railin's.
-The Knife now only takes two swipes t' kill when attackin' from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.
TEAM DEATHMATCH:
-Fixed a bug where players would spawn close t' th' enemy team at th' start o' th' round.
-Tehran Highway playable area has been doubled an' is now th' same as th' Squad Deathmatch set up. Spawn points have been tweaked an' an extra spawn zone has been added north o' th' footbridge.
-Kharg Islan' has a new spawn zone layout, along with a bigger playable area an' new cover objects. Prepare to be boarded! Spawn points have also been tweaked.
-Strike at Karkan' spawns zones have been tweaked t' improve player flow. Spawn points have been tweaked t' improve safety upon spawnin'.
-Sharqi Peninsula spawn zones have been adjusted t' optimize player movement. Fire the cannons, Ya horn swogglin' scurvy cur! Spawn points have been tweaked so players spawn more safely.
-Seine Crossin' spawn zone set up has been improved. There is a new spawn zone by th' alleyway t' th' northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.
SQUAD DEATHMATCH:
-Fixed a bug where players would spawn close t' th' enemy team at th' start o' th' round.
-Damavan' Peak layout an' spawn zones have been tightened t' reduce th' spread o' players across th' map
-Tehran Highway now features an extra spawn zone north o' th' footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in th' Northeast corner an' in th' middle o' th' container area, t' th' Southwest.
wow
That be a lot o' changes!
Personally...
I just think a massive increase t' suppression is needed!
I really wanna see a game in which suppressin' fire really makes scallywags duck their heads an' hide in fear!
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