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Battlefield 3

Ne treba prekinuti partiju, partija je vec pri kraju i nakon zavrsetka ide auto balans, osim u slucaju kad si defender na rush-u pa ne moze da se zavrsi.

A sta igras CB ili Firestorm i ostane na tvojoj strani 20-30 igraca a na suparnickoj jedna igrac ?? Neka taj jedan ostane da se zeza, neka je njemu ostalo 80 tiketa, ima da partiju igrate dva dana. Prvo dok ga nadjete a drugo kada ga i nadjete, treba covjeka ubiti osamdeset puta.

Auto-balans je neminovan.
 
sto kaze glenn

a i sto se mene tice, bolje da je u toku partije auto balans, i to tipa cim jedan tim ima vise od 100-150 tiketa u odnosu na drugi. ipak je zanimljviji kada je neka izjednacena borba, nego kada jedan tim totalno dominira
 
A sta igras CB ili Firestorm i ostane na tvojoj strani 20-30 igraca a na suparnickoj jedna igrac ?? Neka taj jedan ostane da se zeza, neka je njemu ostalo 80 tiketa, ima da partiju igrate dva dana. Prvo dok ga nadjete a drugo kada ga i nadjete, treba covjeka ubiti osamdeset puta.

Auto-balans je neminovan.

Onda bi mu najbolje bilo da udje u onaj stacionarni pantsir ili cram koji su neunistivi.
 
Koja je fora s ovim da me protivnicki helish skida jednom raketom, bez ikakvog lokovanja, bez ikakvog upozorenja?! Danas mi se non stop to desavalo, a od opreme ima air raddar, ecm jammer i Heat Seekers.
 
Koja je fora s ovim da me protivnicki helish skida jednom raketom, bez ikakvog lokovanja, bez ikakvog upozorenja?! Danas mi se non stop to desavalo, a od opreme ima air raddar, ecm jammer i Heat Seekers.

To je TV raketa, upravljas misem sa njom ali je ona oneshot kill samo za letjelice. Evo primjer (smanji zvučnike ide muzika.. hehe): http://www.youtube.com/watch?list=U...=RcOT8CTUBKY&feature=player_detailpage#t=243s

Ako si bio u tenku onda jedino da si bio ostecen pa da je bio one shot kill. TV raketu ima samo drugo mjesto u heliju, gunner ali ne i vozač.
 
Poslednja izmena:
Da, dodao sam lika na Battlelogu pa mi objasnio, po*izdeo sam bio :) Poprilicna je glupost, i ovako ne mogu da prezivim 5 sekundi u vazduhu.. avioni su pred*kani protiv helija, svaki bilde na zemlji moze da te lokuje itd.. a bas volim da vozim helish.
 
Poslednja izmena:
Jedva cekam ovo ludilo. :D
 
Ne razumem..
 
Novi patch sutra:

http://www.oxm.co.uk/45513/next-bat...st-released/?cid=OTC-RSS&attr=OXM-General-RSS

WEAPONS BALANCING

Reload timer adjustments

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. Full details below:

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

Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88

Short and long reload increased: ASVal

Long reload reduced, shot reload increased: M4A1

Long reload increased: P90

Damage output/range adjustments

UMP: 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.

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

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

M93: Reduced the M93R's damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.

12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.

AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.

12 Gauge buckshot close range damage has been slightly increased.

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

Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.

Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.

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.

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 bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.

Increased the damage of the M5K.

A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.

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 been reduced to make this weapon clearly different from the M16A3.

M16A3: Recoil amounts slightly increased.

M4A1: Recoil amounts slightly increased.

G36C: Vertical and First Shot recoil amounts reduced.

M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

Miscellaneous weapons changes

FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.

Added Burst Fire to the M5K as an available fire mode.

Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36

Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.

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

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

Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.

Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.

Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.

Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

Weapons fixes

Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.

The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.

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

Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R

The PKS-07 is now available on QBB-95

The M417's foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.

The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.

Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.

MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

VEHICLE RELATED TWEAKS & FIXES

Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.

Air Radar now shows friendly vehicles as well.

Helicopter weapons can now destroy equipment with splash damage.

The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter's Laser Designator is permanently available to players who have received the unlock.

Repair tool damage against enemy vehicles lowered by 10%.

Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.

Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.

Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.

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

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

Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

PERSISTENCE RELATED TWEAKS & FIXES

Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.

Premium Engineer assignments are now counting all shotgun kills independent from the class using it.

Fixed so you can get score from awards in coop.

Accuracy dogtags now show the correct stats.

Coop Stars and dogtag are now properly unlockable and equip able.

Gun Master and Domination Winner ribbons and medals added.

Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

UI RELATED TWEAKS & FIXES

Added letters to the capture point icons displayed directly over the mini-map.

Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.

Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.

Fixed the hit indicator showing when spawning or closing the in game menu.

PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.

Fixed a bug where the clan tag sometimes shows as the player ID.

Added clan tags in nametags and kill card.

PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.

Fixed so commorose VO works when sitting in an AA vehicle.

Fixed so you get the critical health fullscreen color tint while in the post revive state.

Removed the join button in the server list for non-Premium users on Premium exclusive servers.

Fixed so the spawn menu always disappears when you are revived.

Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.

Fixed M-Com distance not updating if user moves towards it with EOD Bot.

Mortar strike explosions are now shown on the HUD for the shooter.

MISCELLANEOUS TWEAKS & FIXES

Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.

Fixed bug where it was possible to shoot while transitioning from sprint into prone.

Fixed so you can't revive a player who switched team since he died.

Fixed two exploits on Donya Fortress that allowed players to get on top of the level.

Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.

PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.

Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

XBOX 360 SPECIFIC INFO

Patch goes live: September 4

I igra je opet postala drugacija. :D Konacno da se sete da igla sluzi za vazdusna vozila a ne onaj javelin koji su svi kombinovali sa soflamom i bilo mu je nemoguce pobeci. Heliji izgubise flares za kopilota, avioni ce i dalje ocigledno da dominiraju, nigde se ne spominje retardiranost ruskih vozila u odnosu na americka, ali whatahel bitno je da su "nesto" izmenili, tj. neke stvari vratili kao i ranije. Ko zna mozda za godinu dana opet vrate na sadasnje stanje i bukvalno na svakih par meseci samo kombinuju i vrte u krug balans igre. :D
 
Ok mi zvuce te promene.. Konacno jace heli rakete protiv pesadije.
 
De ces raketama na pesadiju. :D Pa sad ce tek da te samelju u heliju, gunner nema flares, a igla i onaj americki fim tek sad dobijaju snagu i ima da budes lockovan non stop. Prepare to be annihilated. :D
 
Pa jeste, realno si najranjiviji u heliju.. bice valjda malo bolje kad otkljucam Below radar :) A radujem se jer je red da bar nekog ubijem kao pilot, samo ih disable-ujem i obicno izadju iz vozila i tuki od killa..
 
Poslednja izmena:
Koliko sam razumeo upropastice reload time za AS Val?
 
@boris

Oce al malo sutra. :) Heli je sa ovim patchom postao gotovo useless i umesto attack helija on ce sad izgleda morati da se krije po bazi dok ga naravno ne izbusi neki "iskusni" jetter. :D

Prosto je neverovatno sta iz patcha u patch rade, ili se namerno izivljavaju ili imaju kompletne *****e od beta gejmer testera koji nemaju pojma sta znaci balans u igri koji jedno ukinu, pa ga zamene, pa na kraju vrate na prvo i tako u krug. Kao sa AA koja opet moze da nanosi stetu tenku kao nekad i ima veci damage prema pesadiji.

A najveci problemi i dalje ostaju ocigledni, da su neka ruska vozila gora od americkih po spreadu i manevarskim sposobnostima (aa, heliji), da su spawnpointi i dalje bezveze, da avioni imaju i dalje ogromnu prednost u odnosu na sve ostalo i kada je samo jedan pilot dobar na suprotnoj strani, pogotovo americkoj, partija postaje pakao za sva vozila zato sto tunguska em sto ne moze daleko da lockuje em je katastrofalna na daljinu sa municijom. No, ajde da vidimo i kakva ce igrivost da bude sa ovim patchom, skoro pa se navikoh kao da na svakih par meseci igram malo drugaciju igru za iste pare. :D
 
Poslednja izmena:
pa realno dosta su i smarali iz helija, pesadija u 90% slucajeva mu nije mogla nista, baserape i spawnkill sa helijem je previrsio svaku meru :) kada sedne baja u heli i skontas da tvoja ekipa nema osecaj za filing :p o teamplayu mozes samo da izadjes dok ePisha raste ovom u heliju :) e pa dosta je bila, prasinarske ePishe ujedinite se !!1
 
Do kada je Blog offline?
 
pa realno dosta su i smarali iz helija, pesadija u 90% slucajeva mu nije mogla nista, baserape i spawnkill sa helijem je previrsio svaku meru :) kada sedne baja u heli i skontas da tvoja ekipa nema osecaj za filing :p o teamplayu mozes samo da izadjes dok ePisha raste ovom u heliju :) e pa dosta je bila, prasinarske ePishe ujedinite se !!1

Heliji su se i do sada realtivno lako skidali, sednes u avion i jedan top attack, ili soflam po celoj mapi sve do baze i heli ni ne moze da uzleti a da ga ne spici javelin ili stinger. To sto si ti samo pesadinac i prasinar i ne zelis u vozilo je tvoj problem. :)
 
Skinuo sam pach ali sam morao da idem cekam da se vratim kuci da probam kako to izgleda mada mi je SIT sto Armoled Kill izlazi tek za PC 11.09 :(
 
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