First, thanks. Second, how the heck am I supposed to know that? I don’t see that in controls anywhere. There must be a manual for the game…
I believe the manual is accessible through the BF3 tab in Origin. Can’t remember where it is, but I know I have seen it.
It is. I found it, thanks.
It should. I watched some YouTube footage of a helicopter firing miniguns and it looked like it was hosing down targets with liquid fire. BF3 I feel like you have to get right up in people’s grill to actually hit anything. Maybe that’s the point since IRL ground infantry would be nearly helpless against a helicopter gunship. Sort of like Bad Company 2.
I did have a pretty good run with the z11 on that snow covered rush map with the big base jump. No one grabbed Stingers. I just flew around killing snipers with impunity.
Players that use the USAS-12 really have been mowing people down on close-quarters maps. I guy on my team last night while playing Metro, had a k/d of 58-3. This seems almost impossible to me.
Anybody else use the gun? Do you feel that its overpowered?
Those stupid UAV’s were wreaking havoc last night. On Tehran Highway, I got beat down twice and I actually saw a got get picked up and carried off!:eek: Seine Crossing was rough with them, too.
I don’t see how a 58-3 is possible. My best killstreak ever was a 21 in a row on Metro which I doubt I will be able to replicate anytime soon. Even if his losses were evenly distributed that is MINIMUM 3x 19 kill in a row streaks, and most likely more… I’m wondering if that is even possible without cheating.
I should have mentioned that it was on PS3. I don’t think he was cheating (consoles aren’t really conductive for cheating, as much as the PC), but he was pulling some very impressive stats all night.
Also to clarify he was using the 12 gauge frag shots.
Pocket medic plus USAS-12? I believe it. I hate that gun.
Big news. Back to Karkand comes out in less than a week, Dec 13.
Also, big patch today. Notes:
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.
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
Also
That should’ve been around from the start, will make it easier to start games on the SDMB server.
Fucking A…went to try to get a few minutes of game on…instead, I get 3.9 GB upgrades…holy fucking Tebow…seems like a lot.
New videos, all short:
Helicopter gets hit by burning jet wreckage. A guy was coming in to try to ram us, hit a pole, exploded into a bunch of big burning pieces… which found their way to our helicopter.
The Return to Karkand DLC was released to the PS3 on Tuesday, and so far, so good. Except for the Wake Island map, its horrible.
I should also point out that instead of Conquest, the new maps play Conquest Assault . Where one team already has control over all the bases.
Ok, that was awesome. Had like 12-14 of us on the server all night, lots of good rounds, lots of great footage I need to edit and post.
The scout chopper flying through the tunnels video game out pretty awesome. One of my best.
It’s going to take me a bit to get the immortal helo video up - we actually recorded a lot of footage and I’m going to have to chop it down into a highlight video.
To amend my earlier statement: Wake Island isn’t that bad, if you play it as just an aircraft or tank level. Still horrible for infantry.
I give you, the SDMB gaming masterpiece:
I had the most awesome game last night (on the 360; this computer can’t touch Battlefield), and I exploited a bug in the process.
I was on a very, very over-matched team in Conquest on the Bazaar map. I’m normally a 1:2 K:D player, so I’m not good to begin with, but I was 0:9 at the time the glitch happened.
I rounded the corner through one of the arched corridors, spotted a group of enemies, squeezed off a burst, and got killed. A medic ran up behind me and revived me within 5 seconds. I fired two shots with my pistol, but got killed again before I hit “Accept Revival”.
That’s when the bug hit. I popped back up like a zombie. The enemy team was down the corridor, and there were nine of them down there. My screen was red from getting shot so much, but I just kept firing bursts from my M4 at them and mowing them down. 1,2,3,4,5… and the other four scattered. I walked down to the flag and caught one guy hiding. He shot me point-blank with a shotgun. I didn’t go down. I fired two bursts from my M4, and caught him with one, killing him. The M4 was dry at this point, so I drew my M1911 with the tac light. The last three guys were across the way from me unloading their weapons on me. I walked across the street and killed all three with headshots point-blank. It was freaking amazing, and I thought this would last for the rest of the match.
Then I heard the whoosh of a SMAW. I turned in time to see the smoke trail, and the rocket hit me in the chest. That overcame whatever bug was keeping me alive to that point.
I ended up with one more kill and one more death with a final ratio of 10:11. It was the best 10:11 I’ve ever seen though!
I’d like to try to make an even better immortal chopper video sometime if we can. After trying gunning for one, I see how disruptive the constant yaw movements were. As the pilot I was just trying to keep us from being hit by too many RPGs and tank shells at once, but it really makes it hard to hit your targets in the miniguns as much as I was turning. So when we do it again, I’ll try to be a more stable gunnery platform.
I also liked the scenes where we got right down close to our targets - flying just a few feet off the ground with targets on either side of us - and just blasted away at them with the miniguns.
I’d also like to see if we can use javelins against tanks in the rear seats. We could even try firing one at a tank, then rotating the helicopter so that the guy on the other side with a javelin gets a shot while the first one reloads. We could add tank busting to our dominance.
We should also see if there’s some way to get a medkit to balance in the chopper itself to keep the crew from dying so much.