With the release of Back To Karkand for PlayStation 3 players today, DICE also released a brand new trailer. This time, focus is on Wake Island, one of the most popular maps in the Battlefield franchise. And from the look of it, it’ll retain its popularity in Battlefield 3.
The first Battlefield 3 expansion, Back To Karkand, has been released on the PlayStation 3, and some members of the GameStop Power-Up service have received a mini strategy guide for Back To Karkand, which includes map overviews of all four maps, and for all versions of the maps.
It looks like Strike At Karkand will be more limited than in Battlefield 2, and will only have 5 capture points in its largest version. Wake Island will have 5 flags as well, while Sharqi Peninsula and Gulf of Oman on the other hand, will support 7 flags in 64 player mode. Full map overviews below.
Tomorrow on December 6, Battlefield 3 will be down between 9 AM CET / 12 AM PST until 1 PM CET / 4 AM PST. The downtime will bring updates to the servers and back-end of Battlefield 3, and will also coincide with the roll-out of a large PC patch at the same time. The patch weighs in at 2 GB, and includes the Back To Karkand content as well. Back To Karkand will be available for PlayStation 3 owners tomorrow, while it will be unlocked for PC and Xbox 360 players on December 13.
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Back To Karkand will be released on Dec. 6th for PlayStation 3 owners and on December 13th for PC and Xbox 360 owners. We’ve gotten hold of a batch of new Back To Karkand gameplay screenshots that show new angles on Wake Island, Gulf of Oman, and Strike At Karkand. Full gallery after the break. READ ON »
DICE has released a list of updates, fixes and tweaks which will be available in the upcoming PC patch, scheduled for release next week.
Bugfixes:
Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed
Balance Tweaks:
Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic)
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
We previously revealed that the upcoming Battlefield 3 DLC Back To Karkand would drop on December 7 on the PlayStation 3 and on Dec 14 on PC and Xbox 360. Now EA has revealed the official release dates, and it looks like we’ll be getting Back to Karkand one day earlier than we thought: the DLC will be available on Dec 6th on the PS3 and on Dec 13th on PC and Xbox 360.
Back to Karkand will be free to owners of Battlefield 3 Limited Edition, and will include 4 maps, 10 new weapons, 3 new vehicles, and a new way to unlock weapons, called “Assignments“.
While DICE didn’t implement the planned “nerf” to the IRNV (infrared) scope in the PC patch, they did add it to the recently released PlayStation 3 patch. And it looks like they went overboard with the changes, as the scope is practically useless now, as the video above attests.
Many players had complained that the IRNV was overpowered and made it too easy to see players, and DICE decided to go ahead and make some changes based on the feedback. Granted, the IRNV scope used to be a bit overpowered, but it now appears it has been nerfed a bit too much.
UPDATE: it looks like there’s a more accurate depiction of the new IRNV in this video, according to DICE gameplay designer Alan Kertz, who also pointed out that they might have nerfed it a bit too much:
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