New update coming next week!
b1oodsh0tThu May 06, 2010 9:01 pm
And it looks very very nice in my opinion!
Changelog:
Server - Some potential sources for lag/rubberbanding have been eliminated
Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
Server - Log file for server admins: all remote admin interface commands/events are logged
Server - Log file for server admins: major server events + all chat messages are logged
Server - Idle kick is controllable
Server - Profanity filter can be disabled
Server - Teamkill-kick system is controllable
Server - Ticket counts and bleed rate are controllable per-level
Server - Infantry only mode available per-level
Server - Initial spawn delay and respawn delay are adjustable
Server - Server description can be up to 400 characters, and use "|" for line breaks
Server - Banlist can contain up to 10.000 entries
Server - reduced latency in packet handling
Admin Interface - fixed the player.onKill spam that occasionally happened
Admin Interface - ensured that player.onJoin events always report the player name
Admin Interface - events triggered when people spawn
Admin Interface - much more info on kills
Admin Interface - detailed stats are reported at end-of-round
Gameplay - Various minor level bugfixes
Gameplay - Helicopter handling has been tweaked
Gameplay - Weapon tweaks have been implemented based on PC public feedback
Gameplay - Fixed technical hang when a crate was armed outside of the combat area
Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed
Gameplay - Countermeasures can be fired when driving a helicopter
Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
Gameplay - Advanced Spotting scope works better
Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)
Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser – Added support for retrieving update progress
Server Browser - Now refreshes information
Server Browser - Join queue system when attempting to join a full server
Server Browser - all settings are automatically saved between sessions
Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well
Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
Client - Fixed some crashes
Client - Toggle/hold crouch is user controllable
Client - Toggle/hold zoom is user controllable
Client - Vsync bugfixed for DX10/DX11
Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen
Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
Client - Improved Play Now functionality
Client - Removed K/D ratio and Skill Level filters in the leaderboards
Client - Any points you get while being dead will be added to your score
Client - Reduced negative mouse acceleration
Client - More informative disconnection/kick reasons
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LukeThu May 06, 2010 9:40 pm
Thanks for the great post! I'll say this for Dice they are no slackers when it comes to patches.
GOA.Luke*BK*
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KillSh0tThu May 06, 2010 10:03 pm
"Gameplay - Weapon tweaks have been implemented based on PC public feedback"
Oh no...
get ready for the griping :/
Good list tho, chat will be fixed, nothing on VOIP tho...
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LoOnyCalThu May 06, 2010 10:03 pm
yea it looks good gosh i hope it fixes my lag issues for lords sake.. Most of the time in hittin a 300 or more ping ..
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StrandThu May 06, 2010 10:16 pm
Even though I don't have the game, a good fix based on the feedback I have read is the missle counters the helicopter will soon posess, maybe something like a flare
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Silent_WolfFri May 07, 2010 4:29 pm
Im just happy that I can get into the game the same time everyone else is now. It made me sad panda when the m-coms were destroyed by the time I came in. ^ five for EA
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BraxisFri May 07, 2010 6:04 pm
In terms of weapons fixes, what do y'all think of this.
- for the Rockets - In real life, all three of the launchers in the game fire a shaped-charge projectile, which produces a focused, armor piercing explosion. I think that the explosive splash damage should be dialed back to about a 3 foot radius, except in the direction that the rocket was traveling... and keep that one the same as it is now.
thoughts? suggestions?
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WannaBFri May 07, 2010 6:51 pm
The Balance tweaks are as follows:
Slightly increased the damage of the UZI at long range.
The AKs74u now has more felt recoil when aiming.
The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.
The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
Increased the damage of the MG3 to bring it in line with the rest of the LMGs.
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
Fixed a bug where the SVU would do too little damage at long range.
Fixed a bug where M95 rounds would not kill armored targets with headshots.
Straight from the forums
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LukeThu May 27, 2010 1:22 am
bUMP
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Nam-RangerThu May 27, 2010 4:43 am
- for the Rockets - In real life, all three of the launchers in the game fire a shaped-charge projectile, which produces a focused, armor piercing explosion. I think that the explosive splash damage should be dialed back to about a 3 foot radius, except in the direction that the rocket was traveling... and keep that one the same as it is now.
Anti-tank rounds are to stop, disable or destrory armor.....they are not used on infantry with the effect they have in BC2......the rounds as said have little splash effect on infantry....it may kill them with a direct hit, but most of the time due to the blast it just knocks them out or down to fight on. In real life unless it's a bunker with infantry in it...you will be the one killed by the infantry.
Saw a guy in Nam that an RPG hit between his legs (hit the ground not him) blowed both his legs off at the knees and he lived.
So for my .02 worth they should make it direct hit kills you,others just knock you down, reduce the effect they have in the game on infantry
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SmackyThu May 27, 2010 4:22 pm
Have seen LAWs and AT 4s used against clusters of infantry. If your within the immediate blast radius of a point of C4 (or other explosive) you are usually dead from concussive force if nothing else. RPGs, CGs, etc all have lateral fragmentation as well. So fire, concussive force and fragmentation are all factors in the "Infantry" effectiveness of the rocket launchers. And yes, they can/will kill/mame people inside the blast zone.
With that in mind, if someone last their legs, arms, got a serious concussion, whatever, in game terms they are out of action. To me, again in game terms, it is sufficient to count that as a kill.
All that said, I still believe the CG has to large of blast radius and is a little to powerful. I would not scale it too far back, but I would scale it back a little more. Right now the blast radius is 1.8 meters and with the way the game function that means if you are on the other side of a rock, but within the blast radius, you are still very likely to die. If it was scaled back a little (to say 1.5 meters) they would not be seen as ofter and others weapons systems would be seen more...but just my opinion.
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ShaldagThu May 27, 2010 6:27 pm
I agree Nam Ranger.
Could a rule be enforced that neuters the firing of tanks and armor on solo itty bitty infantryman?
That would be more realistic and remove some frustrations. Playing the game in a more realistic and tactical way would enhance the longevity of it
otherwise its just a run and gun deal with arcade mind set
Just a thought
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WannaBThu May 27, 2010 6:47 pm
According to EA's ROC; We cannot limit or disallow any weapons from a ranked server.
So yea, basically you can only play the game as it was released.
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