Tentative future update Balance changes and Fixes

Demize99
SE Enlisted: 2011-10-25
2012-06-12 09:10
Here is a list of potential fixes for a future update. I've been scouring the feedback from Battlelog, Symthic, Reddit, Twitter and other places. As usual, this is not exhaustive, nor is this a guarantee we will perform these changes. Instead this is a request for feedback from our community. Currently I cannot see any substantial reason to make balance changes the weapons added in Close Quarters. The only weapon that has received substantial OP/UP feedback is the M417, which I feel is working exactly as it is intended: a good mid range run and gun weapon which lacks the long range accuracy of the MK11/SVD and has worse mobility than the SKS.

Additionally, the discussion about aim assist changes has been interesting, though I find that players are mostly commenting on should aim assist be allowed or not. Players have suggested zoom spamming over powers aim assist after the update, however the update only changed how a the assist helps a player stay on a moving target not how aim assist works when zooming. Further more the videos players have shown attempting to show zoom spamming as a valid tactic fail to actually get the crosshairs on target, as the system is designed to only assist the player and the player will need to do the rest. In fact the videos demonstrate a system which accomplishes exactly what it is designed to do. Finally, some players have worried about quick scope snipers using zoom spamming, however high zoom scopes on all weapons prevent this tactic by not including any zoom assist, the player has to do this skill shot on all his own. I recognize this is a hot topic for highly skilled players, and I feel currently the new aim assist settings provide enough assistance to players without eliminating the skill element.


On to the Changes:

*A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.
*Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
*Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7, M4A1
*Short reload reduced: FAMAS, M39 EBR, M416, PP-19, QBU-88;
*Short and long reload increased: ASVal
*Long reload increased: P90


*Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg
*Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
*Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
*Increased the min damage of the M1911 to make it fit better between the Magnums and the M9/MP443
*Reduced the M93R's damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
*Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
*SG553: Horizontal recoil reduced to help make this weapon more controllable.
*MG36: Vertical recoil reduced to make this weapon more controllable.
*M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3.
*44 Magnum: Rate of fire reduced slightly to highlight this sidearm's role as a slow firing heavy hitter and differentiate it from the MP412 REX.
*M16A3: Recoil amounts slightly increased.
*M4A1: Recoil amounts slightly increased.
*G36: Vertical and First Shot recoil amounts reduced.
*The bonuses provided by a number of bipods have been increased: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
*Added Burst Fire to the M5K as an available option.
*Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
*Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
*Slightly reduced the range penalty for the suppressor on the SCAR-H.
*The radius for maximum damage of the 40mm LVG has been slightly increased. The overall damage level and range remain the same.
*Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.
*Fixed Jets not getting bonuses on Laser Designated targets.
*Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.


*Fixed helicopter weapons being unable to destroy equipment with splash damage.
*Increased the damage helicopter and jet rockets do to helicopters and jets and infantry.
*Increased the damage helicopter gunners and IFVs do to helicopters and jets.
*Slightly increased the damage of the AA vs infantry, AA is significantly less effective than even the coaxial LMG on tanks, making it extremely vulnerable. AA should be effective against a single infantryman but not over powering.
Sygnus2112
US Enlisted: 2011-10-25
2012-06-12 09:11 , edited 2012-06-12 09:12 by Sygnus2112
Looks good. Specifically the reload reductions. FAMAS takes too long.
Xbox is the primary gaming platform for Battlefield. I own a high-end gaming PC and I still won't touch Battlefield on it, because then I'd be playing with all the terribad players on the computer. Xbox > PC
nelo0788
US Enlisted: 2011-10-26
2012-06-12 09:15
Air Radar fix?
RahBlahBlah
RU Enlisted: 2011-10-26
2012-06-12 09:16
Thanks for the suppressor buff!
MavevV
US Enlisted: 2011-10-26
2012-06-12 09:17 , edited 2012-06-15 17:36 by MavevV
i can edit this when ever i want XD
SteelBlade94
US Enlisted: 2012-05-30
2012-06-12 09:18
on the subject of aim assist it seem to be more of a henderance than a help when doing long range sniping and i know you can turn it off but then i need it when i get attacked up close and need to use my sidearm
with that i think i like your fixs to the 93r on paper since i have trouble using ads with the bad recoil and just hip fire the thing
AGENTMEND0ZA
Enlisted: 2011-10-25
2012-06-12 09:19 , edited 2012-06-12 09:20 by AGENTMEND0ZA
seriously, fix the air radar.

i remember it was meant to even show spotted ground targets.
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PizzaTheHut13
US Enlisted: 2011-10-26
2012-06-12 09:19
Yes air radar needs to be fixed! See allys on mini map. Overall it looks great!
3X0C3T
GB Enlisted: 2011-11-03
2012-06-12 09:22
all looks good so far, but I also think that Air Radar needs looking at. At least so you can see friendly vehicles on it (and maybe spotted tanks etc). I do still use Air Radar but I feel it is a little weak considering it sits in a pretty useful slot.

Second I would like to see TV missiles looked at a little if possible. Perhaps add a detonate button (even if it is so you can abort the missile without having to press the "get out of vehicle" button to avoid embarrassing jumps out of moving helis ;p) and increase splash damage a touch? (although once you get used to them the damage is mainly ok but the hit detection seems quite bad, perhaps adding some extra splash would solve it)

Lastly, how about addressing the balance between tanks and IFVs? Currently imo the IFV is way way stronger than the tank. In a straight fight toe to toe before the last few patches a tank would usually win and that seemed fair as a IFV could use its extra speed and manoeuvrability to get around the tanks main cannon. Now, in a toe to toe fight the IFV will nearly always win particularly if they have reactive on, the tank seems to be the weaker option in terms of dmg and armour which is a little weird. I think maybe just up the tanks armour against the sabot round or something?
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m-unit32
AU Enlisted: 2012-05-01
2012-06-12 09:22
leave P90 alone
Souperintendent
US Enlisted: 2011-12-29
2012-06-12 09:25
Ah, looks very good. Liking the suppressor changes, it was way over-nerfed. But do you really need to nerf the ASVal any more?

Also, y no CQ?
xfall3nxher0
US Enlisted: 2011-10-25
2012-06-12 09:26
Sounds like a good batch of fixes so far, weapons and vehicles need to be handled with extreme care however. Make sure we don't get anymore underslung bugs for that matter.
akumasetan
SG Enlisted: 2011-10-25
2012-06-12 09:26
here we go again, another patch...
dAcHrOnIc
CA Enlisted: 2011-10-25
2012-06-12 09:27
Oooh, a buff to the MG36....very nice
ShogunRuler
Enlisted: 2011-10-26
2012-06-12 09:27
Well then.
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AXCrusnik
US Enlisted: 2011-10-25
2012-06-12 09:29
nelo0788 said:
Air Radar fix?


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catalyst360
Enlisted: 2011-11-26
2012-06-12 09:32
Looks good. The M16A3 and M4A1 really needed a nerf to balance it with other weapons in their respective classes.

Please fix the air radar to show friendly aircraft.
tajjuk
GB Enlisted: 2012-01-05
2012-06-12 09:34 , edited 2012-06-12 09:40 by tajjuk
Generally agree, especially the chopper sections, I see no nerfs to the jets though which is disappointing so they will continue to dominate the airspace with no real counter.

A few points:-

- "*M16A3: Recoil amounts slightly increased." I see the M16 OP hysteria has won, which is sad. This needed doing "*M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3." and that would have in turn balanced the the M16A3. Simply now the OP scaremongers will turn their attention to the M416, which is already the most used AR anyway. The same applies to the M4A1, buffing the G36C is fine and in turn further balances the M4A1 so nerfing the M4A1 to me seems a double nerf.

- Can you explain this "*Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles. " Does that mean the min damage distance? or the spread reduction?

- "*Short and long reload increased: ASVal" Does the AS-Val need this further nerf, since the extended magazine change and the massive recoil increase this weapon got it has been seriously downgraded as a weapon, a quick reload was one of it's posetives.

- "*Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg " Not necessary in my opinion, if LMG users want to use an LMG like an AR they should be choosing the M27 IAR, RPK, L86. Belt fed LMGs are not for marksman roles.


EDIT: see someone above mentioned the TV missile, agree this needs looking at, the controls are still far too clunky. This option is barely used when compared to guided missiles.

Also IR smoke reload time needs a slight increase.

FURTHER EDIT: Not used it yet but think the ACW-R needs a slight damage buff to say 22 so that close range leg shots still allow for a 5 shot kill.
Wbadgert13
Enlisted: 2011-10-26
2012-06-12 09:37
dont see the point for the accuracy boost for the belt feds, those are kinda meant for setting up a bipod and making a killzone, hope it isnt overdone so i dont see everyone using the pkp/m240b like an assault rifle
-Badger
GDnothingworks
CA Enlisted: 2011-12-18
2012-06-12 09:38 , edited 2012-06-12 09:41 by GDnothingworks
nelo0788 said:
Air Radar fix?

Seriously?!

oh and that mofo annoying sound bug that keeps getting worse with every patch. Ya gonna get on that one right away right?

IR smoke needs to be decreased, a Jav only has two, four shots with explosives, IR smoke should not reload in time to counter back to back fired Javs. Makes teamwork with soflam and other javs difficult and pointless if IR smoke reloads so quick/ prevents the jav from hitting for so long.