Battlefield 3 - Part 1

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For Bullseye? lol I don't think I even want to try getting that one. It'd be hell coz when I played through it a lot of my shots didn't register. :doh:
 
How big are the new maps compared to what we have? IE are they more Caspian Border or Op Metro? Im kind of hoping for some really big maps.

more Caspian boarder. all but wake island. thats probably the most metro of the bunch. its the most straight forward map. also seems its more narrow compared to its 1942 and 43 brothers.
 
The map is too tight. They should have opened up the park and added an extra capture point. A good team on either side can lock down all three no problem but the Russians have an advantage because it's easier to spawn trap the Americans.

Anyways I played through the co-op missions. Why couldn't the campaign be more like those?
I say give us more routes to point C instead of that hydra bottleneck area going from point A to B. We need to take B to get to C, but if we could have multiple routes to C that circumvents under or over or simply around B then we could launch a rear assault when we are finished taking C; thereby, making a two front assault on the enemies holding point B. We could effectively crush any team who uses the choke points on point B if we had multiple access to C. Also, if they change their tactics and decide to defend C, and these secret routes then they won't have enough men to properly defend B and much less to take A.
 
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I agree that it's crap for CQ, but I still think it works fine for Rush.
 
Id like to see some real statistics. Id wager a kidney that the defenders win FAR more than the attackers on that map.
 
Recently I rarely see attackers get past even the very first MCOM stations on Metro. And even if they do, they almost never make it past the second ones.
 
Recently I rarely see attackers get past even the very first MCOM stations on Metro. And even if they do, they almost never make it past the second ones.


Yea its tough on the first set, but that bottle neck with the second set of MCOMs is just flat out unfair for the attackers. IDK, maybe if they banned any kind of explosive propelled weapon it would be better. There just aren't enough entrances to that second set.
 
Really? I can't say I've ever had a really tough time attacking on Metro. Just go assault and keep your team mates alive and you keep pushing forward.
 
Haha thats hilarious. Really stupid though. U shouldnt be allowed to eject from a jet and then re enter it
 
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Haha, now that's a Battlefield moment.
 
The multiplayer was quite good indeed, the campaign however seemed like it took ideas from Modern Warfare
 
for metro and that one place, sein i believe...when attacking, its best someone has squad sprint and pray the other team doesnt.
 
Lately I've been thinkin that operation metro is my favorite map. I love the intensity of the close quarters
 
Yeah, well the recently rumoured/leaked details about a new Army of Two game (Army of Four) is supposed to be using Frostbite 2.0 as well.
 
lol me and 2 other guys camped the freighter spawn on Noshahr Canals. We ended up taking control of all 3 helicopters. :D Funniest s**t I've had happen in a long time.
 
Karkand is now available for everyone. I was only able to find a TDM Wake Island match, but it looks really good. Can't wait till the new maps get into the rotation more.
 
How do you D/L Karkand if you got the Limited Edition BF3 and were supposed to get it for free? Is there a download option within BF3? Because on the XBL Marketplace it still shows up as full price.
 
How do you D/L Karkand if you got the Limited Edition BF3 and were supposed to get it for free? Is there a download option within BF3? Because on the XBL Marketplace it still shows up as full price.

When you put the disc in it tells you to download the 2GB patch/update, and once that was done I went back in and it just threw up some text saying it was unlocked.

So you need to download the 2GB update first (which includes the maps), and then I assume once your game connects to battlelog it recognizes the Limited Edition code and unlocks it from there.
 
Karkand is now available for everyone. I was only able to find a TDM Wake Island match, but it looks really good. Can't wait till the new maps get into the rotation more.


Iv been able to get into all the maps within Hardcore mode. LOVE them all. They make up for the trash that is Op Metro(the only bad map out of the lot). Wake Island is great remade here.
 
Pat, apparently the massive MP update really fixed up all the spawn points etc in CQ, so there's every chance they may have fixed up Metro. I'll be interested to see if it feels any different.
 
Yeah, I'm impressed with the amount of things they fixed, if it hasn't been posted yet here is the list:
Single player
Added missing blood effect on kill shot
Fixed a crash that could happen during level load in SP
Fixed issue with game crashing during intro cut scene of Campaign mission "Thunder Run"
Fixed a crash that could happen when shutting down levels
Fixed crash on last mission that could occur after the player is killed by the first enemy in the train
When a user got killed, after respawning, he heard sounds that remained as if bullets still were passing around him
Fixed glitch in melee showing your equipped gun instead of the knife
Fixed issues with texture streaming. Prioritizing of textures close to the user has become better, resulting in more detailed textures
Improved mesh streaming conditions to avoid situations with risk of corruptions and crashes
Fix blend into vehicle problem when entering a vehicle in the Campaign
Fixed issue where disconnecting a controller during the Gamer Profile sign out animation would cause the game to soft lock
Removed the hint "Shoot out the lights." during SP mission Nightshift
Fixed issue with last mission not listed in REPLAY MISSIONS list
Fixed issue on the SP mission Night Shift where three of the marines that repel down from the Osprey at the start of the level have PLR models instead of the right marine models
Has been made harder to fail missions due to zero tolerance friendly fire
Fixed MG nest objective on Operation Guillotine
Fix for music climax on mission "Fear No Evil"
Fixed issues that occurred if user were backtracking after fight at elevator on SP mission "Comrades"
Adding a back button to SP campaign select difficulty screen
Removed slomo from jump into train on SP mission "The Great Destroyer"
Fixed glitches in subway Quick Time Events in mission "The Great Destroyer"
Increased quality of the loading screen images
Fixed glitch that made it possible to reach Solomon train QTE with the wrong weapon equipped in mission "Semper Fidelis"
Fixed final sound fade out on SP mission "Thunder Run"
Removed sound fade on convoy ride in mission "Operation Guillotine"
Fixed squad mates coming through wall after intro on SP mission "Operation Guillotine"
SP mission, "The Great Destroyer": moved Campaign Cleared achievement until after the Dima outro
Fixed soldiers inside of terrain at start of level in "OPERATION GUILLOTINE"
SP mission, "The Great Destroyer": Fixed streaming issue which could lead to out of memory when streaming in Subway ride
Improved music and music fade on tank encounter in mission "Operation Guillotine"
Sound on Operation Guillotine: Fixed trading floor crash camera shake and rumble
Fade later when driving in to tunnel on "OPERATION GUILLOTINE"
Hide cross hair during Solomon intro & climb out scene on "Operation Swordbreaker"
Fixes on "OPERATION SWORDBREAKER": Skip VO urging the player to move forward if the player has already moved. Fixed VO playing from the wrong world position
Fixed crosshair being back on staging area in "OPERATION SWORD BREAKER"
Fixes on "THUNDER RUN": Less delay after MICLIC scene. Friendly tanks start driving up to you sooner and are more likely to teleport into position. Enemies now spawn in front of you & to the right, instead of behind the approaching friendly tanks
Fixed Squad mates goes through the ground in front of the house before throwing in grenades in "OPERATION GUILLOTINE"
Fixed issue with player not being able to cross the plank as soon as its down on ground on mission "Operation Swordbreaker"
Fixed sliding into cut scene on roof top on mission "Operation Swordbreaker"
Tweaked difficulty levels in Single Player
Fixed a hang in terrain streaming, causing the user to get stuck on black screen under special circumstances in Singleplayer
Fixes in Night Shift: New save point after wave 2 in mall. Fixed bug where wave 3 was considered done way before all enemies were killed, causing a possible difficulty spike
Added tutorial for firing Stinger on "ROCK AND A HARD PLACE" copied from "OPERATION GUILLOTINE"
Delayed "The Professional" achievement/trophy to not pop up in the middle of the scene
Fixed issue on The Great Destroyer where you could equip a gun before entering the train

Multiplayer
Significant squad user interface change
Added round duration and ticket summary at EOR
Advanced squad polish – should be more intuitive
Added back EOR sound for SQDM and TDM
Fixed sound for when climbing ladders
Fixed and issue with some first person weapon sounds
Fixed a swim sound loop error
You should no longer be able to damage a friendly vehicle when sitting in an open position
Grenades now drop to ground if you get killed while attempting to throw it
Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
You should no longer spawn too close to enemies in TDM and SQDM
Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone).
Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
Fixed a problem with revived players not being able to get suppressed
Fixed a problem with the camera when being revived in COOP
Spotting VO now plays when spotting from MAV/EOD
End of round now has round statistics like Team tickets and Round time display
Fixed several issues regarding the kill card. It was showing wrong weapons used for the kill
Fixed that sometimes you would be stuck on a black screen when kicked from server
Fixed so when a team captures two flags at the same time, the UI could show wrong owner of the flag
Fixed a problem where the capture progress bar was showed as friendly when the enemy was capturing
Fixed a problem with the bipod deploy sound
Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot
Fixed problems with health bars not displaying health properly when using EOD bots
Fixed a problem with flickering name tags
Fixed a problem where friendlies could damage friendly helicopters
Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice
You should now be able to spot explosives
You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn. For instance your teammate dies right before you are about to spawn
Damage from bullets will now continue to cause damage even after the firing user is dead
Fixed several client crashes
Fixed a problem where players could get stuck in the join queue
Fixed the repair icon on the minimap
Deploy parachute now displays the tooltip to deploy parachute when free falling
Fixed some artifacts when using flashlights
Fixed several Xbox 360 specific crashes and freezes
Fixed a problem where a user sometimes could not go into iron sights
Improved shadow rendering
Fixed several issues with friend invites and joins
Vehicle boosts is now a toggle instead of momentary
Fixed several issues with the Hardcore mode
Fixed a few layout problems where the in-game controls and tooltips didn't match those in the options menu
Removed the possibility to pick up weapons in a EOD bot
Fixed several interpolation issues
Fixed a problem where claymore is flashing in the wrong team color
Subway minimap updated to give better clarity
Fixed an issue where the UI would not show the way to your new unlocks
Increased quality of loading screen images
Tweaked MP rank up parameters
Fixed a problem with Metro Squad rush minimap where it looked like you were out of bounds
Fixed a problem where a user can become invulnerable after being resurrected
Fixed a problem where tank turrets would turn too slow
Fixed a bug on Exfiltration where you could end up outside the vehicle and not being able to enter it again, thus blocking the mission
Fixed a problem with the M60 reload sound
Fixed a problem with the falling antenna on Caspian Border. It should now more instantly kill anyone in its falling path
Fixed a hang in terrain streaming, causing the user to get stuck on black screen under special circumstances in Singleplayer
Fixed a problem where the enemy would not be able to get a roadkill on a user that was using the SOFLAM
Fix for soldiers disappearing in the mortar killcam
Fixed Laser Guided Missiles missing their targets if the target is moving too fast
Fixed a bug with terrain destruction not being reset on Operation Metro. Caused players to be able to below ground in some situations
Fix for Type88 and the MG36 zoom in animation that was offset when in supported shooting
Fixed a bad logic destruction connection causing clients to crash
Fixed several dog tags that had wrong stats referenced, meaning they would show wrong kill numbers on them
Tweaked the TV guided missile, so it can no longer bounce off objects

Balance
Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
Increased the damage of Helicopter Miniguns against jeeps
Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control
Increased the damage of the 44 Magnum slightly
Increased the range and minimum damage of the .357 Round from the MP412 Rex
Increased the range of all .45cal and 9mm weapons
Slightly increased the range of the P90 and MP7 and PDW-R
Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range
Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles
Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons
Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft
Increased the damage and range of the 40mm BUCK rounds
Reduced the damage .50cal weapons do against Helicopters
Updated T90 canister shell tweaks to match Abrams canister shells
 
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