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PoorLepRecon

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Posts posted by PoorLepRecon

  1. Anything of note in the patch?

     

    And btw the graphics look amazing for AK

     

     

    The most significant change is this: Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.

     

    On higher level servers (everyone uses mics/coordination) helicopters were extremely vulnerable, even with flares. Now they are almost pointless to even use. In a 1v1 helicopter engagement, both choppers will end up disabled. If someone on the ground has a stinger or a jet comes by with heatseekers the helicopter has no defense now.

     

     

    • Accuracy dogtags now show the correct stats.

    • Coop Stars and dogtag are now properly unlockable and equip able.

     

    That only took nearly a year to fix. Good job Dice!

     

    The nerfed my favorite gun... but not the AEK. So many of these "fixes" either shouldn't have been there to begin with, or should've been fixed a LONG time ago. And thank GOD they got rid of the stupid MK3A1 using frag rounds in gunmaster.

     

    And the mortar is still crap.

     

    Yes along with the m16 nerf it looks like the AEK will be the most dominant weapon, something that a lot of high level players have already gravitated to. This will further cement it as the go to assault rifle. \

     

    Yep, mortar is still garbage. It did get a small buff by showing the explosion on the aim screen. But that was it.

     

     

     

    Did anyone else know that you can cook grenades by hitting the grenade button then holding the fire button after you pull the pin?

    I was uninformed for so long...

     

    I'm liking the new patch notes. Mortar is still iffy, but I like everything else. Mixed feelings on the laser designation in 4th seat of scout chopper. It's fair, but it's inconvenient.

    Laster designation shouldn't even be allowed on the scout helicopters IMO, since they get the missile. They're too maneuverable to be effectively taken down by tanks, fast enough to be able to fly away to re-arm missiles, and can be repaired while in the air. Way OP if the pilot is actually good. It's one of the very things that makes Noshahr Canals unbearable.

     

    And I don't believe you actually cook them, you just hold the grenade. Maybe they changed it, but the last time I tried, i held it for 10 seconds and nothing happened, and exploded like normal.

     

     

    Are you kidding? The scout choppers are extremely slow and are easy targets for tanks and rpg's. If you are running smoke (which you should, there's almost no reason to run anything else) scout choppers can't do anything to you when you are in a tank.

  2. http://battlelog.battlefield.com/bf3/news/view/2832654785571482527/

     

     

    Patch notes are up.

     

    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. Full details below:

    • 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

    • Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88

    • Short and long reload increased: ASVal

    • Long reload reduced, shot reload increased: M4A1

    • Long reload increased: P90

    Damage output/range adjustments

    • UMP: 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.

    • PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.

    • M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443

    • M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.

    • 12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.

    • AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.

    • 12 Gauge buckshot close range damage has been slightly increased.

    • Slightly reduced the range penalty for the suppressor on the SCAR-H.

    • Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.

    • Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.

    • 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.

    • 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 bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.

    • Increased the damage of the M5K.

    A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.

    • 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 been reduced to make this weapon clearly different from the M16A3.

    • M16A3: Recoil amounts slightly increased.

    • M4A1: Recoil amounts slightly increased.

    • G36C: Vertical and First Shot recoil amounts reduced.

    • M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

    Miscellaneous weapons changes

    • FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.

    • Added Burst Fire to the M5K as an available fire mode.

    • Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36

    • Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.

    • 44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.

    • Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.

    • Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.

    • Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.

    • Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.

    • Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

    Weapons fixes

    • Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.

    • The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.

    • SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.

    • Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R

    • The PKS-07 is now available on QBB-95

    • The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.

    • The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.

    • Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.

    • MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

    VEHICLE RELATED TWEAKS & FIXES

    • Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.

    • Air Radar now shows friendly vehicles as well.

    • Helicopter weapons can now destroy equipment with splash damage.

    • The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.

    • Repair tool damage against enemy vehicles lowered by 10%.

    • Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.

    • Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.

    • Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.

    • Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.

    • Increased the damage helicopter gunners and IFVs do to helicopters and jets.

    • Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

    PERSISTENCE RELATED TWEAKS & FIXES

    • Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.

    • Premium Engineer assignments are now counting all shotgun kills independent from the class using it.

    • Fixed so you can get score from awards in coop.

    • Accuracy dogtags now show the correct stats.

    • Coop Stars and dogtag are now properly unlockable and equip able.

    • Gun Master and Domination Winner ribbons and medals added.

    • Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

    UI RELATED TWEAKS & FIXES

    • Added letters to the capture point icons displayed directly over the mini-map.

    • Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.

    • Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.

    • Fixed the hit indicator showing when spawning or closing the in game menu.

    • PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.

    • Fixed a bug where the clan tag sometimes shows as the player ID.

    • Added clan tags in nametags and kill card.

    • PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.

    • Fixed so commorose VO works when sitting in an AA vehicle.

    • Fixed so you get the critical health fullscreen color tint while in the post revive state.

    • Removed the join button in the server list for non-Premium users on Premium exclusive servers.

    • Fixed so the spawn menu always disappears when you are revived.

    • Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.

    • Fixed M-Com distance not updating if user moves towards it with EOD Bot.

    • Mortar strike explosions are now shown on the HUD for the shooter.

    MISCELLANEOUS TWEAKS & FIXES

    • Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.

    • Fixed bug where it was possible to shoot while transitioning from sprint into prone.

    • Fixed so you can’t revive a player who switched team since he died.

    • Fixed two exploits on Donya Fortress that allowed players to get on top of the level.

    • Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.

    • PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.

    • Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

    How to download the latest update (Multiplayer Update 4) and Armored Kill

    PLAYSTATION 3 SPECIFIC INFO

    Patch goes live: September 4

    Armored Kill goes live: September 4 for Premium members / September 18 for non-Premiums

    Patch size: 1.53GB

    Armored Kill size: 1.55GB

    How to download patch: When starting the game, the patch will automatically download. It is mandatory to accept this download if you want to play the game.

    How to download Armored Kill: Armored Kill is available on the PlayStation Store and in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost.

    XBOX 360 SPECIFIC INFO

    Patch goes live: September 4

    Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums

    Patch size: 1.44GB

    Armored Kill size: 1.56GB

    How to download patch: There will first be a small (184MB) Title Update automatically downloaded when you start the game. When restarting the game, you will get a popup notifying you that Multiplayer Update 4 is available. It is not mandatory to accept this, but we advise you to do so. Otherwise, you can find Multiplayer Update 4 both on Xbox Live Marketplace and in our in-game store as a manual download.

    How to download Armored Kill: Armored Kill is available in our in-game store as a manual download. If you are a Premium member, this download will be available at 0 cost. If you are not a Premium member, you can also find Armored Kill on Xbox Live Marketplace.

    PC SPECIFIC INFO

    Patch goes live: September 4

    Patch size: ~2.2GB

    Armored Kill size: 3.2GB

    Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums

    How to download patch: As soon as you start your Origin client, the latest game update will automatically start downloading (unless you’ve disabled the option “Automatically keep my games up to date”, in which case it will start downloading when you try to run the game). In Battlelog, you will be notified from the Game Manager. Once you acknowledge the update, it will start downloading within the Origin client.

    How to download Armored Kill: Armored Kill will automatically download if you start Origin or if you are logged in to Battlelog. You can also start the download from the Battlefield 3 game details page (i symbol) if Origin is already running.

     

     

  3. Yeah they said at e3 i think that aftermath is set right after the campaign earthquake. '

     

    Armored Kill on consoles will be limited to 5 maps, though I have my doubts how enjoyable it will be. I have premium though so I get it reguardless! The release date is september 11th for everyone, not sure how they are going to work the ps3 exclusive/premium early content. If they do it like close quarters it should be ps3 premium august 21st, xbox/pc premium august 28th, ps3 regular september 4th, and everyone else september 11th. But we'll see.

     

     

    EDIT: Actually the premium edition's release date is sept 11th. Armored kill still has no confirmed date.

  4. Unless you actually see those people who got 0 kills and 500 points actually trying to snipe, chances are they were like me a few months ago and just MAVing it up. Which is very useful IF PEOPLE EVER LOOKED AT THE MINIMAP. Or if someone is using mortars.

     

    Sniping on rush has it's advantages and disadvantages. Can snipe people trying to plant, and also snipe people trying to defuse. Sniping while attacking (if you're good) means there are less people to stop your team from advancing. One or two people sniping while being attackers doesn't put your team at a disadvantage, seeing as how it doesn't take an entire team to plant one bomb (and subsequently die from the resounding C4 that was placed earlier by a defender), but having 6+ people on consoles definitely does.

     

    If I'm going aggressive recon, I normally put on the m417 and place my mav in a crucial location and let it act as a motion sensor, rather than flying it around spotting. I'd rather have another gun on the ground and minimap spotting than having 1 person dedicated to 3d spotting.

     

    I speak for consoles only with our limited player count, however. PC can afford having someone flying a MAV and just spotting the whole match.

  5. .

     

     

    Been playing with it all night on the pbe. His new dance is tier 1 for sure.

     

    How do the upcoming buffs fare?

     

    I'm not a chogath player so I couldn't really judge it. I'm more excited about the yorick nerf than anything else this patch. They're halving his omen of famines healing effect when it attacks minions.

  6.  

    Now I know sniping as a rush attacker is obviously the best and most tactical way of play, but it really does ruin the experience.

     

     

    Sniping on defence is best, if you snipe when you are on attacker side, you are putting your team at a disadvantage by not being near the objectives.

  7.  

    And if people stay mature, the thread will be fine.

     

    64619274.jpg

     

     

     

     

     

    Battlefield for me. Vehicles added in the mix are a huge dynamic that CoD's killstreaks just can't live up to.

    • Like 1
  8. I think the Eve rework is not as good as they made it sound.

     

    She can clear fine (and she could before too), and her ganks are okay. The biggest advantage is definitely that she won't be seen by regular wards when approaching. The range on her stealth only gives her a small advantage when approaching her target.

     

    However she lacks CC, so she can't effectively gank a lane where the target has flash up or has an escape skill. That said, her ganking is still her strong point.

     

    Where she's lacking is being useful after laning phase. She doesn't do much in a team fight before getting blown up.

     

    Riot has some changes planned. I saw some screenshots of a high elo eve player talking to morello, saying her ultimate cooldown and lack of hard cc were her biggest disadvantages and morello saying that stattick had some changes planned.

     

     

     

     

    The new xin looks crazy good. That ultimate is extremely useful now. I watched guardsman bob stream him a little a couple days ago.

  9. Once the trap is used, it's gone until you replace it. That means you could get ambushed on the way to replacing your shrooms/traps/etc. Wards provide much more vision. Even if you are playing teemo you should ward.

  10. Attack Damage and Ability Power are what ad and ap stand for.

     

     

    For ashe, I'd suggest building something like this: boots 3pots> 1-3 dorans(normally aim for 2 dorans, unless you get really fed and can straight up buy a bf sword)> zerker greaves>vamp sceptre> infinity edge>zeal>last whisper>phantom dancer> quicksilver sash (if you feel you need it, sometimes you won't)> bloodthirster.

     

    That is pretty much the build path on any ad carry.

     

    Of course you should change your build depending on what you need in the game. You can easily go bloodthirster first instead of infinity edge if you need sustain rather than raw damage. The vamp sceptre is completely optional and can be skipped if you want infinity edge even faster, though lifesteal is a powerful stat so the vamp sceptre is recommended. By the time you get ie and zeal, the enemy team should be building armor and this is when you need to work on getting that last whisper, as it will greatly increase the raw dps, moreso than completing the phantom dancer will.

     

     

     

    Don't get swiftness boots. Zerker greaves are way more useful for ad carrys.

     

     

    I guess I should say the build order is assuming that you are playing ad carry + support bottom lane. Don't expect to be getting high amounts of gold if you are sharing creeps in a lane, making your full build take much longer to complete. You should probably skip a few dorans/vamp sceptre and try and rush the ie asap.

  11. Yeah I trust that they have stealth fixed. They wouldn't risk revealing all that information and then having to work on it. Xin Zhao rework is coming with the stealth rework as well. It'll be nice to have him be a viable pick.

     

    I've heard rumors of sion and heimerdinger reworks being tested in dorans workshop right now. Karma rework is almost done, guinsoo tweeted saying she's a little op still and they are waiting on what I assume to be a new skin to be done.

     

     

    Can't wait for them to fix all these champions.

  12. You can assume he is either going jungle or top is what I'm saying, as he can't really fit into other roles very well. Yes he can ad carry, but those will be few and far between.

  13. Eugh. Jayce has such a big power creep.

     

    Too much ambiguity, can't counter pick something that can go any lane. And his stuff is annoying passive to whatever the shit he is building.

     

    Bad for the meta.

     

    He's not going to be able to compete with corki/graves on bottom lane, and he can't compete with the utility of ashe, or the tank destroyer vayne, he's a mediocre ad carry at best. 500 auto range isn't very good. He can't ap mid as most of his skills scale off ad. That leaves top and jungle which a lot of champions can go in either.

  14. Jayce is really fun. I've really only fooled around with him on dominion, but he's got an amazing kit. His q in ranged form, when accelerated by his e gate, has a longer range than nidalee's spear and varus charged arrow. I jungled with him in 1 game, and I just kept going midlane, sitting in the bush, and longshotting a q at the ap ezreal, chunking him pretty good with 1 attack from an insane distance.

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