BF3 MegaPatches, Past and Present. Does it get any better?

#1 Posted by hoossy (933 posts) -

So, like several others, such as

It's like that movie, "Invasion of the Bodysnatchers", where everyone looks the same but are different underneath. Very unnerving.

So I was never able to get used the changes, good or bad, and I basically quite... Which sucks balls, because I've never done with a BF game before.

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Now, another huge patch has come out, "re"fixing some of the patchwork from before, plus some other changes. What do you think? Have you tried it out yet, any improvements? I'm downloading it right now, but I am in serious doubt that it will woe me back into DICE's arms.... :(

FULL JUNE (“MULTIPLAYER UPDATE 3″) CHANGE LIST BELOW

Vehicle related changes

> Tweaked the F35 handling to more closely resemble that of the SU35 (see above).

> Jet & helicopter ECM Jammer should now deflect missiles more reliably when it is active.

> Fixed an issue where vehicles wouldn’t spawn if their intended space was occupied by a deployable gadget. The vehicle will now spawn as intended and the gadget will be destroyed in the process.

> Fixed AA missiles not doing damage to vehicles moving at very high speeds.

> Reduced the direct damage from unguided Javelins to require better side hits for a 1 hit disable. This was previously too forgiving and easy to accomplish.

> Removed the direct damage from aircraft launched guided missiles. Players will need to have laser designated targets for full effectiveness.

> Adjusted the helicopter rockets to their original prepatch damage value against armored vehicles. This is a reduction; a revert of a knock on effect that was introduced accidentally.

> Fixed the US Tank Guided Shell doing the reverse damage values when guided and unguided.

> Adjusted the M224 mortar damage against vehicles. Some tweaks and adjustments in a previous update accidentally increased its effectiveness greater than intended.

> Increased the range on the AA guns so they can reach vehicles hovering at the maximum height in select maps.

> Replaced the VDV buggy on Gulf of Oman (Back to Karkand) with the DPV buggy for both teams at the City flag.

> Fixed a bug where some vehicle unlocks were still enabled after the player left the vehicle.

Soldier and gadget related changes

> Reduced the inaccuracy added when in suppression. There is still an enhanced suppression compared to the initial state in the game, but the effect is now less than it was in the last patch (see above).

> Reduced input lag for gamepads/joysticks on all platforms. Aiming as a soldier when using a gamepad or joystick should now be more responsive.

> Tweaked the deploy times on gadgets to be faster to deploy in high stress combat situations.

> Greatly improved the responsiveness when deploying a bipod when going prone and shortly after moving. The bipod deploy should no longer abort if the player deploys the bipod immediately after stopping.

> Fixed bug where you couldn’t deploy the mortar anywhere on Grand Bazaar.

> When changing the accessories of a weapon in the Customize screen, the weapon previously selected in the Deploy screen will now automatically be selected when entering the Accessories screen.

> Increased the effectiveness of the Aim Assist at close range. Testing in Close Quarters proved our current assist to be inadequate in tight quarters. This is a global change, and will improve the effectiveness of Aim Assist for all modes and maps. Aim Assist over distance is still significantly less effective. This is console only, as Aim Assist is not present on PC. If you prefer, you can also turn it off on console.

> Players will now spawn on the Radio Beacon looking in the same direction the Beacon is facing. The Beacon always faces in the direction the player is facing when it is planted. Previously the Beacon’s direction had no impact on the player’s spawn direction.

> The Spawn Preview camera on the Spawn Beacon has been updated to better reflect the direction the player will be looking when he spawns.

> 40mm smoke now stays longer again.

> Tweaked some tracers on sniper rounds to have better visibility at range (the tracers are smaller).

> Tweaked the flashlight so it is less blinding at the edge of the screen.

> Fixed bug where you couldn’t pick up your deployed gadgets after being revived.

Weapons related changes

> Fixed a bug where Heavy Barrels and Underslung Shotguns could be over powered. (This is the so called M26 dart issue, see above)

> All semi-automatic sniper rifles now properly have shorter range when using a suppressor.

> The L96 now properly shoots where the iron sights are aimed. The position was previously offset.

> The SKS now has the proper damage values when using a suppressor. The damage was previously too low at close range.

> Slightly reduced the suppression effect of SKS rounds.

> Decreased the long range damage of the SKS to highlight its close to medium range role.

> Slightly decreased the foregrip aimed accuracy penalty on the M4A1 to bring it in line with other guns.

> Slightly increased the foregrip aimed accuracy penalty on the SCAR-H to bring it in line with other guns.

> Reduced some of the vertical recoil and zoomed accuracy penalties added to the FAMAS in the previous update.

> F2000 foregrip accuracy penalty reduced and recoil reduction bonus increased.

> AEK971 foregrip recoil reduction bonus increased.

> SG553 foregrip recoil reduction bonus increased.

> FAMAS foregrip recoil reduction bonus increased.

> Fixed the M416’s M26 with Flechettes not having a name in the kill log.

> Fixed so all clip based LMGs have Extended Mags as an available unlock.

> All semi-automatic shotguns now fire at 220rpm. There was previously simply a small difference between them, whereas now they have different pellet counts instead of rates of fire.

> Improved the recoil and accuracy of the M26 to match the 870.

> Reduced the impact suppression has on shotguns. Shotguns are still affected by Suppression but it should no longer significantly impact their accuracy from the hip as it previously did.

> The 870’s pump speed has been increased slightly from 0.55 seconds to 0.48 seconds. The empty reload time for the 870 has also been reduced slightly.

> Improved the accuracy of aimed shotguns when on the move.

> The Saiga’s recoil has been reduced.

> The M1014 now fires 10 projectiles. The other semi auto shotguns have 9 pellets, and since the M1014 has a lower mag size and a slower reload it now fires 10 pellets to give it some edge.

> The USAS-12 now fires 7 projectiles.

> The MK3A1 now fires 8 projectiles.

> Fixed so the weapon’s fire mode is saved between spawns.

Miscellaneous changes

> Added colorblind option for consoles (see above).

> Added colorblind icon for squad leader (all formats).

> Added the option for console server admins to show a symbol in the server browser signifying custom rules are in effect (see above).

> Fixed an issue where footsteps couldn’t be heard behind you.

> Fixed so that the arming of an M-COM station will not be cancelled if you look at a dropped weapon.

> Fixed exploit where you could teleport to the AA gun on carriers by firing an EOD bot at its door.

> Fixed co-op ammo HUD not showing on first enter.

> Fixed so you get prompted if you really want to switch team when pressing the Switch team button.

> Fixed so that Assignments are being correctly sorted on the My Soldier\Assignments screen.

> Fixed issue with commorose not working on soldiers in vehicles (PC).

> Added blinking capture point icons in the 3D HUD, and added blinking neutral icons in objectives bar.

> Composed a more informative error message for when a console player attempts to rent a server in a location where there are currently no servers available.

> Fix for dog tag icons in the My Soldier/Assignments screen appearing slightly stretched.

> Fixed some tracers appearing behind the soldier or vehicle that fired them.

> Potential random audio crash fix.

#2 Edited by AhmadMetallic (18955 posts) -

I like that my name is up there.  
Haha, anyway, those patch notes are all fine and dandy. Don't really have any thoughts except for these:  

  • Kudos to DICE on breaking out a patch two months after the previous one. Their patch team seems to be working more efficiently in fixing stuff and also putting patches out quickly. 
  • The biggest bummer for me was the ridiculously long suppression effect my the screen. It's been reduced so the game feels good again. 
  • Sucks that DICE still has the "one souped up weapon" mentality. They always have one "hidden" gun that does amazing damage, put in there intentionally to please exploiters and assholes. With BF3 it was the USAS, the next patch it was the M26 DART, and now it's the Smoke Grenade. Such a shame.
 
 With the screenshots and footage that I've seen of Armored Kill, it looks like BF2 is back. Here's hoping!
#3 Posted by Tennmuerti (8059 posts) -

Hmm, I pretty much stopped playing BF3 altogether after a week of the March patch.

  • AA missle fix is good - but seriously it took them this long to fix a completely broken game changing mechanic??? this should have been a 1-2 week hotfix tops
  • I still see no adjustments for infantry AA ranges, so guess they're still useless
  • Tanks: so they fixed up heli and a bit of Jav damge good, but Jet pods and direct fire AT missles will still FUBAR a tank? eh ... oh and repair tool still the same? doesn't sound like tanks are fixed at all at this point.
  • thank fucking god for the supression fix

Unfortunately i have no interest in the close quarters DLC atm (if there was CQ Rush that would be a different story), i think i'll check back in at the time of the next DLC maybe they will have done another fix pass by then.

#4 Posted by Sooty (8082 posts) -

I find it so strange seeing World of Warcraft behemoth patch notes for an FPS, but I also like it.

#5 Posted by SpaceInsomniac (3630 posts) -

@AhmadMetallic said:

  • Sucks that DICE still has the "one souped up weapon" mentality. They always have one "hidden" gun that does amazing damage, put in there intentionally to please exploiters and assholes. With BF3 it was the USAS, the next patch it was the M26 DART, and now it's the Smoke Grenade. Such a shame.

How is the smoke grenade a weapon? I haven't played since the patch, so I have no idea what you're talking about. Could you explain?

#6 Posted by Arker101 (1474 posts) -

@SpaceInsomniac said:

@AhmadMetallic said:

  • Sucks that DICE still has the "one souped up weapon" mentality. They always have one "hidden" gun that does amazing damage, put in there intentionally to please exploiters and assholes. With BF3 it was the USAS, the next patch it was the M26 DART, and now it's the Smoke Grenade. Such a shame.

How is the smoke grenade a weapon? I haven't played since the patch, so I have no idea what you're talking about. Could you explain?

It's basically a gauss rifle from Halo or Crysis.

#7 Posted by AlexW00d (6230 posts) -

@SpaceInsomniac said:

@AhmadMetallic said:

  • Sucks that DICE still has the "one souped up weapon" mentality. They always have one "hidden" gun that does amazing damage, put in there intentionally to please exploiters and assholes. With BF3 it was the USAS, the next patch it was the M26 DART, and now it's the Smoke Grenade. Such a shame.

How is the smoke grenade a weapon? I haven't played since the patch, so I have no idea what you're talking about. Could you explain?

When used with the Steyr Aug it has no drop. It's still really slow, but it's instakill if you can connect. It's hardly a souped up gun really, it just means you don't need to aim quite as well.

#8 Posted by Mageknight (121 posts) -

To be honest, I loved their balance overhaul patch. Suddenly, spraying bullets everywhere is a bad thing - you're rewarded for taking your time to set up bursts of shots from cover, which I think fits Battlefield nicely. They also made attachments not have a clear choice - the foregrip was king, but now you have to make a tough choice with each gun as to whether or not you want to eat the increased spread for reduced recoil. This patch touches up that patch, especially in the suppression department, so I'm pretty happy with it.

Also, if you think DICE is secretly hiding broken weapons in each patch, you be crazy.

#9 Posted by FrankCanada97 (4039 posts) -

@AhmadMetallic: At least people are finally using smoking grenades, albeit with a totally different intent.

#10 Posted by Talis12 (488 posts) -

i'd rather see them address bugs.. i still have issues with spawning, then scrolling to a weapon and your weapons disappear from screen.. or, getting revived in the no-go zone and getting stuck with the no-go black/white screen and annoying music untill you die again.. or, where the game just doesnt load properly and gets stuck on that black screen with the blinking cursor in the bottom right.

as for the tweaks.. some are good, some are bad. i still find it amazing i can aim at a players head with a sniper while he's standing still from relatively short range and not even get a hitmarker.. yet those that spray and pray with their auto's get me with headshots every time.

i remain to hate the spawn system for spawning me in between enemy squads.. prefferrably next to a tank. so i can die instantly. is it that hard to create a spawn system where if enemy is at front of A, i spawn at back of A?

and lastly, i get that rockets and tubes were getting to be a pain for many, specially on Metro.. but in the last 2 days ive used both and hit enemies directly in the chest, to the wall next to them or right at their feet and got no kill from it.. some of the nerving is getting to extreme if you ask me. and lets be real, if a rocket can blow up a jeep, it can sertainly blow up some petty soldier..

#11 Posted by Giantstalker (1604 posts) -

Been playing on and off for the PC since launch, and while a bit jarring, I thing these major patch overhauls are great. Presumably some of these changes are for Armored Kill, where ground vehicles will (hopefully) dramatically outnumber air vehicles and be the 'main event' so to speak.

#12 Posted by AhmadMetallic (18955 posts) -
@Mageknight said:

To be honest, I loved their balance overhaul patch. Suddenly, spraying bullets everywhere is a bad thing - you're rewarded for taking your time to set up bursts of shots from cover, which I think fits Battlefield nicely.

    
   
No, the highlight of the then-new patch (March) was trying to get the spraying knobs back into the game by allowing them to win via spraying.
#13 Posted by big_jon (5723 posts) -

I played last night, not sure if it was the server but everything felt fucked.

#14 Posted by hoossy (933 posts) -

@Mageknight: @Giantstalker: @AhmadMetallic:

What gun combinations are you guys finding effective? I'm still liking for Engineer, the M4A1 (heavy and foregrip) although I wonder if those two accessories just kinda cancel themselves out...

For assault, I've started playing with the M16A4 (heavy and foregrip) again. Pretty accurate, but not as much damage as I would like.

#15 Posted by AuthenticM (3706 posts) -

I don't care about any of this. I just want to know if they finally fixed the fucking input lag on PS3. I'm in the process of getting the patch. I'll know soon enough.

#16 Edited by big_jon (5723 posts) -

This patch is so bad, they re fucked their game.

#17 Posted by AuthenticM (3706 posts) -

Damn, they've fixed the lag! There's still some but it's pretty insignificant. MAN. Are you telling me I'm FINALLY able to play this goddamn game!?

#18 Posted by AhmadMetallic (18955 posts) -
@big_jon said:

This patch is so bad, they re fucked their game.

elaborate please
#19 Edited by big_jon (5723 posts) -

@AhmadMetallic: They nerfed attack choppers rocket pods vs infantry, so badly it takes like three runs to kill one guy, on top of that they are now disabled with one stinger, are sluggish to fly now, and do less damage to vehicles too. My saved game is corrupted once every two or so days so I have to reset all my stuff, ECM jammer on jets does not work, hit detection is fucked up, I shot a chopper twice with a 120 yesterday and no kill, I have also gotten kills while not getting any hit markers on foot against other infantry. There are a few other things I can't remember right now, but the end result is that aside from the over kill on suppression, the last patch was better.

#20 Posted by kgb0515 (411 posts) -

The worst thing is that I WANT to play BF3, but I had such a bad experience after the rent a server update rolled out. I'm not even sure the tweaks would make up for the fact that I get booted out of lobbies set up by boosters so often. Unless the servers on consoles are fixed so that you can filter DICE standard servers from the rest of the garbag, I think I will hold off a while longer. I hat to say it, but I've taken up Modern Warfare 3 as a substitute.

#21 Posted by Donos (1194 posts) -

I'm sorry people are feeling so bummed about it, because I've had pretty much the opposite experience. I hadn't really played the game at all since around the start of March, and just jumping in yesterday it felt a lot better than I remembered. Some combination of gun handling changes and bug fixes added up to me feeling much more in control of my character than I remember.

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