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#126 Kalo

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Posted 01 April 2010 - 17:12

View PostWinrar the Cunnin Linguist, on 1 Apr 2010, 9:08, said:

View PostKalo, on 1 Apr 2010, 0:34, said:

If what you say about the 40mm not needing a nerf because these people don't actually contribute to the team then the M60 doesn't need a nerf either. Why? Because in my experience these medics rarely rez people or do anything for their team.
Actually I didn't say that and where did I say the M60 doesn't need a nerf? It's TTK is 0.3 something seconds, that is the the best primary weapon of all classes that doesn't need a scope. What I said was, the idiots who play this game are the problem, running around tubing. A lame person is a lame person whether they have the tube or not. Everyone has access to the tube, but it's only the retards who lame it. If you die 20 times a round but only twice from a tube, does that still make it OP to the point of it needing a nerf? No, you won't notice it, as you'll probably die twice from knife kills and who is going to scream about nerfking that (although some people actually have done :P )



You didn't, I used it as an example.
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#127 Shirou

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Posted 21 April 2010 - 08:28

Patch R7 released:

Quote

Updates to Battlefield: Bad Company 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Client R7 changelist.
MP - New Server browser
MP - Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in.
MP - Crash fixes relating to ALT+TAB at different times throughout the game
MP - Hang fix when trying to connect to a full server multiple times
MP - Deletion of soldiers now possible through the account pages in game
MP - Removed screen flash during loading
MP - Added support for colour blind players
MP - Fixed crashes relating to faulty server banners
MP - Servers closing during connection no longer cause the client to hang
MP - Auto team swap reflects correctly in the scoreboard
MP - Fixed scoreboards when switching teams before spawning
MP - Rush scoreboards fixed
MP - Veteran ranks no longer display as "12"
MP - Isla Innocentes MCOM building fixed where knifing the fence would destroy the building
MP - Logout/Login button correctly reflects the player status
MP - Added minimum number of players needed to start a round (you can still start playing and take objectives but you won't get any score until 4 or more players join the server)
MP - Isla Inocentes welcome message on the loading screen now fits the text box area
MP - Reduced the brightness in Russian vehicles
MP - Medic gadgets now display correctly if the defib is not unlocked
MP - Server filter options are remembered
MP - Punkbuster filter now works as intended
MP - Scroll bar no longer overlays the Join Server button in the friends list panel
MP - CANCEL server refresh is implemented
MP - Zooming in on a friendly using the SAIGA no longer causes the crosshair to disappear
MP - The chat no longer displays the incorrect player name when appearing
MP - FoV switches to the default value of 55 when entering vehicles to prevent graphical glitches caused by wider FoV settings. The custom FoV returns when exiting vehicles.
MP - FoV no longer causes the UAV station to rotate
MP - Fix to correctly display the unlock progression at the end of round
MP - Chat functionality will no longer freeze after writing a partial message at the end of round
MP - One account can no longer connect to the same server multiple times
MP - Squad Death Match is correctly named during loading
MP - Server browser no longer gets a bad FPS when filtering Conquest
MP - Server info banners correctly clear between displays
MP - Setting display settings which the system hardware can not handle no longer makes the game unusable
MP - Correct camera collision for vehicles' heavy machine gun
MP - Game no longer crashes if the player sends a message in the loading screen
MP - Trying to join a full server no longer causes the game to hang on Please Wait message
MP - Most server filter options are remembered it doesn't remember the setting in dropdowns
MP - Kit/gadget loadout saved between sessions
MP - Window on static guns is now transparent on DirectX 9 systems
SP - Fixed crashes when patching and trying to resume a campaign (there is now a message that you need to re-play the latest mission from the beginning)
SP - Fixed a crash after the "Upriver" mission end cinematic
SP - Supply create at "Resupply at Flynns create" objective now supplies weapon ammo
SP - Hang fix when reaching the objective "Destroy Enemy Zu23"
SP - Fixed hang after "Storm Cockpit" objective
SP - Changed melee attack raycast to be detailed
SP - Game no longer crashes when transitioning between SP_03B to SP_04A when installed in Polish
SP - Game no longer crashes when killed by the first two enemies in the trenches on SP_01 when installed in Italian
SP - Updating to R7 will invalidate your single player save game. If you update you will need to play your last mission from the start. If you do not update you will not be able to play multiplayer.

Server R10 changelist
Punkbuster is required ON for ranked servers
Ranked servers cannot be started with a password
Autobalance message goes to text-chat instead of in the middle of the screen
Added weapon balance tweaks to a number of weapons. We are eagerly awaiting feedback!
We aren't going to tell you what weapon balance tweaks we have done, we want your unbiased views on the changes before we detail what has changed.


Sneaky Dice for not telling us what they did to the weapons. We'll have to find out then.
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#128 TheDR

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Posted 21 April 2010 - 08:50

View PostTrivmvirate, on 21 Apr 2010, 9:28, said:

Patch R7 released:

*Infos*

Sneaky Dice for not telling us what they did to the weapons. We'll have to find out then.

Stops the silly placebo effect where people consider the guns to be majorly OP/UP and moan (Something like that happened with BF2).
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#129 Shirou

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Posted 21 April 2010 - 10:10

As the community manager stated:

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Thats the point of not telling you, so you dont go looking for the changes instead you feel what the changes are.
We'll tell you later what the changes were.

For example, once in BF2 we put in our changelist we had tweaked an assault rifle. The feedback ranged from "Horrible changes it is ruined" to "OMG this is so much better" and in the end we didn't actually change a thing with the gun. So telling you what is changes doesnt get an unbiased review of whether you think the changes are for the better or not.

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#130 Wizard

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Posted 21 April 2010 - 10:30

View PostTrivmvirate, on 21 Apr 2010, 11:10, said:

As the community manager stated:

Quote

Thats the point of not telling you, so you dont go looking for the changes instead you feel what the changes are.
We'll tell you later what the changes were.

For example, once in BF2 we put in our changelist we had tweaked an assault rifle. The feedback ranged from "Horrible changes it is ruined" to "OMG this is so much better" and in the end we didn't actually change a thing with the gun. So telling you what is changes doesnt get an unbiased review of whether you think the changes are for the better or not.


How does that work? You'll just get people raging now that their favourite gun is ruined (when it probably hasn't been changed) rather than having a proper understanding of exactly what has been done to nerf/buff it?!?!

#131 TheDR

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Posted 21 April 2010 - 12:30

View PostWizard, on 21 Apr 2010, 11:30, said:

View PostTrivmvirate, on 21 Apr 2010, 11:10, said:

As the community manager stated:

Quote

Thats the point of not telling you, so you dont go looking for the changes instead you feel what the changes are.
We'll tell you later what the changes were.

For example, once in BF2 we put in our changelist we had tweaked an assault rifle. The feedback ranged from "Horrible changes it is ruined" to "OMG this is so much better" and in the end we didn't actually change a thing with the gun. So telling you what is changes doesnt get an unbiased review of whether you think the changes are for the better or not.


How does that work? You'll just get people raging now that their favourite gun is ruined (when it probably hasn't been changed) rather than having a proper understanding of exactly what has been done to nerf/buff it?!?!

No, you get to see if people will complain for the sake of complaining. If someone complains about a buff/nerf and the gun hasn't been changed then they know the gun might need looking into.

Well one thing is for sure, they will have done something to the M60 :xD:

Edit: Here is some more info recently posted. Looks like i was right. Link

Quote

As requested by the community, here is the exhaustive all inclusive changelist of all balance updates made in the R10 Server update for PC.

Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.

Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.

Reduced the base damage of the PP2000 to balance the increased range.
Increased the damage of the 9A91 over long range to balance its lower magazine size.

Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
Increased the damage of the MP412 over long range to balance its low rate of fire.
Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.

Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
Slightly increased the Health of soldiers in Hardcore for better Kit Balance.

Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.


Fixed a bug where the BMD3 would take extra damage to the front armor.
Reduced the explosive damage from Attack Helicopter cannons.
Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.

These changes will eventually make their way to the 360 and PS3 as we work with our partners Microsoft and Sony to continue to support BFBC2 on all platforms.

With <3, Demize99.

Edited by TheDR, 21 April 2010 - 15:03.

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#132 Chyros

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Posted 21 April 2010 - 15:45

View PostTheDR, on 21 Apr 2010, 10:50, said:

View PostTrivmvirate, on 21 Apr 2010, 9:28, said:

Patch R7 released:

*Infos*

Sneaky Dice for not telling us what they did to the weapons. We'll have to find out then.

Stops the silly placebo effect where people consider the guns to be majorly OP/UP and moan (Something like that happened with BF2).
I call BS on that approach, but no matter, since I know exactly where to find out what the changes were.

EDIT: hatseflats there you go.

Quote

Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.

Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.

Reduced the base damage of the PP2000 to balance the increased range.
Increased the damage of the 9A91 over long range to balance its lower magazine size.

Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
Increased the damage of the MP412 over long range to balance its low rate of fire.
Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.

Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
Slightly increased the Health of soldiers in Hardcore for better Kit Balance.

Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.


Fixed a bug where the BMD3 would take extra damage to the front armor.
Reduced the explosive damage from Attack Helicopter cannons.
Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.
saucer

Edited by Chyros, 21 April 2010 - 15:53.

TN



The brave hide behind technology. The stupid hide from it. The clever have technology, and hide it.
—The Book of Cataclysm


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#133 ΓΛPTΘΓ

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Posted 21 April 2010 - 16:08

Without looking at that list MG36 is currently my favourite, better than XM8LMG. And now reading XM8 got a nerf too so yes.

Don't notice much difference from the previous fast heal though. (I use it 100% with medic)

Edited by ΓΛPTΘΓ, 21 April 2010 - 16:09.

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#134 Shirou

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Posted 21 April 2010 - 16:35

All nice but, they essentiall 'balance' it by getting all guns closer to eachother?

They could also have chosen to differentiate it more, now the differences are going to be minimal.

I also don't get why they needed to buff pistols, you can snipe with them already :xD:

AN-94 got buffed though, it was already very good. This looks more like 'stat balancing' than game balancing. Naturally, I also speak from stats alone, but I also know the AN94 did not need a buff at all. Now the other guns, AUG and F2000 still retain their disadvantage.

Edited by Trivmvirate, 21 April 2010 - 16:37.

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#135 Kalo

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Posted 21 April 2010 - 22:53

View PostTrivmvirate, on 21 Apr 2010, 16:35, said:

All nice but, they essentiall 'balance' it by getting all guns closer to eachother?

They could also have chosen to differentiate it more, now the differences are going to be minimal.

I also don't get why they needed to buff pistols, you can snipe with them already :P

AN-94 got buffed though, it was already very good. This looks more like 'stat balancing' than game balancing. Naturally, I also speak from stats alone, but I also know the AN94 did not need a buff at all. Now the other guns, AUG and F2000 still retain their disadvantage.



No, they're just as awesome now as they were before. Minus that F2000 which still blows.

Edited by Kalo, 21 April 2010 - 22:53.

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