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On February 23rd, 2012 in News

After much criticism about lack of a Battlefield 3 patch or even some information about a patch, DICE has now released a big list of confirmed fixes that the new Battlefield 3 patch will include. There’s still no ETA on when we’ll see the patch, but at least now we know what it’ll include. The list, via Battlelog:

GENERAL GAMEPLAY FIXES: 

-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.
-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.
-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.

VEHICLE FIXES:

-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored vehicles.
-Increased the rate of fire and minimum damage of the Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at long range.
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
-Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.
-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.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill the pilot instead of the vehicle.
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
-The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for the IFVs.
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
-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 Hover Engine for more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the other Jets.
-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
-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).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do to infantry.
-The carrier based CRAM stations are now properly tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
-The A10′s extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
-The T90′s crosshair now more accurately represents the trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV’s turret controls to be more useful when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.

WEAPONS:

-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause an animation glitch.
-9x39mm rounds no longer benefit from the Sniper headshot bonus.
-Increased the damage of the 9x39mm rounds at long range.
-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 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.
-Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.
-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.
-Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26 MASS.
-The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.

Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun

effectiveness and also increase the feeling of individuality in each gun.
M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.
RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27′s higher rate of fire.
M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.
Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for 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 hitting round and little drift, this makes it excellent at sustained fire.
M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.
M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.
QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.
MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.

870: No change. The 870 is a popular and highly effective weapon.
DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.
S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.
MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.

M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.
M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.
SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.
A91: No Change. The A91′s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.
G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.
SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.
G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.
QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats.

AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.
M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.
M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role.
F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous 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 of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3′s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.
L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.
FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.

PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.
UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.
MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.
AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.
PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.
P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.
PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19′s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.

WEAPON ACCESSORIES:

SCOPES:

-Fixed the 7x scope not zooming to the full 7x on all weapons.
-Corrected the M39′s laser sight so it points at the point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.
-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 sniper reticule

BIPOD:

-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
-The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.
-Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod’s bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation.

HEAVY BARREL:

-The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.
-A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and 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 the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.
-The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.

IRNV FIXES:

-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 sniper reticule.

FOREGRIP:

-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.
-A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.

LASER SIGHT:

-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.
-The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.

SUPPRESSOR:

-The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.
-The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor’s bonus for all weapons.
-The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value.
-Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.

FLASH SUPPRESSOR:

-The Flash Suppressor no longer reduces accuracy for Automatic Fire.
-The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.
-A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.

GADGETS:

-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed “KILLED.”
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable 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 live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
-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.
-Ammobags now stay until the user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-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. Players desiring more rockets will want to use the Explosive spec.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)
-The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.

TEAM DEATHMATCH

-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.

SQUAD DEATHMATCH

-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest.



229 COMMENTS & TRACKBACKS

  1. Jackson
    February 23rd, 2012 at 4:47 pm

    this is an improvment, but i want DLC news!!!

    HIGHLY RATED Thumb up 66 Thumb down 10
    • Jackson
      February 23rd, 2012 at 5:32 pm

      wait a minute, did i just read “Laser Guided missiles can now be distracted by Flares” WHAT???

      HIGHLY RATED Thumb up 85 Thumb down 6
      • Mo3r3
        February 23rd, 2012 at 6:01 pm

        i was like :” daaaaaaaaaaaaaaaaang whaaaaaaaaat ?!?!?!?!?!”

        HIGHLY RATED Thumb up 34 Thumb down 3
        • liar
          February 23rd, 2012 at 7:31 pm

          Some good changes, some weird changes, and some vague changes. Sounds about right for BF3 so far.

          HIGHLY RATED Thumb up 17 Thumb down 6
        • Rap7or
          February 23rd, 2012 at 8:49 pm

          I really hete when i do a little jump and the soldier broke is foot and dies

          HIGHLY RATED Thumb up 42 Thumb down 2
        • random bf3 player
          February 23rd, 2012 at 11:20 pm

          and when is ea going to announce that this patch will be canceled?

          HIGHLY RATED Thumb up 55 Thumb down 11
      • Bloody Ghillie
        February 23rd, 2012 at 8:34 pm

        Still no sign on them fixing the stupid glitch where you can’t shoot through railings! And the Jet Guided Missiles, I didn’t see a fix about their damage and hitmarkers ( I must be blind). I’ve shot it at tanks more than 20x and only got one kill from it!

        HIGHLY RATED Thumb up 22 Thumb down 1
      • Alex
        February 24th, 2012 at 11:43 am

        Yeah, because not being able to dodge or get away from the SOFLAM + Javelin is balanced.

        … looks to be an amazing patch tbh. Really like the fact that tanks will now oneshot planes and choppers. (no troll. I’m flying the viper 99% of my gametime and I still welcome the change.)

        Thumb up 11 Thumb down 11
        • TheLordVoldemort
          February 25th, 2012 at 8:46 am

          “Yeah, because not being able to dodge or get away from the SOFLAM + Javelin is balanced.”
          Fucking ECM Jammers; how do they work!?

          Getting locked on by Anti-Air weapon -> Use ECM Jammer -> No longer locked on.
          You can’t explain that.

          HIGHLY RATED Thumb up 11 Thumb down 1
        • Bloody Ghillie
          February 25th, 2012 at 12:57 pm

          It IS balanced because not many people use SOFLAM, and if laser designating has the same product as locking on then there is no point in using it.

          Thumb up 7 Thumb down 1
        • THE_FUN_POLICE_
          February 25th, 2012 at 6:03 pm

          Thats what the ECM Jammer is for. The fact that they make it so a LASER GUIDED ROCKET/MISSILE can be distracted by flares is retarded. SMAW and IGLA are heat seekers, so it makes sense that flares distract them. I think thats why they have 2 different options with flares or ECM. But now, a pilot and gunner can both run flares and just keep poppin flares every lock. Thats dumb. They want balance? Flares for the stingers and ECM for the rare people that are using the SOFLAM/JAVELIN combo. Promoting teamwork eh? 2 foot soldiers need to work together and 2 people in the tank have to work together for the CITV. Seems like whenever I hop in a tank to get that annoying chopper out of the sky, the driver never has guided missiles for it any way!

          Thumb up 5 Thumb down 2
        • THE_FUN_POLICE_
          February 25th, 2012 at 6:04 pm

          Sorry…..STINGERS, not SMAW (face palm)

          HIGHLY RATED Thumb up 8 Thumb down 0
      • Hired_Mark
        March 4th, 2012 at 11:10 am

        -Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.

        Introducing the CoD update… Run and Gun for everyone!!!

        Thumb up 2 Thumb down 4
        • smarterthenyou
          March 17th, 2012 at 1:48 am

          im not really sure you understood correctly , its not like there allowing quickscoping … that would be a nightmare

          Thumb up 1 Thumb down 0
    • So f....ing annoying
      February 23rd, 2012 at 6:53 pm

      Please fix the thank issue. If I get thank after playing with any class i can’t use any specialization. can’t zoom , don’t have secondary machine gun next to main gun or any other specialization. This is f…ing annoying. This happens a lot on wake island grand bazaar back to karkand. Just play with any class kill one enemy and get thank u understand what i mean.

      Thumb up 2 Thumb down 15
    • TOCS
      February 23rd, 2012 at 6:55 pm

      You want to hand over more money for (most likely) tunnel and clusterfuck map.

      Thumb up 9 Thumb down 4
    • So f....ing annoying
      February 23rd, 2012 at 7:00 pm

      Also how the f… disabled chopper or plane still can fly and attack they should have time limit to land and get fucking fixed

      Thumb up 5 Thumb down 10
    • Cammanron
      February 23rd, 2012 at 9:34 pm

      ” Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters…”

      YEAH!!
      Excellent! Good to keep those heli- pilots honest. Nothing’s worse than timing your shot just right, and only getting a hit marker, or a “Vehicle disabled”…. and then having it fly away… I mean WTF!?…. not to mention giving the onboard engineer a sheetload of points for repairs..

      HIGHLY RATED Thumb up 42 Thumb down 2
      • ikillzombs
        February 23rd, 2012 at 10:21 pm

        What about the green flickering on ps3 ( dont know about the 360 or pc)

        HIGHLY RATED Thumb up 22 Thumb down 0
        • Trollzor
          February 24th, 2012 at 12:02 am

          To me its fixed it hasn’t popped up since the last patch.

          Thumb up 7 Thumb down 3
        • DDP73
          February 24th, 2012 at 3:10 am

          I get it all the time on the 360.

          HIGHLY RATED Thumb up 20 Thumb down 1
  2. Ytrin
    February 23rd, 2012 at 4:48 pm

    Wow, it’s long! I really hope the fixes were worth the time…

    HIGHLY RATED Thumb up 40 Thumb down 1
    • Trollzor
      February 24th, 2012 at 12:08 am

      Yes me 2, DICE has a reputation of being a good company but EA is killing them with the whole “BEAT COD NOW BF3!!!” scenario. I mean seriously i could give a rats ass about how CoD is doing so good!-_- EA should stick their noses somewhere else, CoD is a pathetic series. I just played MW3 for the first time on PS3 at guess what happened? There was a camper on this shit twisted map called Dome, I MEAN WTF!

      HIGHLY RATED Thumb up 33 Thumb down 2
    • He
      February 24th, 2012 at 12:12 am

      THAT’S WHAT SHE SAID!

      Thumb up 6 Thumb down 20
  3. Peppernator
    February 23rd, 2012 at 4:49 pm

    Thank you DICE! :D

    HIGHLY RATED Thumb up 41 Thumb down 3
    • Mo3r3
      February 23rd, 2012 at 5:58 pm

      never will thank dice ever again …

      Thumb up 13 Thumb down 41
      • So f....ing annoying
        February 23rd, 2012 at 6:54 pm

        me neither. game came out five months before still they didnt fix shit.

        Thumb up 11 Thumb down 30
        • Matthew
          February 24th, 2012 at 11:06 am

          If DICE didn’t get so much trash mail about nothing may the fixes about problem could be corrected

          HIGHLY RATED Thumb up 12 Thumb down 2
  4. Implied
    February 23rd, 2012 at 4:52 pm

    Excellent, USAS Nerfed.

    And a FAMAS change.

    And quite importantly, (many) Weapon Accessories don’t go off a Global Percentage anymore, rather its done on a Per-Weapon Basis. Should have been so from the beginning for Balancing purposes, but whatever. Its done now.

    Aside from that, Team/Squad Deathmatch Fixes and no dealing with Conquest issues like Operation Metro? /Facepalm.

    I’m guessing Launch Date (for PC at least, if they get that one out first) should be early March, with Consoles 1-2 weeks later. No evidence these are finalized Patch Notes.

    HIGHLY RATED Thumb up 55 Thumb down 21
    • (╯°□°)╯︵ ┻━┻
      February 23rd, 2012 at 8:04 pm

      how come u never get thumbs down?! are u jesus or sth ?

      Thumb up 8 Thumb down 34
      • Your Friendly Neighborhood Poster
        February 23rd, 2012 at 11:04 pm

        It’s because he makes good points, and if he has disagreeing points he makes them in ways where he doesn’t seem like a jerk.

        Some people here could take a lesson from him, in my opinion.

        HIGHLY RATED Thumb up 35 Thumb down 3
      • Implied
        February 24th, 2012 at 12:26 am

        Actually yeah, I’m…. Gamer God. So bow down before me before I send a Rain of Fire crashing down on your Gaming Rig.

        Thumb up 23 Thumb down 32
    • Trollzor
      February 24th, 2012 at 12:04 am

      Yes there are bugs in TDM and SDM where the corsshairs just vanish after you spawn or switch weapons.

      HIGHLY RATED Thumb up 19 Thumb down 2
      • wadallx
        March 18th, 2012 at 11:21 pm

        YES, this is so real, it’s very bad, this happen all the time.

        Thumb up 0 Thumb down 0
    • kelleroid
      February 24th, 2012 at 8:06 am

      Actually maps were designed only for one game mode and then ported to others.

      Metro is an obvious Rush map.
      Caspian, Kharg and Firestorm are pure Conquest maps.
      Bazaar and Seine are Clusterfuck maps.

      It’s just Conquest maps are generally better.

      HIGHLY RATED Thumb up 21 Thumb down 4
      • Implied
        February 25th, 2012 at 1:45 am

        That’s the problem. They decided to do this whole “All-Maps-All-Game-Modes” Strategy, but apparently they didn’t bother to Test the Metro Maps on Conquest, and possibly even vice-versa. If they simply took the time to modify the Objective placement on Metro Conquest it would improve things tremendously. Instead they’re wasting time on the K/D Ratio Game Modes, Team Deathmatch and Squad Deathmatch without a single Conquest change on ANY Map.

        HIGHLY RATED Thumb up 9 Thumb down 1
        • SZ_95
          March 4th, 2012 at 11:17 am

          Ain’t about Terrain, its all about the bodycount man.

          Bodycount
          Bodycount
          Bodycount
          Bodycount
          Bodycount
          Bodycount
          Bodycount
          Bodycount

          Thumb up 1 Thumb down 4
  5. The_battlefield
    February 23rd, 2012 at 4:54 pm

    lots of fixes

    HIGHLY RATED Thumb up 19 Thumb down 2
  6. buttbouncing sloth
    February 23rd, 2012 at 4:57 pm

    lets just see… lets just

    Thumb up 7 Thumb down 1
  7. rob roy
    February 23rd, 2012 at 5:10 pm

    Well…they completely nerfed the nerfed recon class…..ill take the cant kill with a mav….but now i cant redeploy it? and it has been reduced to a tugs range? im really thinking about going over to COD…..at least they don’t change the WHOLE game after it came out….

    Thumb up 5 Thumb down 116
    • Bloody Ghillie
      February 23rd, 2012 at 8:39 pm

      No, not really, they’ve kept the WHOLE game the same for what 4-5 years? And repackage the thing, even though people like you spend 60$ every year for the same exact thing!

      HIGHLY RATED Thumb up 73 Thumb down 2
      • Your Friendly Neighborhood Poster
        February 23rd, 2012 at 11:11 pm

        I don’t like to bash cod even though I hate the game, but come on.

        Why don’t CoD players realize yet that all CoD “sequels” are just the same exact crappy rehashed content, with just slightly improved graphics and a few new maps and weapons? They’ve been playing the same exact game for countless “sequels” now and seem to be completely oblivious to it.

        The only reason why the CoD series didn’t dry up and die by now is because every CoD game released is backed up by a bandwagon of kids buying any game containing the Call of Duty title in it.

        HIGHLY RATED Thumb up 42 Thumb down 3
        • liar
          February 23rd, 2012 at 11:21 pm

          I don’t disagree about the CODMW3, but this is a related point.

          I don’t like COD games (well, I liked COD 2, not MW2, COD2). But I can sympathize with people who don’t care about getting big changes in their sequels. Heck, If BF3 was nothing but BF2 with better graphics I would have said well done. Messing with success is always risky, so I can see where both developers and gamers sometimes don’t want to mess with stuff they previously liked.

          Then again, repacking the same game can be really annoying as well.I guess it depends on a few factors and whether they keep the right things in the sequel. My understanding with COD is that the developers played it too safe, changing very little. DICE’s problem is they changed too much, and in the direction of COD.

          HIGHLY RATED Thumb up 27 Thumb down 2
        • liar
          February 23rd, 2012 at 11:21 pm

          I don’t disagree about the CODMW3, but this is a related point.

          I don’t like COD games (well, I liked COD 2, not MW2, COD2). But I can sympathize with people who don’t care about getting big changes in their sequels. Heck, If BF3 was nothing but BF2 with better graphics I would have said well done. Messing with success is always risky, so I can see where both developers and gamers sometimes don’t want to mess with stuff they previously liked.

          Then again, repacking the same game can be really annoying as well.I guess it depends on a few factors and whether they keep the right things in the sequel. My understanding with COD is that the developers played it too safe, changing very little. DICE’s problem is they changed too much, and in the direction of COD.

          Thumb up 2 Thumb down 14
        • Implied
          February 24th, 2012 at 12:24 am

          If BF3 was Battlefield 2 on Frostbite 2 some people would have complained, others would have loved it because of that. Of course, the lack of Mod Tools would have killed it for some. Others wouldn’t have minded, player-based preference. Difference between CoD’s Yearly re-hashing and BF3 rehasing BF2 however would be the time between the two Games. You can expect a CoD Game every November (one year its an MW, another its a Blops), while with Battlefield its only 1 Studio working on the Series so they come out once every 2-3 years, usually.

          Arguably a BF2 complete re-hashing would have been a far superior product than what we got with this BF3 however. In-Game VoIP, 6-Player Squads, Commander, proper Commo Rose, etc. I actually wouldn’t care after seeing what DICE did with BF3 if BF4 was a completely BF2 re-hashing, down to every detail, except on Frostbite 3. Including Mod Tools this time though.

          HIGHLY RATED Thumb up 17 Thumb down 1
        • Your Friendly Neighborhood Poster
          February 24th, 2012 at 2:44 am

          I agree with Implied and Liar.

          I understand that some people like a rehash, and really true sequels are rehashes. The games that find the sweet spot between rehashed content and new content are the ones that make the best sequels, Call of Duty just seems to be doing a 95% rehash, and putting in barely any new content.

          As far as Battlefield 2′s sequel, Battlefield 3 goes:
          Unfortunately, DICE went overboard on changing the old content with Battlefield 2 to Battlefield 3, in my opinion. For example, they removed commander mode, reduced the squad size to 4 players down from 6, and did some more debatable things like adding regenerating health, changing the bullet spread/bullet damage and putting in 4 classes instead of 6.

          One thing that DICE seems to currently be doing is sacrificing old content for new content, when they don’t have to sacrifice old content in the first place. For example, they removed commander mode to “lower the threshold” for players, they compensated the removal of commander mode by giving the players useful gadgets like mortars, MAV’s, TUGS, etc. I’m positive DICE could of found a way to keep commanders AND give the players useful gadgets, all while keeping a balanced battlefield.

          In the next Battlefield sequel, Battlefield 4 or (if they decide to do it) Battlefield 2143, hopefully they will keep what makes Battlefield such a unique and great game, all while adding new content without sacrificing old content.

          Just think about it. Wouldn’t it be great to be able to play Battlefield 4 or Battlefield 2143 with commanders, 6 players squads, AND being able to use your favorite gadgets like a MAV, mortar, TUG’s? Afterall, Battlefield 2142 incorporated gadgets and commander modes pretty well all while keeping a balanced playing field. If they can do it in Battlefield 2142, then they can surely do it in another Battlefield sequel.

          HIGHLY RATED Thumb up 19 Thumb down 1
    • AJ Beamish
      February 23rd, 2012 at 10:55 pm

      Man, snipers whine more than the conservative base did after Obama got elected…

      You get a close range one shot one kill from the chest on up with this patch and you’re complaining? A decent sniper can kill from any range with a head shot.

      You can still use your MAV to kill someone but you have to weigh that against the advantage of helping your team with an eye in the sky. And unlike mortars, you can still safely deploy your MAV from behind the line of engagement.

      Most of the folk playing Recon are pathetic. Last night I had one guy chase me around the map and kill me with his MAV, three people were doing this on his team. I took out my MAV on the respawn and hunted his down and destroyed it while he was trying to kill another of my teammates. I destroyed his MAV 2 more times before the little git quit the game. I then hovered my MAV near the enemy’s deployment and destroyed over 30 more MAVs before the round ended. Poor bastards didn’t have a chance.

      These recons guys were actually committing suicide to get another MAV out on the battlefield. PATHETIC.

      HIGHLY RATED Thumb up 48 Thumb down 5
      • Implied
        February 24th, 2012 at 12:45 am

        The one thing I hate about playing this Class….. All the whining that comes with it. If its either from Noobs, about Noobs, or about Quick Scoping.

        HIGHLY RATED Thumb up 16 Thumb down 0
        • Trollzor
          February 24th, 2012 at 5:08 am

          EXACTLY! I use my MAV like its supposed to be used, to many snipers use it to get kills instead of spotting(even though no one does :`( ) There just mad cuz they cant quickscope on a team game. It make me laugh… HARD!

          HIGHLY RATED Thumb up 17 Thumb down 1
        • Bloody Ghillie
          February 24th, 2012 at 11:57 am

          Same here, everytime I use the class I’m always mashing the spotting button!

          HIGHLY RATED Thumb up 20 Thumb down 0
      • Bubbles
        March 2nd, 2012 at 11:07 pm

        I’m sick of this idea that snipers complain the most over everyone else what about how much other classes bitch about the usas? A good sniper isn’t effected by that and you guys bitch about the famas or what about how useless snipers are in games? But then when you get killed at 300 +m you rage a say they need to be nerfed cause they’re OP I’m against this guy saying the Mav patch is stupid im sick of people doing nothing for the objective and just being all around douchebags but don’t target snipers saying we whine anymore than other players. Not meant to be angry just raising the point.

        Thumb up 2 Thumb down 3
    • kablake
      March 19th, 2012 at 12:48 am

      Why should you be able to redeploy a piece of equipment that was just destroyed by intensionally crashing it into a soldier? The MAV is a recon platform, not a weapon. Use it as such. I applaud this change..

      Thumb up 4 Thumb down 0
  8. aeonlinux
    February 23rd, 2012 at 5:14 pm

    I read the WHOLE thing, and so far, I’m liking all the changes. Hell, there’s stuff there that I didn’t even know were bugs. But there’s only one thing I call complete bullshit:

    “-A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected.”

    Why the fuck should a foregrip give an aimed accuracy penalty at mid- to long-range? That makes no sense at all. The foregrip was designed to do the very opposite….

    All DICE is doing is giving the foregrip a disadvantage for the sake of giving it a disadvantage, when in fact it shouldn’t have. There’s really nothing negative about the foregrip, and there shouldn’t be, because, guess what? IT IS A GOOD IDEA.

    HIGHLY RATED Thumb up 45 Thumb down 4
    • CJMock
      February 24th, 2012 at 3:12 pm

      Honestly in real life, a foregrip doesn’t increase accuracy. It only stabilizes a weapon’s horizontal movement and help control automatic fire. Please don’t give me a “well this is a game, not real life” reply because as you can tell by a few of the weapon changes in the list, DICE wants to emulate real life examples of the gun itself.

      HIGHLY RATED Thumb up 14 Thumb down 4
      • aeonlinux
        February 25th, 2012 at 1:42 am

        Of course a foregrip increases accuracy. Quite frankly, your post is moronic.

        Higher stability when firing, inevitably yields more accurate shots at a determined location.

        Lower recoil = higher accuracy.

        Guess what the foregrip SOLE purpose is? That’s right, reduce recoil.

        Thumb up 10 Thumb down 5
    • MaybeTrue
      February 24th, 2012 at 6:57 pm

      I thought the same at first, but in reality, you could agrue that holding on to the actual riffle is more precise than holding on to a leverage extension.

      As a small movement on the grip would be leveraged to a larger movement of the riffle.

      HIGHLY RATED Thumb up 15 Thumb down 0
      • Reaver
        February 25th, 2012 at 10:40 am

        If I read your post correctly it would seem you said that a gun was more precise without a foregrip?

        I play paintball competitively, every single gun has a foregrip, you know why? manueverability, rather than out stretching your arms to hold on to the barrel your hands are at a comfortable distances apart with full range of movement in any direction.

        He’s right, there is no disadvantage to a foregrip, because it’s a very good idea, but for the sake of balance they have given it a penalty

        Thumb up 5 Thumb down 5
    • DGN
      February 25th, 2012 at 5:16 am

      You are all kinda dumb…

      You don’t hold on to the foregrip like a tennis racket. You cup your hand around barrel as normal while using the foregrip to support your palm and thumb as a brace griping with lower fingers; not as a handle.

      Secondly, what DICE is attempting to do is create a balance among the attachments, As it stands now the foregrip has no drawbacks and gives a boost for all situations, and as such is OP and eliminates the need for other attachments.

      DICE wants you to pick your role, whether its CQB, mid range or long range, not a jack of all trades as the foregrip allows for now.

      You want CQB, get foregrip and laser/silencer.

      Mid rang, foregrip/bipod and flash supressor.

      Long rang equip bipod and heavy barrel.

      Balance and gameplay over realism, sir

      Thumb up 7 Thumb down 1
    • thecpjuggernaut
      March 3rd, 2012 at 12:17 am

      I don’t know if you have used a foregrip in real life, but the fact of the matter is, a foregrip is for solely cqb and reflexive fire. You have much better accuracy with your hand horizontal on the rails than vertical on the foregrip (more stable firing platform). I can go on and on about it but I am just going to keep it simple.

      Thumb up 0 Thumb down 0
  9. Ubersoldat
    February 23rd, 2012 at 5:17 pm

    If this Patch is released like this, I will be more than happy to start play a lot more BF3. Awesome changes.

    HIGHLY RATED Thumb up 31 Thumb down 0
  10. isaac
    February 23rd, 2012 at 5:17 pm
  11. the pope touched me
    February 23rd, 2012 at 5:19 pm

    This looks gooooooooood!!!!!!!!! :D

    HIGHLY RATED Thumb up 14 Thumb down 2
  12. BouzyWouzy-->PSN
    February 23rd, 2012 at 5:23 pm

    This is really good news… But still, i dont know if Battlefield 3 can catch me again… I recently start playing Call of Duty 4 again( i dont like any other COD)

    This is a good step towards a good game from DICE. Cant wait for some DLC, and if they laungh some DLC it better has to be really good, not some Grand Bazaar action -.-

    Thumb up 6 Thumb down 11
  13. Asgaro
    February 23rd, 2012 at 5:23 pm

    Goood stuff!
    And don’t forget: PC gamers will also get Commorose 2.0 and a new GUI!

    Thumb up 12 Thumb down 5
    • Implied
      February 23rd, 2012 at 5:56 pm

      Pity still no In-Game Squad VoIP………… Damn Battlelog.

      HIGHLY RATED Thumb up 13 Thumb down 5
  14. Hifen
    February 23rd, 2012 at 5:24 pm

    Dealing with helis from now on will be a pain in the ass…I can see already an entire battlefield being owned with ease by a team with a decent heli pilot playing around with his Viper…

    Thumb up 5 Thumb down 14
    • UrMom306
      February 23rd, 2012 at 6:11 pm

      how are choppers more overpowered? i hate choppers…actually i’m a chopper hunter. They’ve buffed stingers to one hit disable again and now the flares don’t break the lock. Just lock on wait for them to pop flares then fire away. do the same with the citv/soflam and jav/guided shell. I’m going chopper hunting as soon as this comes out.

      HIGHLY RATED Thumb up 21 Thumb down 6
      • Cammanron
        February 23rd, 2012 at 9:38 pm

        ….same here, mate. I think a good heli pilot was able to overpower the rest of the opposing team….ESPECIALLY when there are alot of people who camp in one spot and just worry about themselves.

        HIGHLY RATED Thumb up 10 Thumb down 2
      • Hifen
        February 24th, 2012 at 12:52 pm

        Well, for starters, flares’ recovery time is lower and it can be used to protect against laser designated attacks, given that it will be “more reliable” for that purpose – as stated; guided rockets can’t be used on aircraft; stingers and iglas have now some reduced range; attack helis will do more damage and fire more accuratelly.

        So, only dumbasses will pilot an heli and keep flying low heights. If you can protect your heli against RPG’s you are basically untouched, as it takes a while to get 2 or more people to start worrying about a chopper to the point they decide to switch from RPG to Stinger and you have the perfect countermeasures for whatever attack infantry throws at you…

        At the end of the day, only an ace jet pilot will be able to protect a team against an enemy ace heli pilot.

        HIGHLY RATED Thumb up 16 Thumb down 2
        • Mikael
          February 28th, 2012 at 12:24 pm

          Thats me ;)

          Thumb up 2 Thumb down 1
        • DevilsMercenary
          March 2nd, 2012 at 9:59 pm

          Helis are easy targets for my jet =D, and when I see a good heli pilot is out, I take him down enough times to force him to leave lol.

          Thumb up 1 Thumb down 1
      • Reaver
        February 25th, 2012 at 10:46 am

        Its balanced fool -.-

        Thumb up 5 Thumb down 0
  15. Fiesta
    February 23rd, 2012 at 5:33 pm

    They are going to overpower the helicopters even more!

    Thumb up 7 Thumb down 17
  16. Peter
    February 23rd, 2012 at 5:35 pm

    awesome!! can’t wait for a little boost to my G36C!

    Thumb up 11 Thumb down 4
  17. Some BF3 player on a console
    February 23rd, 2012 at 5:37 pm

    This is a nice step, but what about those “Pesky” USAS-12′s with frag rounds? I guess no balancing for that. Anyway good patch i just can’t wait for the DLC news :)

    Thumb up 14 Thumb down 15
    • Johnny Neat
      February 27th, 2012 at 8:08 pm

      Why is there even an opposing majority here?

      Thumb up 3 Thumb down 0
      • F0rgiven
        March 22nd, 2012 at 4:11 am

        I agree. Because I can’t stand shotgun frag rounds. Ridiculously overpowered. And you may ask why don’t I use them then? Because I’m not a dick.

        Thumb up 2 Thumb down 0
  18. Ackack
    February 23rd, 2012 at 5:37 pm

    Wish they’d do smaller fixes. I can’t help but think this will be an overcorrection.

    Thumb up 9 Thumb down 4
    • Ackack
      February 24th, 2012 at 6:31 pm

      ^ This.

      Last patch was like a shock to the system, and this one is massive. Change is better in increments.

      HIGHLY RATED Thumb up 11 Thumb down 0
  19. Ham
    February 23rd, 2012 at 5:38 pm

    this is good, now let’s see them implemented! nice dice.

    Thumb up 8 Thumb down 1
  20. Marco
    February 23rd, 2012 at 5:46 pm

    So when can we expect to see these changes? And are there any plans to make CONQUEST ASSAULT its own game mode? Do not like intergrated with regular CONQUEST.

    HIGHLY RATED Thumb up 40 Thumb down 3
    • robothotwing
      February 24th, 2012 at 4:58 am

      thank you… srysly

      HIGHLY RATED Thumb up 16 Thumb down 1
  21. Just--sk8
    February 23rd, 2012 at 5:53 pm

    God dam it, i didn’t read anything about a bloody PC VOIP integration…..

    Thumb up 12 Thumb down 5
  22. Godsmakz
    February 23rd, 2012 at 5:55 pm

    Awesome changes! Looking forward to faster game play and more action with the PKP CHANG CHANG!

    http://www.youtube.com/watch?v=9gHRx3mGBh0

    Thumb up 0 Thumb down 6
  23. Mikael
    February 23rd, 2012 at 5:58 pm

    Nice… now jets cant take a good heli pilot…

    Thumb up 1 Thumb down 6
  24. wardindon
    February 23rd, 2012 at 6:00 pm

    poor sniper, poor jet

    Thumb up 3 Thumb down 14
    • Jonathan
      February 23rd, 2012 at 6:52 pm

      Yeah, the sniper was screwed over after the beta.

      Thumb up 2 Thumb down 16
      • Patrik (who sometimes plays recon)
        February 24th, 2012 at 7:11 am

        Snipers? I didn’t read anything about snipers.

        I looked it up and there aren’t even snipers in the game. Huh. You must e talking about something else.

        Thumb up 10 Thumb down 6
  25. That brown kid
    February 23rd, 2012 at 6:16 pm

    Hahah! Thank you DICE for buffing the choppas up! Rape time bitches ;)

    Thumb up 5 Thumb down 34
    • Grammar Nazi
      February 28th, 2012 at 10:36 am

      I will hunt you down and tear you pilot ass apart!

      Thumb up 4 Thumb down 0

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