The Battlefield 3 - Armoured Kill trailer p281

Anything to do with games at all.

What format will you be getting Battlefield 3 for?

PC
51
37%
Xbox 360
59
43%
PS3
17
12%
Wii U (at Hugo's request)
10
7%
 
Total votes: 137
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Tafdolphin
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Tafdolphin » Thu Jan 05, 2012 11:24 am

Let it Xeno wrote:I totally forgot about that website.

Shots 776 828
Hits 52 199
Accuracy 6.72%

That said my accuracy is improving It was 6% on the 15th December..


Tafdolphin wrote:Shots 97 480
Hits 13 771
Accuracy 14.13%


Awww yeaaaah.

Is it me, or is the FAMAS massively overpowered? It's pretty much all I use nowadays, alongside the UMP for none Assault classes.

BID0 wrote:
SandyCoin wrote:Hopefully be getting this soon. Annoyed I missed out on the offer when the limited edition was £27.99. But standard is £25 which isn't too bad I suppoooooose.

The new maps are like £10 though. Just a heads up.


They're also the best maps. Worth it.

YouSmellOfWee wrote:
cooldawn wrote:
BID0 wrote:The only person who can seat in the 3rd seat is the person who has unlocked it bizarrely. I was pretty disappointed when I realised that too :fp:

But that would make sense. As in the person in that seat locks-on...and I just need to figure out how to launch the damn rocket :lol:


The CITV station doesn't fire anything. Purely locks on as a laser designator. The main driver needs to have guided shells selected. Once you can see that something has been laser designated, shoot. Big boom, muchos pointage.


As far as I can tell:

Player 1: Driver (with guided missile unlocked)
Player 2: Designator (in the CITV Station must be unlocked)

Player 1 has to select the Guided Missile as part of his MBT kit before a match.

While in the tank, Player 1 must switch to their alternate weapon (which is the F button on PC). He must then lock onto a target by holding the aiming reticule over it. Once a lock is acquired, a solid orange square will surround the target.

Player 2 can also lock onto targets. When their lock is acquired, a solid orange diamond will show around the target.

I get the impression that if both players lock onto the same target (which will show as a solid diamond inside a solid square) the missile is more accurate. But that may just be me.

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Xeno
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Xeno » Thu Jan 05, 2012 1:03 pm

For the guided shell to even fire you need to have both CITV and gun locked on.

In other news I got called a mine noob buy a guy i kept killing with mines.

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Bertie
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Bertie » Thu Jan 05, 2012 1:10 pm

Let it Xeno wrote:For the guided shell to even fire you need to have both CITV and gun locked.

In other news I got called a mine noob buy a guy i kept killing with mines.


The famas is obscene, it really is! I've even resorted to using single shot and a holo site (ala mk11 mod sniper) with a heavy barrel to turn it into an effective 'battle rifle' variant. The range is crazy. Once moving, back to full auto.

Had some great games on wake island in choppers last night. Me and a mate took the airfield, stole the havoc and then the 2 of us working in pairs playing peek-a-boo to avoid locks smashed everything. I think we were the two highest players with ~20 kills and 5k points.

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Bertie
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Bertie » Thu Jan 05, 2012 1:35 pm

Let it Xeno wrote:For the guided shell to even fire you need to have both CITV and gun locked.

In other news I got called a mine noob buy a guy i kept killing with mines.


The famas is obscene, it really is! I've even resorted to using single shot and a holo site (ala mk11 mod sniper) with a heavy barrel to turn it into an effective 'battle rifle' variant. The range is crazy. Once moving, back to full auto.

Had some great games on wake island in choppers last night. Me and a mate took the airfield, stole the havoc and then the 2 of us working in pairs playing peek-a-boo to avoid locks smashed everything. I think we were the two highest players with ~20 kills and 5k points.

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Trelliz
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Trelliz » Thu Jan 05, 2012 4:21 pm

Bertie wrote: I've even resorted to using single shot and a holo site (ala mk11 mod sniper) with a heavy barrel to turn it into an effective 'battle rifle' variant. The range is crazy. Once moving, back to full auto.


I may have to also do this :shifty:

jawa2 wrote:Tl;dr Trelliz isn't a miserable git; he's right.
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by cooldawn » Thu Jan 05, 2012 6:46 pm

YouSmellOfWee wrote:
cooldawn wrote:
BID0 wrote:The only person who can seat in the 3rd seat is the person who has unlocked it bizarrely. I was pretty disappointed when I realised that too :fp:

But that would make sense. As in the person in that seat locks-on...and I just need to figure out how to launch the damn rocket :lol:


The CITV station doesn't fire anything. Purely locks on as a laser designator. The main driver needs to have guided shells selected. Once you can see that something has been laser designated, shoot. Big boom, muchos pointage.

I don't know then because I have selected guided shells but I can never ever select them.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by cooldawn » Thu Jan 05, 2012 6:48 pm

tomvekmas wrote:Battlefield 3 attachment tweaks incoming

DICE core gameplay designer, Alan Kertz, is tweaking and overhauling several of the weapon attachments in Battlefield 3 after posting details of his proposed changes and receiving feedback from the community. Here's what he had to say:

I'm working on a retweak of the accessories in the game currently, as I feel the player is limited in choice due to a few accessories being the clear winners in almost all categories. While this unfortunately means nerfing those that are over used, the goal here is to focus on improving the under performing and under used attachments. Additionally it is the intention for an unmodified weapon to offer the best balance of Recoil, Accuracy, and Stealth. Right now this is preliminary, I've already asked for feedback on different attachments, and there's several good threads here and on Battlelog that discuss the weapons. Again, I'm not promising this will go live, and I'm not promising there will be an update, I'm looking for feedback and a discussion.

Thanks, Alan "Demize99" Kertz

Foregrip

The Foregrip is for players who who are in close combat and highly mobile fighting situations. It reduces the horizontal recoil forces that make maintaining a consistant aim on target difficult, however it makes aimed shots more difficult.

+34% reduction in horizontal recoil (adjust based on gun)
-20% penalty to base accuracy when aimed

Rationale: The Foregrip is quite powerful on weapons with high amounts of horizontal recoil, and is generally the goto attachment for everyone using Assault Rifles and Carbines. Currently it has no downside, which makes it a pure bonus upgrade and is a no brainer. Adjusting the foregrip on a per gun basis will prevent the foregrip from over powering some guns, and also means it doesn't need to be globally nerfed into oblivion. For example, 50% of the FAMAS's recoil is 0.3deg, while 50% of the G3A3's recoil is only 0.1deg. A global 0.1deg might work better, generally it will need to be on a per gun basis. The 20% penalty to aimed fire is about equal to a single shot fired on a Carbine.

Bipod

The Bipod is for Players who wish to setup a position and hold it against the enemy, or make long range shots effectively. When deployed recoil and dispersion are substantially reduced and scope sway is eliminated (except under suppression).

+Reduction in horizontal and vertical recoil (% depends on gun type)
+Reduction in dispersion (% depends on gun type/ammo type)
-Has to be setup to get the benefit

Rationale: The Bipod is underused, has a large penalty of needing to be stationary, yet today doesn't offer enough benefits on Carbines and Assault Rifles to be worth using. A buff of the bipod for these, and perhaps even LMG weapons is likely necessary.

Suppressor

The Suppressor is for players who are mostly focused on Stealth. It uses low velocity rounds, which means better stealth at the cost of reduced range. The Suppressor adds bulk to a weapon due to its size, making firing from the hip more difficult, though a high quality Suppressor provides a small aimed accuracy bonus and reduces the muzzle rise when firing.

+Does not appear on minimap when firing.
+Reduces sound and visual muzzle signature
-Reduced range for both min and max, damage stays the same.
-50% penalty to base accuracy from the hip
+25% bonus to base accuracy when aimed
+10% reduced vertical recoil

Rationale: Today the Suppressor's main penalty is the slower bullet speed, the current 34% penalty to hip fire is almost ignore-able at any range you would hip fire, and with the upcoming buff to aim speed (time to accurate when aiming) the downside needs to be larger. Additionally, the damage over range is only actually applied for LMGs and ARs, removing it and replacing it with a reduced to range makes this more consistent for all weapon types and focuses it more on close range (For reference, today an AR kills with 5 rounds at 40m and drops off to 7 shots, with a suppressor this would be 25m, but beyond 25m the damage would be a flat 6 shots.) Today the Suppressor also gives a 50% bonus to aimed accuracy, which is the same as the heavy barrel, but without the additional recoil. In fact the suppressor reduces vertical recoil by 10%, an amount which is essentially negligible, but is just one more reason to use the suppressor instead of other accessories. Reducing this bonus makes sense, and allows the suppressor to offset the foregrip penalty, while not being as good as the heavy barrel. This is of course over all a nerf but hopefully a minor one to what is essentially not an overpowered, just over used/general purpose, accessory.

Heavy Barrel

The Heavy Barrel is for players who are focused on Accurate Aimed fire. It uses high velocity rounds, which means the bullet drop is reduced and the max range of the weapon is increased at the cost of an increase in auto fire dispersion. The Heavy Barrel adds bulk to a weapon due to its weight, making firing from the hip more difficult, though it gives a substantial increase in aimed accuracy bonus.

+Increased maximum range, damage stays the same.
-25% increased dispersion per shot
+50% bonus to base accuracy when aimed
-25% penalty to base accuracy from the hip

Rationale: The Heavy Barrel gets used decently often today, though I think mostly because it's available quite a bit earlier than the Suppressor for Assault Rifles and Carbines. Frankly, the penalty today to recoil, as well as a penalty to deviation, makes the aimed accuracy increase useless, especially since the Suppressor has the accuracy bonus as well. So, let's pull the recoil penalty off this baby entirely, keep the auto fire accuracy penalty to keep it focused on small bursts of accurate aimed fire, and finally, push the maximum range of the rounds out a bit. This will give the Heavy Barrel better performance in medium range by extending the 5 shots to kill window of a 556 or 545 AR from 40 to 65m. Past 65m, the damage would be the same. This is a rather large buff.

Flash Suppressor

The Flash Suppressor is for players who want some additional Stealth, without the range and accuracy penalties of a Suppressor. It works as a recoil compensator, reducing recoil, though it adds a slight bit of bulk making firing from the hip more difficult.

+Reduces visual muzzle signature
+20% reduced vertical recoil
-20% penalty to base accuracy from the hip

Rationale: The Flash Suppressor is underwhelming generally. While it hides the muzzle flash it doesn't hide you on the minimap. I considered allowing it to hide on the minimap, but then it begins to just be a Suppressor without the aim bonus and range penalties. I want it to be something different. By allowing the Flash Suppressor to work as a recoil Compensator, the FS becomes a middle ground between the Suppressor and Heavy Barrel. If you're otherwise happy with the range, damage, and accuracy of your weapon, then the FS should be a nice buff to manageable recoil, without a whole lot of penalty. This is also a large buff.

Target Pointer

The Target Pointer is for players who want to run and gun from the hip. The laser is visible, making the user more visibile to other combatants and thus less Stealthy.

-Visible Laser
+Laser can dazzle opponents
+33% increase in base accuracy from the hip

Rationale: The Target Pointer works well for its role, and generally feels like it doesn't need to be changed.

So, what do you think?

PS, PATRON2007, if you're on Reddit, quit knife stalking me plx.

http://www.reddit.com/r/battlefield3/co ... and_their/

So no limiting RPG's then :? Guerilla warfare that induces a slew of RPG's just isn't fun.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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cooldawn
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by cooldawn » Thu Jan 05, 2012 6:50 pm

Xeno wrote:For the guided shell to even fire you need to have both CITV and gun locked on.

In other news I got called a mine noob buy a guy i kept killing with mines.

What? So the lock-on mechanic for the CITV accessory is actually useless?

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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Xeno
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Xeno » Thu Jan 05, 2012 6:51 pm

Guerilla warfare on a battlefield between 2 super powers?

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Xeno
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Xeno » Thu Jan 05, 2012 6:54 pm

cooldawn wrote:
Xeno wrote:For the guided shell to even fire you need to have both CITV and gun locked on.

In other news I got called a mine noob buy a guy i kept killing with mines.

What? So the lock-on mechanic for the CITV accessory is actually useless?


The third seat allows you to designate for all engineers, tanks, IFV's, helis and planes that have weapons able to lock on to a designated target. Once designated all of them still need to register that lock by in turn locking on, then people fire.

1: Primary designation: CITV / SOFLAM
2: Secondary lock on by weapon system that locks on to the designation not the vehicle.

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Dual
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Dual » Thu Jan 05, 2012 7:12 pm

It's a system that's useless unless you've got some SAS style team work going on. If no one is communicating that they're using SOFLAM or CITV it can't be used correctly. Lone wolfs would rather steal a kill with C4 or an RPG instead I reckon.

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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by TigaSefi » Thu Jan 05, 2012 7:36 pm

play with me and metalgear2k2 RIGHT now...

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BID0
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by BID0 » Thu Jan 05, 2012 10:05 pm

I did say they were pretty much useless a few pages back :fp:

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Bertie
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Bertie » Thu Jan 05, 2012 10:55 pm

BID0 wrote:I did say they were pretty much useless a few pages back :fp:


It is a thing of beauty against choppers and jets... Yes jets, when it works! ;)

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YouSmellOfWee
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by YouSmellOfWee » Thu Jan 05, 2012 10:59 pm

BID0 wrote:I did say they were pretty much useless a few pages back :fp:


The CITV station? It's bloody fantastic. Me, my brother and Buffalol lay waste to the opposition. My brother driving the tank w/ guided shells, Buffalol on the gun, me in the CITV station. We make Tehran Highway our bitch pretty much every single time.

It's all about teamwork and communication. The way Battlefield is supposed to be played.

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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by BID0 » Fri Jan 06, 2012 7:35 am

No guided missiles. It's such a monumental task to get organised on consoles. It's good when it works but it's just easier and more effective to use other methods.

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Bertie
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by Bertie » Fri Jan 06, 2012 8:07 am

YouSmellOfWee wrote:
BID0 wrote:I did say they were pretty much useless a few pages back :fp:


The CITV station? It's bloody fantastic. Me, my brother and Buffalol lay waste to the opposition. My brother driving the tank w/ guided shells, Buffalol on the gun, me in the CITV station. We make Tehran Highway our bitch pretty much every single time.

It's all about teamwork and communication. The way Battlefield is supposed to be played.


This man speaks sense! Hurrah

The need for teamwork is the main reason why seasoned die hard COD players hate it! I jumped into rush the other day for a change, was greeted (as defenders) by an entire team camping in their own spawn sniping. Literally no attempt to win the game and arm the stations, utterly pathetic!

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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by TigaSefi » Fri Jan 06, 2012 9:07 am

There were a few moment of inspired teamwork on Flag A on Operation Metro last night where I put a TUGS outside a building so metalgear2k2 could anticipate them and shoot them down. I think some of them were really angry at me too :lol: Mainly cos I kept tea bagging one of them ;)

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YouSmellOfWee
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by YouSmellOfWee » Fri Jan 06, 2012 9:23 am

BID0 wrote:No guided missiles. It's such a monumental task to get organised on consoles. It's good when it works but it's just easier and more effective to use other methods.


Yeah, totally. "Plug headset in, speak into it"... F**king effort.

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BID0
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PostRe: The Betafield 3 Thread-Karkand DLC out now! Hooah!
by BID0 » Fri Jan 06, 2012 9:43 am

Get 2-3 people and have everything unlocked that's required.

Or just ride in two upgraded tanks instead and cover twice as much ground, with twice as much fire power...


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