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Yeah. The patch was supposed to be for all 3 platforms but I have no idea how their patch deployment works. Anyways, there's some notes on the R8/R12 patch/server:

Changelog:

Server - Some potential sources for lag/rubberbanding have been eliminated

Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2

Server - Log file for server admins: all remote admin interface commands/events are logged

Server - Log file for server admins: major server events + all chat messages are logged

Server - Idle kick is controllable

Server - Profanity filter can be disabled

Server - Teamkill-kick system is controllable

Server - Ticket counts and bleed rate are controllable per-level

Server - Infantry only mode available per-level

Server - Initial spawn delay and respawn delay are adjustable

Server - Server description can be up to 400 characters, and use "|" for line breaks

Server - Banlist can contain up to 10.000 entries

Server - reduced latency in packet handling

Admin Interface - fixed the player.onKill spam that occasionally happened

Admin Interface - ensured that player.onJoin events always report the player name

Admin Interface - events triggered when people spawn

Admin Interface - much more info on kills

Admin Interface - detailed stats are reported at end-of-round

Gameplay - Various minor level bugfixes

Gameplay - Helicopter handling has been tweaked

Gameplay - Weapon tweaks have been implemented based on PC public feedback

Gameplay - Fixed technical hang when a crate was armed outside of the combat area

Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed

Gameplay - Countermeasures can be fired when driving a helicopter

Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced

Gameplay - Advanced Spotting scope works better

Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)

Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings

Server Browser – Added support for retrieving update progress

Server Browser - Now refreshes information

Server Browser - Join queue system when attempting to join a full server

Server Browser - all settings are automatically saved between sessions

Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well

Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes

Client - Fixed some crashes

Client - Toggle/hold crouch is user controllable

Client - Toggle/hold zoom is user controllable (finally, that's gotten me killed so many times)

Client - Vsync bugfixed for DX10/DX11

Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag

Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen

Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log

Client - Improved Play Now functionality

Client - Removed K/D ratio and Skill Level filters in the leaderboards

Client - Any points you get while being dead will be added to your score

Client - Reduced negative mouse acceleration

Client - More informative disconnection/kick reasons

Some of that stuff is very nice. I bolded the parts that I found interesting. Wish I could double bold the one that says they balanced based on pc feedback. I'm not sure if this is for all platforms or just PC though. And we'll have to wait until the patch is actually out to see their balance changes. Here's to hoping they made the M95 not worthless and fixed the M1 Garand stats not tracking. And they went back to the old knife where you could lunge at people from half way across the map. They just need to make an equip-able knife like every other BF game.

And one more thing, patch size will be 500~ mb.

Client - Removed K/D ratio and Skill Level filters in the leaderboards<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">

Why would you remove the K/D ratio in the scoreboard? Thats just stupid.

Client - Removed K/D ratio and Skill Level filters in the leaderboards<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">

Why would you remove the K/D ratio in the scoreboard? Thats just stupid.

The theory is that if people see their KDR in the scoreboard they want play just to have a high KDR. I don't think it will matter, MW2 kiddies are going to go after a high KDR at the cost of winning no matter how they change it. These are the same players that think the Carl Gustav and 40mm grenade launcher are primary weapons.

@+trag3dy

Thanks a lot for the information. Any details when will they release it?

If it's like the last patch it will be next Tuesday for people in the US and early Wednesday morning for those in the EU.

Client - Any points you get while being dead will be added to your score

I thought something funny was going on with points not being added, but I didn't know for sure. Glad they're fixing it (Y). Also glad that they're fixing knifing in the back.

It'll be an interesting experiment to see how the KDR removal impacts player behaviour. I can't think of many games off the top of my head (apart from Halo 3) that have removed it from the scoreboard entirely, so it's hard to say. It definitely won't stop CG spamming, that's for sure.

I thought something funny was going on with points not being added, but I didn't know for sure. Glad they're fixing it (Y). Also glad that they're fixing knifing in the back.

It'll be an interesting experiment to see how the KDR removal impacts player behaviour. I can't think of many games off the top of my head (apart from Halo 3) that have removed it from the scoreboard entirely, so it's hard to say. It definitely won't stop CG spamming, that's for sure.

The thing is, point gaining while dead was intentional. Yeah, you read that right. They thought it would dissuade people from suicide bombing mcom stations. And they actually said something like "we left the point gains feed up to show you the points you could have gotten".

DICE is getting all butt hurt at the PC gamers community because they're so harsh on them, well...for the most part DICE deserves it because of some of the things they've said and the stupid decisions they've made with this game.

Wait...

How many patches have there been, and how many of them have been released on Xbox??

Can't say for sure. Some patches have been for the ps3/xbox 360 while others have been for the PC and some have been for all of them. It's hard to keep track and they've even admitted they don't really know what all has gone into each system.

Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)

That's all well and good but... What about how i can stick a knife in someones face and they come out completely unharmed? It's getting quite old.

On the k/d ratio thing... I'd rather it stay on the scoreboard tbh. And before someone says it... No, not cause i want to preserve a positive ratio.

Thats a nice patch:

- helicopter countermeasures much needed i think now, with the new tracer, helicopters have become useless, soon as u get up you have like 5seconds before ur dead

- Infantry only - I can see this being useful for sqdm, but will be very annoying if servers start enabling this on normal rush

- weapon tweaks, well i hope they nerf the lmgs a bit more, or at least give them more recoil, amount of times iv either been sniped with one or gunned down by some1 prayin and sprayin is stupid

- Knifing in the back works, thank god they're fixing this, iv actually given up knifing at the mo because of this problem

- Queue system is much needed i think, well will be easier to join servers my friends are playing on.

The KDR thing, does that mean its being removed from the in game scoreboard? IE when you press tab to see the score, it wont be there anymore? if so, not sure it will do any good, to me it wont bother me too much, i do care a little about my kdr (though as you can see from my sig, not that bothered) i like it to be at least 1:1 these days, but i care more about winning the round and spm than anything. But the ppl that actually do care about kdr, i dont think they'll suddenly change.

My hope is that this patch will stop teams full of medics/engineers, or whole teams of recons. Admitidly at the mo im an engi, but im working on getting a gold star for everything and iv done assault. Im just gettin fed up of being gustaved and tryin to find, what seems to be the only assualt on my whole team to get an ammo pack

Apparently these are the weapon balances:

Originally Posted by Demize99 viewpost.gif The Balance tweaks are as follows:

Slightly increased the damage of the UZI at long range.

The AKs74u now has more felt recoil when aiming.

The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.

The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.

Increased the damage of the MG3 to bring it in line with the rest of the LMGs.

Fixed a bug where the Saiga12 with slugs would do too much damage at long range.

Fixed a bug where the SVU would do too little damage at long range.

Fixed a bug where M95 rounds would not kill armored targets with headshots.

If that's all true they're finally getting things right. Although I like how he's claiming it was a "bug" with the M95 and not a straight up screw up on their part not thinking their changes through. Changing damage values and forgetting to change multipliers is not a bug. :unsure:

And I hope the LMG changes means they're getting put back to their pre-r7 patch damage along with the 40mm shotgun.

Even a low-level medic can be devestating - the SAW is brilliant for cover fire.

I'm new to the medic class (I've maxed out the rest except engineer) and already my favourite tactic is to follow 2 engineers + assault around. Assault gives ammo, engineers provide vehicle defense but if I die, one of them picks up my kit and takes over. Fairly unstoppable and gets a lot of best squad pins.

Why would you remove the K/D ratio in the scoreboard? Thats just stupid.

No it's not. I actually wanted this from the start. It eliminates the need to just have good kills to show off rather than to actually do a teamwork and win the round

How many times I've seen people just can't be bothered disarming the bombsites in Rush and just camp and try to make a kill?

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