Dear DICE...

BrentD15
US Enlisted: 2011-10-26
2012-04-10 18:40 , edited 2012-04-10 18:45 by BrentD15
I do appreciate that you are trying to fix the problems we report, I really do; but seriously, I think you also do too much than what we ask of you. Drawing-back the boundaries even CLOSER to the main spawn points, too much suppression, one-hit disables to tanks from rocket launchers, RPK-74M with 125+ extended magazine, one-shot kills with the .44 Magnum, and others that I didn't list. In my opinion, some things are better left untouched, while others do need to be fixed. One thing that I would reccomend fixing would be the FAMAS's rate of fire, like down to 900rpm, reducing the size of the RPK's extended magazine to only give an additional 25 rounds, giving the Extended Magaizine back to the QBB-95 LMG and the MG-36 with their respective additional ammo-sizes, reducing the boundaries to what they were before the patch, reduce the damage rocket launchers do to tanks, and others that I'm sure you get complaints about. Oh, and I also KNOW that I got more kills on the MP412-REX than what is listed on my it's Dogtag on my game.

Sincerely,
BrentD15

PS: If any of you trolls out there decide to belittle me, you will be reported. You know who you are. I would only like constructive criticism that helps.
Now remember, smooth-skins: Don't be a butt-hurt tool! :D
TBExAnceiintx
GB Enlisted: 2011-10-29
2012-04-10 18:49
Totally agree, I found the Infantry combat and game stability are better in game but Tank warfare is no boring, skill less and pointless. Also i can't even get into a game now i just lose connection for no reason just as im about to get into it, and suffer from sudden lag as if someone's using a lag switch but this happening in any server i go into so its not lag switches.

Thanks
FIMBEL
GB Enlisted: 2011-10-28
2012-04-14 02:57 , edited 2012-04-14 03:08 by FIMBEL
Agreed, the game was fine pre-patch in my opinion, dont get me wrong somthings that have been added are good but other things that have been tamperd like tank combat has now reached a point in which 1 gided-rocket + 1 tank shell = death, which just isnt the same as battleing it out against other tanks from around 5mins to 10 seconds because your tank has contracted brittle bone disease and dies from a guy throwing a pebel at you! and dont get me started on javlins, there is alot to be fixed i think before i can start enjoying playing again.

I think rather that changeing the entrie game all at once i think they should just focus on a specific point like ground, air, weapons, etc ... so they can get it right (or as close to) before moving on to the next problem rather than having to wait till another big update that "might" be even worse than the last. Its up to the developers though i just hope they change it soon.

Yep ... that is all
Rob
K9AlexARP
CA Enlisted: 2012-03-09
2012-04-14 03:03
I totally agreed.

Dice fixes everything they are asked to fix, come on, use logic, make tests, don't release when it's not balanced!
lastjumboalive
US Enlisted: 2011-10-26
2012-04-14 03:03
i agree on the RPK74M if your going to give it an extended magazine it needs to get an extended magazine for example a drum magazine or a box magazine like the heavier guns but instead it still has a clip magazine giving it a much faster reload time witch is complete BS if you ask me. like getting sprayed on so badly and waiting for him to run out of ammo but by the time he's out of ammo and i run around the corner to kill him with my aek he's already done reloaded and back to spraying me...
TheOldDonut
IR Enlisted: 2011-11-20
2012-04-14 03:17
They didn't change any boundaries in the patch...
Alright you guys let's do this, I'll sit back here as a Recon and watch you guys go capture A, then B, then C, then, oh crap, I'm not doing anything helpful now am I?
daggersmeat
CA Enlisted: 2011-10-25
2012-04-14 03:46
wth??? boundary changes?? i dont think so..
aBomberNation
Enlisted: 2011-10-27
2012-04-14 03:51
BrentD15 said:
I think you also do too much than what we ask of you.

Hmm ok..

BrentD15 said:
One thing that I would reccomend fixing would be the FAMAS's rate of fire, like down to 900rpm,

You just said they nerf too much? But 5 seconds later you request more NERFS?

BrentD15 said:
reducing the size of the RPK's extended magazine to only give an additional 25 rounds,

But wait there's more NERFS!

BrentD15 said:
giving the Extended Magaizine back to the QBB-95 LMG

There's still more NERFS!!

BrentD15 said:
and the MG-36 with their respective additional ammo-sizes,

But wait.. there's even more NERFS!!!!

BrentD15 said:
reducing the boundaries to what they were before the patch,

That's right! There's even more NERFS!!

BrentD15 said:
reduce the damage rocket launchers do to tanks,

But wait for it!! There's still so many more NERFS!!!!!!

BrentD15 said:
I would only like constructive criticism that helps.

It's console players, especially like you OP, that have destroyed our Battlefield PC game. None of you console complainers would last 5 minutes in BF2. None of you.
STL-B1RDMAN
Enlisted: 2011-10-25
2012-04-14 04:08
1) Increased inaccuracy and recoil when fully suppressed. = What does being suppressed have do with a gun's recoil- which leads to inaccuracy? A screen going blurry is one thing (makes it harder to focus due to nerves), but this should have nothing to do with the gun's recoil or inaccuracy.

2) Tweaked the damage levels of buck and flachette rounds to balance them with other weapons= which weapons?, and why, they're shotguns, distance should only effect the damage done, due to an increase in spread- meaning the farther you are, the fewer pellets hit you.

3) Slightly reduced repair speed of repair tool- It was actually halved, which is anything but slight.

4) Laser guided missiles are not distracted by flares- Why? This makes 0 sense, its designated by a laser, flares have 0 effect on this.

5) AA missiles should no longer detonate before hitting target- This happens more now, RARELY saw an issue with it before.

6) AA missiles now have significantly reduced range- It is WAY to short now, you should use real world physics as advertised, or try to come as close as possible for the sake of realism.

7)Guided rockets will now only track ground targets- This doesn't make any sense, they're guided so they should be both ground/air.

9)Reduced the damage AA guns do to infantry- Why? they are shooting 1000's of rounds a minute, they shoot kill instanateously.

10) Disabled vehicles now have an increase in reverse speed- Why just reverse? It should be forward as well, since "just reverse" would make 0 sense in real world.

11) Fixed aimed firing max accuracy on Pecheneg to be consistent with other LMG's- How is this bring "individuality", it should be w/e it is in life, if it's inaccurate it's inaccurate. Period.

12)All semiautomatic and bolt weapons, including shotgun slugs, now have max dmg. at 15m. This is an incredibly short distance, and is probably why there are so many problems with people taking so many hits to kill.

13) Zooming shotguns with buckshot and flechette loads with not results in tighter cone for pellets- This should have 0 effect on how the pellets come out, makes 0 sense.

14) Fixed ROF with USAS and MK3A1 when equipped with frag rounds- again, the type of ammo would not change ROF w/ an auto-shotty, the recoil would be significantly higher per each shot with frag rounds, due to the amount of kick such a round would have compared to buckshot etc.

15)M27 no change- this is either a lie or misprint, the recoil on gun is sig. worse than it was before.

16)RPK-74M- Nothing is mentioned in regards to adding a 200 round bannana clip, max in real life is a 100 round drum.

17)The initial recoil changes are anything but slight for many of the weapons, this makes burst fire, which is supposed to be a good thing, the poorer choice, since initial recoil has been raised, and sustained fire does not have this intial jump recoil. Thus, those that spray and pray have better odds over someone who is trying to burst fire.

18) The M1014 was underperforming compared to USAS12 and MK3A1 in CQB, so ROF was increased- Of course it was underperforming, it is not a fully auto shotgun.

19) The Mk3A1 has 8 and 12 round mags respectively. In real life there's only a 10 round mag, and it can be taken off, a detonator attached, and it is an anti-personal mine, "called Beartrap".

20) the usas12 has either a 10 round magazine or 20 round drum in real life.

21)AEK- And I quote "the low initial recoil allowed a player to kill before the weapon's weaknesses kicked in", THIS IS THE POINT OF BURST FIRE. To ruin this means everything to the game.

22) "out of order" The damage done by MBT primary weapon will now do more damage to front and side armor, primarily the means 1 less shot to front and good side hits can result in one hit disable. I BELIEVE THIS IS PROBLEM, INSTEAD OF ONLY MAKING PRIMARY MBT WEAPON, THIS APPLIES TO ALL WEAPONS.

23) A FAMAS is supposed to have 25-round mag., to all those who complain, sorry. (they say this is all they changed)

24) THERE IS NOTHING IN RELEASE NOTES ABOUT SNIPER RIFLE CHANGES except more dmg. up close (why football shot occurs is anyones guess)

25) Foregrip- changed from global percent reduction to weapon specific, as well as AIMED ACCURACY PENALTY AT LONG RANGES (doesn't state what a long range is) as well as the fact that once a bullet leaves a weapon, how should a penalty be introduced?

26) Flash suppressor no longer reduces accuracy during Automatic Fire- Not sure about burst fire, but this the reduction in accuracy should have never existed due to the fact that these attachments do not reduce accuracy, but INCREASE it die to acting as a recoil compensator (in notes), b/c of slits on top (forces pressure down on gun)

27)Maximum # of mines and claymores, and they disappear when you die- The way it was before was fine. You fixed C4 blowing up after death, which was enough.

28) C4 will no longer detonate if player dies, or if they are revived after 5 seconds- What difference does it make how long it took them to be revived. Further, they should stay after death.

29)Ammobags resupply explosives more slowly- In fact from what I can tell, grenages are resupplied at a higher rate (maybe they treated them like ammo for some reason)

30)Slightly red. blast radious of RPG SMAW and 40mm grenages- NOTHING SLIGHT about it.

31)Slightly increased heal rate of medical crate- There was never a problem before. It's too fast now IMHO.

32)The mortar can no longer be deployed inside a spawn protected area- This further makes no sense, sometimes you get pushed back to spawn, and mortar is great way to help teammates get out. Opposing teams mortars should be able to kill them in spawn. Problem solved.

33)Minimap improvements- The revive icon is WAY TO BIG.

34) The TV missile one shot destroy to tank was not mentioned in release notes, don't know why this has been increased. Same goes for all weapon damage against tanks, as i believe i stated before, I think instead of increasing MBT primary weapon, they decreased tanks armour globally to that of a MBT tank round. THIS IS A SERIOUS ISSUE AND NEEDS TO BE ADDRESSED.

35) There was no mention of MG36 losing its extended mag in your release notes.

36) EOD BOT, MAV, and w/e should not be destroyed just b/c some guy throws an ammo crate at my feet, or I happen to walk across ammo box, If it is in use, it's in use.



Possible real-world fixes:

1) Players of higher levels should not be affected by suppression as much since their soldiers have been in the field longer. They're screens should be less blurry when be fired at, or should come off suppression quicker.

2) C4 should stay after death, but not be allowed to be detonated with a new clicker. If the dead persons equipment can be picked up, that clicker should still work for said C4. New C4 = new clicker It's a safety feature in real life.

3) All guns should have w/e amount of ammo/clips they have in real life, as mentioned before, the MK3A1 has currrently either 8 or 12 round clip, when in real life, it only has a 10 round clip. period. The ability to take it off and add a detonator to clip would be cool, b/c it's like that in real life "Beartrap" To prevent claymores and beartraps from being used, and becoming to many, the support would carry detonator caps instead of claymore.

4) Since the repair torch is a flame, thereby needing fuel, it should have a finitie amount of use. After fuel runs out, the ammo box would refill.

5) The heli's should not be allowed to be repaired using the torch while it is flying, since this is impossible in real life. The pilot must land in order for heli to be repaired. THIS WOULD ALSO FIX SPAWN CAMPING WITH z-11 on Canals, since they would not be able to stay there indefinately (at all really).

6) You should be able to cook grenages, plain and simple. Hold trigger or g to initiate timer. Oh and get rid of the orange glow.
Cully333
Enlisted: 2011-11-02
2012-04-14 04:58
I don't think the game has to be THAT realistic.
Anyway, I'm fairly okay with the patch. The reason AA missile launcher has such short distance is because the lock-on time is much faster, and they usually one-shot disable. The supression is slightly too much. I see the extra recoil and inaccuracy as your character panicking; if you're under fire, you really wouldn't be able to aim and fire normally.
DoktorGhostface
US Enlisted: 2011-12-03
2012-04-14 05:07
The more I play the new patch, the more I like it. Weapons are fine for the most part, just try out different attachment combos to get the desired results.

I personally like being able to drop tanks and other armor more quickly. Before it was shoot like 3-5 rockets at the vehicle and pray no one is repairing it while you do. Engineer is actually a danger to vehicles instead of a minor nuisance now.

If you're really that butthurt about Javs...use IR smoke or Thermal Camo.

Repair Torch is fine...no more Infinity-Tank.

Etc, etc.

Balance is right where it needs to be, just tone down suppression a VERY TINY bit and gameplay will be perfect. After that you'll just need to fix glitches and the billions of haxxors that apparently exists on PC.

In regards to suppression, don't QQ about the penalties...suppression used to be pointless, everyone was Rambo, and no one played as a team. Now suppression matters and it's forcing people to think tactically and use teamwork for a change. Amazing job DICE.
xX-ABN_FSH-Xx
US Enlisted: 2012-02-06
2012-04-14 06:25
STL-B1RDMAN said:
1) Increased inaccuracy and recoil when fully suppressed. = What does being suppressed have do with a gun's recoil- which leads to inaccuracy? A screen going blurry is one thing (makes it harder to focus due to nerves), but this should have nothing to do with the gun's recoil or inaccuracy.

2) Tweaked the damage levels of buck and flachette rounds to balance them with other weapons= which weapons?, and why, they're shotguns, distance should only effect the damage done, due to an increase in spread- meaning the farther you are, the fewer pellets hit you.

3) Slightly reduced repair speed of repair tool- It was actually halved, which is anything but slight.

4) Laser guided missiles are not distracted by flares- Why? This makes 0 sense, its designated by a laser, flares have 0 effect on this.

5) AA missiles should no longer detonate before hitting target- This happens more now, RARELY saw an issue with it before.

6) AA missiles now have significantly reduced range- It is WAY to short now, you should use real world physics as advertised, or try to come as close as possible for the sake of realism.

7)Guided rockets will now only track ground targets- This doesn't make any sense, they're guided so they should be both ground/air.

9)Reduced the damage AA guns do to infantry- Why? they are shooting 1000's of rounds a minute, they shoot kill instanateously.

10) Disabled vehicles now have an increase in reverse speed- Why just reverse? It should be forward as well, since "just reverse" would make 0 sense in real world.

11) Fixed aimed firing max accuracy on Pecheneg to be consistent with other LMG's- How is this bring "individuality", it should be w/e it is in life, if it's inaccurate it's inaccurate. Period.

12)All semiautomatic and bolt weapons, including shotgun slugs, now have max dmg. at 15m. This is an incredibly short distance, and is probably why there are so many problems with people taking so many hits to kill.

13) Zooming shotguns with buckshot and flechette loads with not results in tighter cone for pellets- This should have 0 effect on how the pellets come out, makes 0 sense.

14) Fixed ROF with USAS and MK3A1 when equipped with frag rounds- again, the type of ammo would not change ROF w/ an auto-shotty, the recoil would be significantly higher per each shot with frag rounds, due to the amount of kick such a round would have compared to buckshot etc.

15)M27 no change- this is either a lie or misprint, the recoil on gun is sig. worse than it was before.

16)RPK-74M- Nothing is mentioned in regards to adding a 200 round bannana clip, max in real life is a 100 round drum.

17)The initial recoil changes are anything but slight for many of the weapons, this makes burst fire, which is supposed to be a good thing, the poorer choice, since initial recoil has been raised, and sustained fire does not have this intial jump recoil. Thus, those that spray and pray have better odds over someone who is trying to burst fire.

18) The M1014 was underperforming compared to USAS12 and MK3A1 in CQB, so ROF was increased- Of course it was underperforming, it is not a fully auto shotgun.

19) The Mk3A1 has 8 and 12 round mags respectively. In real life there's only a 10 round mag, and it can be taken off, a detonator attached, and it is an anti-personal mine, "called Beartrap".

20) the usas12 has either a 10 round magazine or 20 round drum in real life.

21)AEK- And I quote "the low initial recoil allowed a player to kill before the weapon's weaknesses kicked in", THIS IS THE POINT OF BURST FIRE. To ruin this means everything to the game.

22) "out of order" The damage done by MBT primary weapon will now do more damage to front and side armor, primarily the means 1 less shot to front and good side hits can result in one hit disable. I BELIEVE THIS IS PROBLEM, INSTEAD OF ONLY MAKING PRIMARY MBT WEAPON, THIS APPLIES TO ALL WEAPONS.

23) A FAMAS is supposed to have 25-round mag., to all those who complain, sorry. (they say this is all they changed)

24) THERE IS NOTHING IN RELEASE NOTES ABOUT SNIPER RIFLE CHANGES except more dmg. up close (why football shot occurs is anyones guess)

25) Foregrip- changed from global percent reduction to weapon specific, as well as AIMED ACCURACY PENALTY AT LONG RANGES (doesn't state what a long range is) as well as the fact that once a bullet leaves a weapon, how should a penalty be introduced?

26) Flash suppressor no longer reduces accuracy during Automatic Fire- Not sure about burst fire, but this the reduction in accuracy should have never existed due to the fact that these attachments do not reduce accuracy, but INCREASE it die to acting as a recoil compensator (in notes), b/c of slits on top (forces pressure down on gun)

27)Maximum # of mines and claymores, and they disappear when you die- The way it was before was fine. You fixed C4 blowing up after death, which was enough.

28) C4 will no longer detonate if player dies, or if they are revived after 5 seconds- What difference does it make how long it took them to be revived. Further, they should stay after death.

29)Ammobags resupply explosives more slowly- In fact from what I can tell, grenages are resupplied at a higher rate (maybe they treated them like ammo for some reason)

30)Slightly red. blast radious of RPG SMAW and 40mm grenages- NOTHING SLIGHT about it.

31)Slightly increased heal rate of medical crate- There was never a problem before. It's too fast now IMHO.

32)The mortar can no longer be deployed inside a spawn protected area- This further makes no sense, sometimes you get pushed back to spawn, and mortar is great way to help teammates get out. Opposing teams mortars should be able to kill them in spawn. Problem solved.

33)Minimap improvements- The revive icon is WAY TO BIG.

34) The TV missile one shot destroy to tank was not mentioned in release notes, don't know why this has been increased. Same goes for all weapon damage against tanks, as i believe i stated before, I think instead of increasing MBT primary weapon, they decreased tanks armour globally to that of a MBT tank round. THIS IS A SERIOUS ISSUE AND NEEDS TO BE ADDRESSED.

35) There was no mention of MG36 losing its extended mag in your release notes.

36) EOD BOT, MAV, and w/e should not be destroyed just b/c some guy throws an ammo crate at my feet, or I happen to walk across ammo box, If it is in use, it's in use.



Possible real-world fixes:

1) Players of higher levels should not be affected by suppression as much since their soldiers have been in the field longer. They're screens should be less blurry when be fired at, or should come off suppression quicker.

2) C4 should stay after death, but not be allowed to be detonated with a new clicker. If the dead persons equipment can be picked up, that clicker should still work for said C4. New C4 = new clicker It's a safety feature in real life.

3) All guns should have w/e amount of ammo/clips they have in real life, as mentioned before, the MK3A1 has currrently either 8 or 12 round clip, when in real life, it only has a 10 round clip. period. The ability to take it off and add a detonator to clip would be cool, b/c it's like that in real life "Beartrap" To prevent claymores and beartraps from being used, and becoming to many, the support would carry detonator caps instead of claymore.

4) Since the repair torch is a flame, thereby needing fuel, it should have a finitie amount of use. After fuel runs out, the ammo box would refill.

5) The heli's should not be allowed to be repaired using the torch while it is flying, since this is impossible in real life. The pilot must land in order for heli to be repaired. THIS WOULD ALSO FIX SPAWN CAMPING WITH z-11 on Canals, since they would not be able to stay there indefinately (at all really).

6) You should be able to cook grenages, plain and simple. Hold trigger or g to initiate timer. Oh and get rid of the orange glow.

^ THIS!
He who laughs last, didn't get the joke...
TeamS-KingShree
AQ Enlisted: 2011-11-02
2012-04-14 09:50
Infantry fight is almost perfect now. Only the random bullet spread with supression is bad because its too much about luck and not about skill. Also the vehicles fight is destroyed cuz jets have no match now and tanks are too weak against rpgs.
RuStYShEll
US Enlisted: 2011-10-26
2012-04-14 13:31
Dear Dice, remove blue filter, reverse game back to Alpha...minus graphic glitches.....enuff said......
STL-B1RDMAN
Enlisted: 2011-10-25
2012-04-14 14:56
The main reason I like when things are realistic, is that it makes it hard for others to complain about it. That being said, frag rounds should have never been in the game. They're OP by designed. You shouldn't have to nerf it. since ITS A FRAG ROUND BEING SHOT AT YOUR FACE!! So, it should have NEVER made the final cut. Although I did see a stat that said it accounted for only 1.8% of all kills. So it really wasn't that big of a nuissance IMHO.
Revan-Jarreth
FR Enlisted: 2011-10-24
2012-04-14 15:05
Dice Dice Dice. What have you done with your game??????? You have give the power to all the noobs. Exemple suppression. you are reward for being a noob player. And what the fuck have you done with this M26? Now it look like a normal weapon and not an attachement. So please get the previous version of the game.
motafromhell
Enlisted: 2011-10-28
2012-04-14 15:16
STL-B1RDMAN said:
1) Increased inaccuracy and recoil when fully suppressed. = What does being suppressed have do with a gun's recoil- which leads to inaccuracy? A screen going blurry is one thing (makes it harder to focus due to nerves), but this should have nothing to do with the gun's recoil or inaccuracy.

2) Tweaked the damage levels of buck and flachette rounds to balance them with other weapons= which weapons?, and why, they're shotguns, distance should only effect the damage done, due to an increase in spread- meaning the farther you are, the fewer pellets hit you.

3) Slightly reduced repair speed of repair tool- It was actually halved, which is anything but slight.

4) Laser guided missiles are not distracted by flares- Why? This makes 0 sense, its designated by a laser, flares have 0 effect on this.

5) AA missiles should no longer detonate before hitting target- This happens more now, RARELY saw an issue with it before.

6) AA missiles now have significantly reduced range- It is WAY to short now, you should use real world physics as advertised, or try to come as close as possible for the sake of realism.

7)Guided rockets will now only track ground targets- This doesn't make any sense, they're guided so they should be both ground/air.

9)Reduced the damage AA guns do to infantry- Why? they are shooting 1000's of rounds a minute, they shoot kill instanateously.

10) Disabled vehicles now have an increase in reverse speed- Why just reverse? It should be forward as well, since "just reverse" would make 0 sense in real world.

11) Fixed aimed firing max accuracy on Pecheneg to be consistent with other LMG's- How is this bring "individuality", it should be w/e it is in life, if it's inaccurate it's inaccurate. Period.

12)All semiautomatic and bolt weapons, including shotgun slugs, now have max dmg. at 15m. This is an incredibly short distance, and is probably why there are so many problems with people taking so many hits to kill.

13) Zooming shotguns with buckshot and flechette loads with not results in tighter cone for pellets- This should have 0 effect on how the pellets come out, makes 0 sense.

14) Fixed ROF with USAS and MK3A1 when equipped with frag rounds- again, the type of ammo would not change ROF w/ an auto-shotty, the recoil would be significantly higher per each shot with frag rounds, due to the amount of kick such a round would have compared to buckshot etc.

15)M27 no change- this is either a lie or misprint, the recoil on gun is sig. worse than it was before.

16)RPK-74M- Nothing is mentioned in regards to adding a 200 round bannana clip, max in real life is a 100 round drum.

17)The initial recoil changes are anything but slight for many of the weapons, this makes burst fire, which is supposed to be a good thing, the poorer choice, since initial recoil has been raised, and sustained fire does not have this intial jump recoil. Thus, those that spray and pray have better odds over someone who is trying to burst fire.

18) The M1014 was underperforming compared to USAS12 and MK3A1 in CQB, so ROF was increased- Of course it was underperforming, it is not a fully auto shotgun.

19) The Mk3A1 has 8 and 12 round mags respectively. In real life there's only a 10 round mag, and it can be taken off, a detonator attached, and it is an anti-personal mine, "called Beartrap".

20) the usas12 has either a 10 round magazine or 20 round drum in real life.

21)AEK- And I quote "the low initial recoil allowed a player to kill before the weapon's weaknesses kicked in", THIS IS THE POINT OF BURST FIRE. To ruin this means everything to the game.

22) "out of order" The damage done by MBT primary weapon will now do more damage to front and side armor, primarily the means 1 less shot to front and good side hits can result in one hit disable. I BELIEVE THIS IS PROBLEM, INSTEAD OF ONLY MAKING PRIMARY MBT WEAPON, THIS APPLIES TO ALL WEAPONS.

23) A FAMAS is supposed to have 25-round mag., to all those who complain, sorry. (they say this is all they changed)

24) THERE IS NOTHING IN RELEASE NOTES ABOUT SNIPER RIFLE CHANGES except more dmg. up close (why football shot occurs is anyones guess)

25) Foregrip- changed from global percent reduction to weapon specific, as well as AIMED ACCURACY PENALTY AT LONG RANGES (doesn't state what a long range is) as well as the fact that once a bullet leaves a weapon, how should a penalty be introduced?

26) Flash suppressor no longer reduces accuracy during Automatic Fire- Not sure about burst fire, but this the reduction in accuracy should have never existed due to the fact that these attachments do not reduce accuracy, but INCREASE it die to acting as a recoil compensator (in notes), b/c of slits on top (forces pressure down on gun)

27)Maximum # of mines and claymores, and they disappear when you die- The way it was before was fine. You fixed C4 blowing up after death, which was enough.

28) C4 will no longer detonate if player dies, or if they are revived after 5 seconds- What difference does it make how long it took them to be revived. Further, they should stay after death.

29)Ammobags resupply explosives more slowly- In fact from what I can tell, grenages are resupplied at a higher rate (maybe they treated them like ammo for some reason)

30)Slightly red. blast radious of RPG SMAW and 40mm grenages- NOTHING SLIGHT about it.

31)Slightly increased heal rate of medical crate- There was never a problem before. It's too fast now IMHO.

32)The mortar can no longer be deployed inside a spawn protected area- This further makes no sense, sometimes you get pushed back to spawn, and mortar is great way to help teammates get out. Opposing teams mortars should be able to kill them in spawn. Problem solved.

33)Minimap improvements- The revive icon is WAY TO BIG.

34) The TV missile one shot destroy to tank was not mentioned in release notes, don't know why this has been increased. Same goes for all weapon damage against tanks, as i believe i stated before, I think instead of increasing MBT primary weapon, they decreased tanks armour globally to that of a MBT tank round. THIS IS A SERIOUS ISSUE AND NEEDS TO BE ADDRESSED.

35) There was no mention of MG36 losing its extended mag in your release notes.

36) EOD BOT, MAV, and w/e should not be destroyed just b/c some guy throws an ammo crate at my feet, or I happen to walk across ammo box, If it is in use, it's in use.



Possible real-world fixes:

1) Players of higher levels should not be affected by suppression as much since their soldiers have been in the field longer. They're screens should be less blurry when be fired at, or should come off suppression quicker.

2) C4 should stay after death, but not be allowed to be detonated with a new clicker. If the dead persons equipment can be picked up, that clicker should still work for said C4. New C4 = new clicker It's a safety feature in real life.

3) All guns should have w/e amount of ammo/clips they have in real life, as mentioned before, the MK3A1 has currrently either 8 or 12 round clip, when in real life, it only has a 10 round clip. period. The ability to take it off and add a detonator to clip would be cool, b/c it's like that in real life "Beartrap" To prevent claymores and beartraps from being used, and becoming to many, the support would carry detonator caps instead of claymore.

4) Since the repair torch is a flame, thereby needing fuel, it should have a finitie amount of use. After fuel runs out, the ammo box would refill.

5) The heli's should not be allowed to be repaired using the torch while it is flying, since this is impossible in real life. The pilot must land in order for heli to be repaired. THIS WOULD ALSO FIX SPAWN CAMPING WITH z-11 on Canals, since they would not be able to stay there indefinately (at all really).

6) You should be able to cook grenages, plain and simple. Hold trigger or g to initiate timer. Oh and get rid of the orange glow.
SpectraIis
Enlisted: 2011-11-04
2012-04-14 15:57 , edited 2012-04-14 15:58 by SpectraIis
aBomberNation said:
It's console players, especially like you OP, that have destroyed our Battlefield PC game. None of you console complainers would last 5 minutes in BF2. None of you.

Agreed BF2 was perfect IMO. 1.3 patch. 1.41 I was just as happy with, nothing drastic changed.

DICE you know how CS:GO is coming out. You know how they kept all the original features of CS:S and CS 1.6 but updated the look and weapon ballistics. You know how you take something good and make it better? No. Oh thats right. You switch a PC game into a console game and then ruin it by forgetting all the good things from its predecessor. Welcome to Battlefail 3. A place when retards get their say and nothing gets tested.
MUSGRADA
US Enlisted: 2011-10-25
2012-04-14 16:11
FIMBEL said:
Agreed, the game was fine pre-patch in my opinion, dont get me wrong somthings that have been added are good but other things that have been tamperd like tank combat has now reached a point in which 1 gided-rocket + 1 tank shell = death, which just isnt the same as battleing it out against other tanks from around 5mins to 10 seconds because your tank has contracted brittle bone disease and dies from a guy throwing a pebel at you! and dont get me started on javlins, there is alot to be fixed i think before i can start enjoying playing again.

I think rather that changeing the entrie game all at once i think they should just focus on a specific point like ground, air, weapons, etc ... so they can get it right (or as close to) before moving on to the next problem rather than having to wait till another big update that "might" be even worse than the last. Its up to the developers though i just hope they change it soon.

Yep ... that is all
Rob


Yes, why not patch in small doses. Before patch 1.04 all that needed balancing was USAS 12 Frag Rounds, Stingers that worked against camping helicopters, and IRNV that was consistent across the maps. I was surprised when I first read the patch 1.04 notes. Why all of these changes?, I thought. Not necessary. I'm getting use to patch 1.04, but an ever changing game experience is getting frustrating. Video games are fun because they are consistent, you can rely on certain tools, guns, etc. in the game, it's just that the enemy is constantly random. That's the only thing that should change in an on-line game experience, is your opponent. I do enjoy this game, and that's why I'm sticking with it, but it's getting frustrating to adapt to each new patch, especially when each patch fixes some things, but brings new problems with it.
Cully333
Enlisted: 2011-11-02
2012-04-14 16:50
Please stop whining that supression rewards noobs. Skill will always decide the victor. Who's going to win: The guy that sprays and misses, but supresses his opponent, or the guy that uses his sights, actually hits the guy, AND supresses him?