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On December 8th, 2011 in News

BF3 commo rose
Commo Rose was a much requested feature for Battlefield 3, but the version that managed to ship with the game is awkward and practically useless, as it’s missing key commands — the two most needed commands (“Need ammo”, “need medic”) are not there. Now according to DICE sound producer Tomas Danko, DICE have updated Commo Rose quite a lot, so much in fact, that they’re referring to it as “Commo Rose 2.0″. Danko recently Tweeted:

“We have patched and updated comrose big time, it will be distributed shortly.” “It’s so updated we refer to it as comrose 2.0. Soon in a patch near you. :)

Danko also confirmed that players will be able to request ammo and medic help with the 2.0 system. Commo Rose a communications interface used by holding down the “Q” button, where after a menu pops up where players can issue commands, request stuff, etc. No word on when the next patch will be released.

On December 8th, 2011 in Gallery

Battlefield 3 screenshot of the day

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On December 6th, 2011 in Videos

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.

On December 6th, 2011 in Gallery

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.

On December 6th, 2011 in News

Bf3 patch
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.

On December 5th, 2011 in Gallery

Battlefield 3 screenshot of the day

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On December 3rd, 2011 in Gallery

Back To Karkand screenshot
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 »

On December 2nd, 2011 in News

DICE has released a list of updates, fixes and tweaks which will be available in the upcoming PC patch, scheduled for release next week.


  • 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
  • Tweaked the max vehicle height on Noshahar Canals
On December 2nd, 2011 in News

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“.

On December 1st, 2011 in News, Videos

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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