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Client R3 + Server R11 is due next Tuesday

MikaelKalms
Enlisted: 2011-10-23
2011-12-02 17:45 , edited 2011-12-06 21:10 by MikaelKalms
Hi all,

We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.

It will be both a client update -- approximately 2GB in size -- and a server update.

The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.

The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.

Server administrator manual: http://static.cdn.ea.com/dice/u/f/bfbc2/tmp/BF3_PC_Server_R11_892188_Docs_ServerAdministrator.zip [static.cdn.ea.com]


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. (We want to make a different fix in the future, it’s in JIRA).
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


Min player requirements
Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.

Our plan for the future is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.
FLZedZed
US Enlisted: 2011-10-25
2011-12-02 17:48
You mean Dec 6th?
MikaelKalms
Enlisted: 2011-10-23
2011-12-02 17:53
Yes - the "nov 6th" bit was a typo on my part. Thanks.
FLZedZed
US Enlisted: 2011-10-25
2011-12-02 17:54
NP thank you for the update. I hate to ask but can we get any detail on the future AT mine plans?
Relonged
YE Enlisted: 2011-10-31
2011-12-02 17:55
rargh
Br4M97
NL Enlisted: 2011-11-19
2011-12-02 17:55
Great news, but these bugfixes/tweaks shouldve been included on release...
noodlez24
Enlisted: 2011-10-28
2011-12-02 17:55
looks good
Palanor
SE Enlisted: 2011-10-27
2011-12-02 17:56
I approve of this patch!
CukyDoh
GB Enlisted: 2011-10-28
2011-12-02 17:56
All good stuff, looking forward to it! Good work DICE! :)
mr_ako74
Enlisted: 2011-10-27
2011-12-02 17:56
i hope you include a performance fix to bring it back to what it was before the 22nd patch. Other than that it seems you re fixing a lot of stuff. Thats great. Thanks.
TastyBlack
US Enlisted: 2011-10-24
2011-12-02 18:00
Coolness!
It will take a while to get this game balance but got to love EA/Dice for thier continued effort with this game. They are not just sitting back chillin and ARE listening to player found issues/requests.
You need to shut the F... Up when grown folks is talkin
Necrosis-Fox
US Enlisted: 2011-10-24
2011-12-02 18:01
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

And this means....?
Blargh
Sir_Ork
GB Enlisted: 2011-10-28
2011-12-02 18:01 , edited 2011-12-02 18:12 by Sir_Ork
Looks good so far. The LMGs are fine as they are now

EDIT: What does JIRA mean? :S
DS_Akeera
GB Enlisted: 2011-10-28
2011-12-02 18:02
Looks good,

ALMOST looks like they have LISTENED to our 12,000+ posts of negative feedback ...
RePerKuSsiOnS
GB Enlisted: 2011-10-25
2011-12-02 18:03 , edited 2011-12-02 18:07 by RePerKuSsiOnS
So another crap nerf for good stuff last patch made choppers so tough they own all day and reduced dmg vs them. Now make night vision shite so more camper spastics can live in the rocks wtf!! and nerf mines who do you listen to the sniper/chopper club or what VERY LAME .
xKyleN
SE Enlisted: 2011-10-24
2011-12-02 18:04
Flash
gamemnon
FR Enlisted: 2011-10-24
2011-12-02 18:04
Great ! ;-)
Lazy-Aim
VU Enlisted: 2011-10-31
2011-12-02 18:04 , edited 2011-12-02 18:05 by Lazy-Aim
nice colerblind mode been waiting for that
selryam
US Enlisted: 2011-10-25
2011-12-02 18:05
Thank you for making me feel a little less pessimistic.
|GTX 580|8GB RAM DDR3 1333|Intel Core i7-4770K 3.50GHz|750W|1TB HDD|
Flessuhh
NL Enlisted: 2011-10-24
2011-12-02 18:05
Great news, although the stinger dmg buff and flare cooldown increase seems a bit much...

and i don't know what to think of the mortar change, it already takes long to shoot it now, and you increase the time to fire and time to land, something that will make it even harder to hit a moving target..

then again, time will tell:) still great news