Battlefield 1943 and Battlefield: Bad Comp...
Kalo
14 Feb 2010
Foxhound
14 Feb 2010
SO if you point straight at a target but are behind a building it'll still fly over the building?
Destiny
14 Feb 2010
No, no. There is no such thing as a smart weapon that actively avoids obstacles in this case
It's like...locking onto a target, then you fire it up at the sky and it'll go javelin-style on them.

Kalo
16 Feb 2010
Pav:3d
16 Feb 2010
Im guessing this is some sort of prelude to the main campaign, or DICE have been cooped up so long in their offices theyve lost track of events in the last century completely.
Kalo
17 Feb 2010
Twas confirmed that a 1943 Level will be IN BC2 if you were lost on that video
.

deltaepsilon
17 Feb 2010
Foxhound
17 Feb 2010
Maybe it sets up some element of the main campaign? Like some stuff that the Bad Company boys go after? Like an old fortune or some shit like that?
deltaepsilon
17 Feb 2010
Yeah maybe, it's like some dynasty or something.
Edited by deltaepsilon, 17 February 2010 - 10:17.
Edited by deltaepsilon, 17 February 2010 - 10:17.
deltaepsilon
18 Feb 2010
Yeah mainly intended for console players, but still a good and relevant video.
Destiny
18 Feb 2010
I learned quite some things from that video, very useful. I like their sarcasm too.
Chyros
18 Feb 2010
Heh, it's a fun vid. But it's obvious you need a bunch of people you know, to play with, then.
Wizard
18 Feb 2010
Very good vid. More useful than the nonsense, ZOMGLOOKATMYKILLSTREAK ones you see from MW2
Edit: although he does talk about gravity being realistic and then tells everyone to get over the fact they can't go prone as it's a game it's supposed to be fun
Edited by Wizard, 18 February 2010 - 08:59.

Edit: although he does talk about gravity being realistic and then tells everyone to get over the fact they can't go prone as it's a game it's supposed to be fun


Edited by Wizard, 18 February 2010 - 08:59.
deltaepsilon
18 Feb 2010
Apart from that self-serving contradiction, it was pretty good, especially with that slight bias against MW2

Wizard
18 Feb 2010
Kalo
18 Feb 2010
Wizard
18 Feb 2010
Failure
18 Feb 2010
I have preordered this at steam.
Beta is awesome. Everything is awesome.
But there is almost 25% chance to get a real team work.
Most times it's just snipers @ hill and assault's rushing the Mcom's.
No engineer's to repeair the tank, the assaults don't give a crap about giving ammo.
Are you guys up for doing a parties at BC2?
How about getting a list of steam nickname's and try working in our FS elite?
Also yay, I'm 11 level.
Beta is awesome. Everything is awesome.
But there is almost 25% chance to get a real team work.
Most times it's just snipers @ hill and assault's rushing the Mcom's.
No engineer's to repeair the tank, the assaults don't give a crap about giving ammo.
Are you guys up for doing a parties at BC2?
How about getting a list of steam nickname's and try working in our FS elite?

Also yay, I'm 11 level.
Wizard
18 Feb 2010
Kalo
19 Feb 2010
DICE said:
This update is about performance and stability again. We are not doing any changes to the game's datafiles.
* Reduced input "lag"
On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
This could lead to the game having a high framerate, but input still feeling very sluggish.
Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU.
Control this setting via Settings.ini. Default setting: RenderAheadLimit=2
* Performance optimizations with biggest improvements on dual-core machines
* Fixed black "masks"
o The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.
* Improved hit-detection
o We've gone through the hit detection logic, and client+server will now give more consistent results.
* Fix for some "rubberbanding" issues
o C4 should stay attached to vehicles and not rubberband around
* Reduced spikes/dips in framerate
* Various fixes for alt+tab related CTD on Dx9
* More fixes for random CTD on Dx9
* Fix for crash when you're in a vehicle that gets destroyed
There was a race condition in the code;
System 1 thought "oh hey, you're leaving vehicle X"
System 2 thought "the vehicle got destroyed, let's remove it"
If system 2 ran before system 1, chaos would ensue.
This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.
Likely bugs in this build
I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.
-Mikael Kalms
* Reduced input "lag"
On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
This could lead to the game having a high framerate, but input still feeling very sluggish.
Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU.
Control this setting via Settings.ini. Default setting: RenderAheadLimit=2
* Performance optimizations with biggest improvements on dual-core machines
* Fixed black "masks"
o The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.
* Improved hit-detection
o We've gone through the hit detection logic, and client+server will now give more consistent results.
* Fix for some "rubberbanding" issues
o C4 should stay attached to vehicles and not rubberband around
* Reduced spikes/dips in framerate
* Various fixes for alt+tab related CTD on Dx9
* More fixes for random CTD on Dx9
* Fix for crash when you're in a vehicle that gets destroyed
There was a race condition in the code;
System 1 thought "oh hey, you're leaving vehicle X"
System 2 thought "the vehicle got destroyed, let's remove it"
If system 2 ran before system 1, chaos would ensue.
This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.
Likely bugs in this build
I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.
-Mikael Kalms
http://www.totalgamingnetwork.com/showthre...t-Updated-to-R3
I really do notice a different with the hit reg and Framerates. But I am still suffering from the "Colt" effect. If I am up close to a target the "first" shot from the colt halts my FPS. And I'm not the only one either. No other pistol does this to me.
Edited by Kalo, 19 February 2010 - 00:08.