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  • 2 weeks later...

R23 servers have been released to server providers with the following changes/fixes:

Revive hack – we have audited the revive/spawn logic and plugged most holes there. We can't make it 100% proof without extensive reworking and a synchronized client/server update but this should help noticeably.

Spawn/revive invulnerability – Any movement makes a player lose invulnerability; this should help a long way toward stopping medic trains BC2

Finally they're doing something about revive invulnerability, but will it be enough? I still think they just need to remove it completely. According to Bazajaytee the R23 server release will be the R1 release for Medal of Honor, as well.

I don't know about that. I still play the game for a few hours every week and the servers I play on are populated at almost any time of the day. Sure there aren't as many people playing it as there were 6 months ago but the game isn't dead by any means.

Anyways, the revive invulnerability was/is just one broken aspect of the game. :rofl:

Ahh, the Medic train. Of all the game's annoyances, that was one of the biggest for me. Nothing is worse than seeing four medics close in on you, all of which are armed with the M249 (this was pre-patch; I don't know what that gun is like now). You can take one of them out, but he'll either be revived, or he'll just respawn right on the spot, since they're all in the same squad anyways. The firing rate of the assault class, the accuracy of the recon class (again, this is pre-patch), and damn near unstoppable.

I'm glad that they're doing something about the invulnerability. That should at least make things a little better. I still stand by my original recommendation of removing the paddles entirely, but that's obviously not going to happen :p .

The paddles are needed but the invulnerability was just a stupid gimmick they attached to them. Which I'm not sure if that change will really make that much of a difference. And all the lmg's might as well be sniper rifles for how accurate they are at almost any distance with the highest ammo capacity, too. Medics are only a problem if they're on the defending team now in rush, though. The attacking game is all about c4 and mines on the mcoms.

Shotguns are still super accurate with the slugs at any rage, too. But that's an entirely different matter.

That's harsh about the LMGs. I was hoping that they would fix the problem (admittedly 95% of my playtime in BC2 was before the first PC patch), but apparently not. I'm primarily a Conquest player, and the Medic train is definitely fearsome in that game mode. Whenever I saw them bearing down on my position, I just knew that we weren't going to hold the control point for much longer.

Shotguns are still super accurate with the slugs at any rage, too. But that's an entirely different matter.

Don't you lump slugs and revive invincibility together. :p Slugs are fine, it makes me mad when people QQ about them being super OP when they're not. Well, in HC they are but who cares about that.

If a person is getting repeatedly shotgun-sniped across the map then he should consider moving.

Slugs are OP at any range, it's true. I don't tend to camp and I got slug sniped from the light house in Valparaiso. The person was using the Saiga.. the most inaccurate gun in the game. Like I said I don't tend to camp and that gun was still accurate enough to hit me with slugs from easily 1/4 of the map away.

If DICE knew what they were doing they would give slugs significantly more drop than other bullets. But yeah, they don't. :wacko:

Saiga with slugs does the same amount of damage as M14 or M1.

And what people seem to forget when QQing about slugs (for pump-actions!) is the stupidly slow rate of fire, small magazine and bull**** hitreg. And I don't see people running with shotguns all that often and sniping with them even less.

But I agree that different weapons should have a different amount of drop.

I'm not QQing about the slugs, really couldn't care less about them. Maybe 1 out of every 200 deaths is from slugs if that and I use them myself from time to time. I probably shouldn't even mentioned them. Still though I think they are along with the LMG's a testament to DICE's inability to properly balance the game. That and the at4 nerf.. which still boggles the mind.

So i haven't played in a couple months and fired it up for a couple rounds earlier. At which point i notice the server browser doesn't seem to update any kind of server info(map name, player counts, etc) after the first time unless i restart the whole damn game. Is this like some kinda new bug and is there a work around that doesn't involve a game restart?

An update is being released "soon". Not much has been said yet but these fixes will be among them:

- One of the Insignia's requiring an unobtainable Bronze star for the tracer dart – requirement removed.

- Hit registration changes brought over from MOH to BC2; several bugfixes, the client<->server send rates have been increased, some of the hitboxes themselves have been changed. This will increase the accuracy of guns, but will not make much of a difference to the knife.

Removed the blue box behind the chat window.

- The 2-second immunity when spawning/being revived can will now be immediately remove either by firing, zooming, or any movement (move, crouch, jump). Merely looking around will not remove the invulnerability. In essence: If a person moves, he is never invulnerable.

- 3D vision fixed.

In a nice and timely manner.. it only took them about 4 months or so to fix the blue chat box bug. :pinch:

vipbs1337.png

Yes please?!?!?!? This is supposedly a screen of map pack 7 that will be released eventually. Before Vietnam, I would hope. And the screen shot looks like it was taken from video so I'm not sure if it's real or fake. We can hope.

Edit: Seems it's a fake, poor joke. :unsure:

vipbs1337.png

Yes please?!?!?!? This is supposedly a screen of map pack 7 that will be released eventually. Before Vietnam, I would hope. And the screen shot looks like it was taken from video so I'm not sure if it's real or fake. We can hope.

Edit: Seems it's a fake, poor joke. :unsure:

To bad, I LOVE both of those maps. Damn.

Final list of changes. All in all, good stuff. AT4 improvements might motivate me to actually use it.

Here is the complete fix-list for the patch

- All Weapons Bronze Insignia requiring an unobtainable bronze star for the tracer dart – requirement removed.

- Improved Hit registration made through several fixes and some of the hitboxes themselves have been changed. This will increase the accuracy of guns.

- Blue box chat window removed

- The 2 second immunity when spawning/being revived will now be immediately removed either by firing, zooming, or any movement (move, crouch, jump). A Spawning Player can still orient passively in the Game World..

- 3D vision fixed.

- Fixed slug shotgun zoom crosshair on PC so they better represent the long range accuracy. Crosshairs now close more on PC, similar to consoles.

- Reduced slug shotgun hip accuracy to require zooming for consistent long range accuracy. Hip accuracy is now on par with the semi automatic weapons.

- Fixed a bug on PC where the G3 would do less damage than intended.

- Fixed VADS turning sensitivity on PC so it performs like the ZU23.

- Reduced VADS push back and damage to balance it with the ZU23.

- Fixed a bug where vehicle countermeasures would fail to remove tracer darts at high speed.

- Reduced the reload time for vehicle countermeasures.

- Slightly increased the AT4's damage vs armor to emphasize its anti vehicle role while keeping it balanced vs armor.

- Increased the AT4’s top speed and acceleration so users spend less time exposed when firing.

- Increased the AT4's splash damage so it competes with other AT weapons vs infantry. The AT4 still has the least splash damage of all AT weapons.

- Reduced the splash damage of the Carl Gustav to bring it in line with other explosive weapons. The Carl Gustav still has the most splash damage of all AT weapons.

- Increased the 1 shot kill range of the M95 body shot to counter its lower rate of fire.

- Fixed a bug with the SVU that gave it better close range damage than other semi auto weapons.

- Reduced all weapon damage to the MCOM by 50%.

- Fixed an C4 vs MCOM exploit on Atacama Desert.

- Fixed a bug with FOV when aiming the M1911.

- Lowered the close range damage of the AN94 to highlight its long range role.

- Increased the accuracy of the F2000 on the move to highlight its role as a mobile AR.

- Increased the close range damage of the shotguns to give them a greater advantage vs slugs.

- Slightly lowered the damage of the M60 to balance its accuracy advantage vs other LMG's.

- Slightly lowered the damage of the MG3 at close range to balance it with other high rate of fire weapons.

- Slightly increased the damage of the UH60.

I'm VERY happy to see they are reducing the rearming time on vehicle counter measures. When you have 3 or 4 people shooting tracer darts at you they are bound to hit you sooner or later and the 30 second reuse time was just way to long. Made them almost pointless to have, especially when they didn't remove the tracer dart every time. And it's nice to see that is fixed as well. :laugh:

All the rest of the weapon balances look good, too. I wonder if Demize had a hand in that because they seem to well reasoned out going by his previous changes.

Although I am severely disappointed by the changes to mcom health. Another change that was influenced by the console versions.

Wow, I'm actually quite pleased with most of the changes they're going to make. Aside from a couple, I'd say it's great. I don't know what I like more: the improvement to the M95's 1-shot kill range or the CG's reduced splash damage.

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