Battlefield 3

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Discussion

Fabric

3,819 posts

193 months

Thursday 23rd February 2012
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Mikeyboy said:
Why does everyone want horns on jeeps? Never understood that.
Horns are useful for alerting your gunner, who's facing the complete opposite direction doing god knows what, that there's things/troops infront of the keep needing shot at. Worked pretty well in BadCo2 I thought - if the driver's mashing the horn, turn to face whatever he's looking at.



trooperiziz

9,456 posts

253 months

Thursday 23rd February 2012
quotequote all
recalluk said:
Guvernator said:
Some very good changes and some very dumb ones.

Flares now work on lazer guided missiles! Really?? What is the point of even equiping a Javelin over a stinger of RPG now?
.
I guess Damage .. Jav used to be one hit disable so may now be one hit kill ????

-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
Plus the change that flares no longer de-lock.

Squirrelofwoe

3,183 posts

177 months

Thursday 23rd February 2012
quotequote all
Guvernator said:
Some very good changes and some very dumb ones.

Flares now work on lazer guided missiles! Really?? What is the point of even equiping a Javelin over a stinger of RPG now?
This is the one that puzzled me. I thought they had the JAV/Soflam pretty spot on. YES it could be a powerful combo, but it took teamwork to implement AND tied up a whole squad to be effective.

Not to mention they could quite effectively be over-run by infantry.

I guess the only reason to use the JAV/Soflam combo now is the extra range? But even that is negligable given the multiple spawn points/squad spawn etc. It will now surely just descend into mass RPG/Stinger spamming (especially against decent airpower as it will need AT LEAST 2 firing at each air target) rather than the more teamwork orientated solution we had before.

Shame.

Edited: Ah re-read and with the increased damage, no lock break etc it looks like as long as you have more than one Jav firing it could still be pretty effective.

Edited by Squirrelofwoe on Thursday 23 February 15:13

totlxtc

2,085 posts

160 months

Thursday 23rd February 2012
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-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.

At last!

Little sad they have messed with MY PKP frown

Fabric

3,819 posts

193 months

Thursday 23rd February 2012
quotequote all
Squirrelofwoe said:
Guvernator said:
Some very good changes and some very dumb ones.

Flares now work on lazer guided missiles! Really?? What is the point of even equiping a Javelin over a stinger of RPG now?
This is the one that puzzled me. I thought they had the JAV/Soflam pretty spot on. YES it could be a powerful combo, but it took teamwork to implement AND tied up a whole squad to be effective.

Not to mention they could quite effectively be over-run by infantry.
I'm a bit confused to that as well, although it does say "can" be distracted rather than "will" be distracted, so perhaps there's stipulations? Maybe if there's multiple AA ordnance fired, only the first airborne one will be affected by flares? I'm interested to see how it plays out first, with the new AA balances in effect before I pass judgement though. I do fear both heli gunners and pilots will equip flares as a workaround though, if this is the case.

I'm not quite sure I like the sound of "-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud" either - I thought the sole purpose of the ECM was to counter missiles that were already airborne?


Squirrelofwoe

3,183 posts

177 months

Thursday 23rd February 2012
quotequote all
Fabric said:
Squirrelofwoe said:
Guvernator said:
Some very good changes and some very dumb ones.

Flares now work on lazer guided missiles! Really?? What is the point of even equiping a Javelin over a stinger of RPG now?
This is the one that puzzled me. I thought they had the JAV/Soflam pretty spot on. YES it could be a powerful combo, but it took teamwork to implement AND tied up a whole squad to be effective.

Not to mention they could quite effectively be over-run by infantry.
I'm a bit confused to that as well, although it does say "can" be distracted rather than "will" be distracted, so perhaps there's stipulations? Maybe if there's multiple AA ordnance fired, only the first airborne one will be affected by flares? I'm interested to see how it plays out first, with the new AA balances in effect before I pass judgement though. I do fear both heli gunners and pilots will equip flares as a workaround though, if this is the case.

I'm not quite sure I like the sound of "-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud" either - I thought the sole purpose of the ECM was to counter missiles that were already airborne?
For airborne targets I can only see multiple Javs (or Stingers) being the way forward. Have several firing at the same target with the hope that at least one gets in during the tiny 'flare-reload' window. However for this you surely may as well just use Stingers as they require no Soflam, and you can carry twice as many if not more- at the expense of a bit of range.

Looks like it will make Soflam somewhat redundant.

Polarbert

17,923 posts

232 months

Thursday 23rd February 2012
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It seems like the developers are a bit over reactive to the community. The one that stood out to me was that the mortar can't be deployed in an area that is out of bounds to the other team. Why shouldn't it?

I understand its so that the mortaree can be killed but why not be able to deploy in your own area?

Stagpump

688 posts

172 months

Thursday 23rd February 2012
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-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters

-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.

Don't get the flares/ laser thing but this might make you feel a little better.

-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.

I really have no idea what this means.

-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 RPG and SMAW damage against aircraft.

-The T90's crosshair now more accurately represents the trajectory of the main gun.

So I repeat the Laser/Flare thing is daft but there are some perks to go with it.....

Spiritual_Beggar

4,833 posts

195 months

Thursday 23rd February 2012
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totlxtc said:
Little sad they have messed with MY PKP frown
What...by making it better?

Increased damage at range, and reduced recoil for sustained fire! This thing is gona be a Suppression beast!

Plus....faster Bipod deployment time! biggrin

As the Macho Man Randy Savage used to say: "OOOOHHHH YYYEEEAAAAHHHHHHH!"


Really looking forward to trying out the Extended Mag on the AS-Val too.

Squirrelofwoe

3,183 posts

177 months

Thursday 23rd February 2012
quotequote all
Stagpump said:
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters

-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.

Don't get the flares/ laser thing but this might make you feel a little better.

-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.

I really have no idea what this means.

-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 RPG and SMAW damage against aircraft.

-The T90's crosshair now more accurately represents the trajectory of the main gun.

So I repeat the Laser/Flare thing is daft but there are some perks to go with it.....
After a bit of research it seems that laser-designated aircraft still won't get a warning tone to let them know a missile has been launched. So this means it will be up to the skill of the pilot to time the correct moment to deploy the flares. Or they will just spam flares every 11 seconds...

crocodile tears

755 posts

147 months

Thursday 23rd February 2012
quotequote all
Polarbert said:
It seems like the developers are a bit over reactive to the community. The one that stood out to me was that the mortar can't be deployed in an area that is out of bounds to the other team. Why shouldn't it?

I understand its so that the mortaree can be killed but why not be able to deploy in your own area?
As much as I find people who sit in their base constantly mortaring 'annoying'.. They might aswell remove mortars from the game now.

TEKNOPUG

18,971 posts

206 months

Thursday 23rd February 2012
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crocodile tears said:
As much as I find people who sit in their base constantly mortaring 'annoying'.. They might aswell remove mortars from the game now.
It’s easy to combat with your won mortar though. I really don’t see the need to patch this.

Sway

26,290 posts

195 months

Thursday 23rd February 2012
quotequote all
When is the patch out?

I think its too early to comment on a lot of the changes - the language they use isn't the clearest, and its always difficult to predict the impact/change in style that balance changes bring.


tank slapper

7,949 posts

284 months

Thursday 23rd February 2012
quotequote all
Stagpump said:
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.

I really have no idea what this means.
It means that when you are aiming an Igla or Stinger, and presumably AA missiles firing the flares before the missile is launched won't have any effect. It will stop people running in for an attack and popping flares to stop people launching at them. It means that aircraft will be easier to shoot down if more than one person is trying - one fires and flares are popped, but the other is still locked and able to launch. Previously, firing the flares would brake the lock of the second missile and prevent launch.

Merlin28

658 posts

149 months

Thursday 23rd February 2012
quotequote all
Which button on 360 is the horn for jeeps then? Just so I know for tomorrow morning or has this patch not happened yet.

Zaxxon

4,057 posts

161 months

Thursday 23rd February 2012
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Nice fixes, how about the default keys fix?

anonymous-user

55 months

Thursday 23rd February 2012
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Just played a rare game of TDM and ended up going on an epic 24-man killing spree, mostly with a pistol after I ran out of PDW-R ammo. They just couldn't stop me, I was like a machine! evil

The team only won by 10 points and I ended up with 1/4 of their kills on my own hehe

trooperiziz

9,456 posts

253 months

Thursday 23rd February 2012
quotequote all
Symbolica said:
The team only won by 10 points and I ended up with 1/4 of their kills on my own hehe
Aren't there only 4 people in a team anyway wink


crocodile tears

755 posts

147 months

Thursday 23rd February 2012
quotequote all
TEKNOPUG said:
crocodile tears said:
As much as I find people who sit in their base constantly mortaring 'annoying'.. They might aswell remove mortars from the game now.
It’s easy to combat with your won mortar though. I really don’t see the need to patch this.
counter mortaring people who are mortaring is the sole reason I have 96 kills with mortars hehe

anonymous-user

55 months

Thursday 23rd February 2012
quotequote all
trooperiziz said:
Symbolica said:
The team only won by 10 points and I ended up with 1/4 of their kills on my own hehe
Aren't there only 4 people in a team anyway wink
Team Deathmatch, not Squad, thankyouverymuch tongue out