Recommended Posts

I am using a wireless keyboard and Mouse (MS) and I do not think that BF3 is accepting some keystrokes from my keyboard. Anyone know about any problems using wireless keyboards?

I have experienced ths problem aswell. Using a microsoft entertainment 8000 keyboard & mouse. go to push w a s d and nothng happens, takes a couple of taps for it to register on seperate occasions. Its not anoying, just a pain in the ass when you relly do need to move.

Otherwise, love this game, had a shocker playing yesterday, but today is another day and we will see..

Sorry man, what part of the US are you in, most of us are in texas so we choose texas servers just out of habit, next time we will look for other servers to better even out the ping.

Oregon. I usually choose LA or Seattle servers for BF3. The thing is in BC2 I played on Texas or Chicago servers just fine and a 100ms ping wasn't nearly noticeable in that game. I can really feel the difference between a 50ms server and a 100ms server in bf3 though.

That and the mouse sensitivity issue I was having yesterday. I haven't had the chance to play today so I don't know if that was a temporary thing or not.

I am absolutely, 100% satisfied with this purchase. IMO this blows BC2 way out of the water.

The graphics are.. Just.. Amazing. The gameplay is fast, the guns are fantastic, the knife animations are gruesome and fantastically violent. Everything just... Feels right for Battlefield.

MY ONLY COMPLAINT: Tactical flashlights, seriously? Enough said.

So does anyone else use the IRNV in their assault kit? That thing almost feels like cheating. I hear it's going to be nerfed but I have no idea how it could be. Although it was much worse in the daytime in the beta, so I'll bet they'll revert it to how it was then if anything.

So does anyone else use the IRNV in their assault kit? That thing almost feels like cheating. I hear it's going to be nerfed but I have no idea how it could be. Although it was much worse in the daytime in the beta, so I'll bet they'll revert it to how it was then if anything.

IRNV sucks. Seriously.

I've tried to use it a couple of times and it literally sucks. With AEK 971

So does anyone else use the IRNV in their assault kit? That thing almost feels like cheating. I hear it's going to be nerfed but I have no idea how it could be. Although it was much worse in the daytime in the beta, so I'll bet they'll revert it to how it was then if anything.

I have started using it recently and, yep, it sure needs some adjusting. The sight is just too good at its current state.

I picked the Limited Edition of the game up yesterday, and my copy came with the Physical Warfare pack even though I never pre-ordered or did anything to really earn it that I'm aware of. I'm not sure if that's a bug or if I was just lucky. I played a bit of single player, and a bit of multiplayer. The single player on the game isn't bad but from what I've seen it's very linear. Again, not a major problem since the single player was almost a bonus to have included with the actual game.

The multiplayer blew me away, though. I played a match of Rush and was poorly prepared for that, so I left it and went to play Team Deathmatch so I could unlock some gear and actually become an asset to my team. I think I'm somewhere around Rank 7 and I am having a lot of fun with the game. Assault seems to be my class of choice for now because I enjoy playing the role of a medic, even with the small amount of time for revives in Team Deathmatch. I started with the Support class and I probably should have waited and got used to the game first. I'm using the M16A3 and the AK-74M at the moment, but I do have the M416 unlocked as well. The M16 seems to be the easier to use, but that might stem from having the Holographic Sight. For the M16, I use the Holographic Sight, a Tactical Light, and the Heavy Barrel (I think). For my AK, I use the Kobra, a Foregrip, and a Suppressor.

So does anyone else use the IRNV in their assault kit? That thing almost feels like cheating. I hear it's going to be nerfed but I have no idea how it could be. Although it was much worse in the daytime in the beta, so I'll bet they'll revert it to how it was then if anything.

I haven't seen anyone using it yet. Wouldn't it be difficult enough to use with recoil, or do you just have to change your firing mode so that recoil becomes no problem at all? I'm surprised infrared and night vision are included on the one sight, but I imagine it's going to be an interesting sight to play with.

Battlefield 3 seems to have dragged me away from Gears of War 3, so I'll need to find time for both in the future!

How so?

It's considered a scope. Therefor holding shift while shooting makes it pinpoit accurate. Added to the fact that it makes people literally stick out like a neon sign..

I haven't seen anyone using it yet. Wouldn't it be difficult enough to use with recoil, or do you just have to change your firing mode so that recoil becomes no problem at all? I'm surprised infrared and night vision are included on the one sight, but I imagine it's going to be an interesting sight to play with.

Battlefield 3 seems to have dragged me away from Gears of War 3, so I'll need to find time for both in the future!

It's becoming very common. And no, using it with a silencer and grip to reduce most recoil and you have a gun that turns people into neon signs and is nearly laser accurate. I prefer the M416 or F2000.

The only downside to it's use is that it makes your field of view narrow when ads'ing. But I'm used to playing recon so that's not a huge bother to me.

You're doing it wrong then. It's crazy OP.

I think the term OP or Over Powered is getting used way too loosely lately. Bottom line, certain guns will naturally work better for some play styles than it does with others hence the allusion of OP. So far in this game I have not encountered a weapon that was blatantly OP, in certain situations every weapon will shine but they all seem to equally blow in the opposite situations, long range vs short range, high rate of fire vs slow rate of fire ect.... Example, UMP 45, I love it, fits my play style and works well for me. In my hands some may feel it is OP (not to pat myself on the back) but outside my play style it blows. It has no range on it, if I am caught out in the open I am a dead man so when I am using this weapon, I make an effort to stay in close quarters. Bottom line, if a player picks a weapon, plays that weapon how it is meant to be played and works it within its "sweet spot" they will succeed. People that pick a weapon and attempt to use it outside of its sweet spot will lose 9x out of 10 when they come face to face with the player inside the sweet spot and will instantly cry OP.

  • Like 1

I think the term OP or Over Powered is getting used way too loosely lately. Bottom line, certain guns will naturally work better for some play styles than it does with others hence the allusion of OP. So far in this game I have not encountered a weapon that was blatantly OP, in certain situations every weapon will shine but they all seem to equally blow in the opposite situations, long range vs short range, high rate of fire vs slow rate of fire ect.... Example, UMP 45, I love it, fits my play style and works well for me. In my hands some may feel it is OP (not to pat myself on the back) but outside my play style it blows. It has no range on it, if I am caught out in the open I am a dead man so when I am using this weapon, I make an effort to stay in close quarters. Bottom line, if a player picks a weapon, plays that weapon how it is meant to be played and works it within its "sweet spot" they will succeed. People that pick a weapon and attempt to use it outside of its sweet spot will lose 9x out of 10 when they come face to face with the player inside the sweet spot and will instantly cry OP.

Very well said. (Y) I've experienced that myself. ~ That Support guy with a M249 on Caspain Border. :shiftyninja: :laugh:

Does anyone remember the intro video to Battlefield 2? DICE should have made something similar for Battlefield 3. It would have done a good job in creating interest for Battlefield 3.

Battlefield 2142 also had an awesome intro video.

Anyone using Chrome here? I just gave it another try in hope to finally stick with it (still can't move to it from Firefox), and Battlelog doesn't work on it. Filter isn't usable at all.

Can't turn off/on the filters, ping the servers and do anything at all in the multiplayer section. Any solution to that, or should I forget about trying to move to Chrome and just stick with Firefox?

So does anyone else use the IRNV in their assault kit? That thing almost feels like cheating. I hear it's going to be nerfed but I have no idea how it could be. Although it was much worse in the daytime in the beta, so I'll bet they'll revert it to how it was then if anything.

I use it on my F2000 and regularly get scores like 34-3 and so on, it's OP :D it's especially good on Tehran Highway and any map with lots of foliage and stuff to hide under, I don't like using it on Metro, use my own eyes for that, my favorite map too ;D

Anyone using Chrome here? I just gave it another try in hope to finally stick with it (still can't move to it from Firefox), and Battlelog doesn't work on it. Filter isn't usable at all.

Can't turn off/on the filters, ping the servers and do anything at all in the multiplayer section. Any solution to that, or should I forget about trying to move to Chrome and just stick with Firefox?

Nope.

IE9 here. While I would like to try Chrome, my RAM wont allow this.

This topic is now closed to further replies.
  • Posts

    • Dude, im talking about simply disable it from settings app. Because of the eu regulation, you could disable it here for years.
    • One big question about Mars was answered thanks to Einstein's 100 year old theory by Sayan Sen Image via DepositPhotos Scientists at the U.S. National Institute of Standards and Technology (NIST) have calculated how time passes on Mars compared with Earth, adding detail to how timekeeping would need to work beyond Earth’s orbit. The study, published in The Astronomical Journal, found that clocks on Mars run an average of 477 microseconds, or millionths of a second, faster per day than clocks on Earth. A microsecond is one millionth of a second, a very small unit used in precise scientific timing systems such as atomic clocks, which measure time using consistent atomic behavior. This difference is not constant. Because Mars moves around the Sun in a non-circular path (an eccentric orbit, meaning its distance from the Sun changes over time instead of staying fixed) and is affected by gravity from other bodies, the daily difference can vary by as much as 226 microseconds over a Martian year. The study also identifies smaller repeating changes of about 40 microseconds per day linked to synodic cycles (repeating periods that describe how planets line up with each other as they orbit the Sun from different positions). These longer patterns affect how time differences slowly rise and fall. To make these estimates, researchers compared Mars with Earth and the Moon. The work looks at relativistic proper time (the time actually measured by a clock depending on its speed and the strength of gravity where it is located, as described in Einstein’s relativity). This shows that each world has its own slightly different “rate” of time. This becomes more important as space missions expand into cislunar space (the region between Earth and the Moon) and toward Mars. On Earth, time systems rely on atomic clocks and satellites, which stay closely synchronized for navigation and communication. The study is based on Albert Einstein’s theory of relativity, which shows that time is affected by gravity and motion. Stronger gravity makes clocks run slower, while weaker gravity makes them run faster. “The time is just right for the Moon and Mars,” said NIST physicist Bijunath Patla. “This is the closest we have been to realizing the science fiction vision of expanding across the solar system.” A day on Mars is about 40 minutes longer than on Earth, and a Martian year lasts 687 Earth days. But the main question is not just about days and years, but how fast time itself passes. An atomic clock placed on Mars would function normally, but compared with one on Earth, the two would slowly drift apart due to differences in gravity and motion. This requires careful calculation of what is similar to a time-zone difference across planets. Researchers modeled Mars using a reference surface and included gravitational effects from the Sun, Earth, the Moon, and other planets. This includes a multi-body gravitational system (often described as a three-body or four-body problem, where predicting motion becomes difficult because multiple large objects all pull on each other at the same time through gravity). Mars also follows a Keplerian orbit (an idealized elliptical orbit based on simple gravitational laws that assume smooth motion, before adding real-world disturbances from other bodies). In addition, the researchers accounted for solar tides (small changes in gravitational force caused by the Sun that slightly distort planetary motion and timing, especially in systems involving Earth and the Moon). These combined effects are described as relativistic proper-time offsets (small but measurable differences in elapsed time between locations caused by gravity and motion), which must be included when comparing clocks across planets. “But for Mars, that’s not the case. Its distance from the Sun and its eccentric orbit make the variations in time larger. A three-body problem is extremely complicated. Now we’re dealing with four: the Sun, Earth, the Moon and Mars,” Patla explained. “The heavy lifting was more challenging than I initially thought.” Although the differences are extremely small, they matter for navigation and communication systems that depend on precise timing. Even modern networks on Earth, such as mobile systems, rely on timing accuracy at very small fractions of a second. Communication between Earth and Mars currently takes about four to 24 minutes or more depending on planetary positions, meaning signals are not real-time. A shared and accurate time system could help future missions reduce confusion in navigation and data exchange. “If you get synchronization, it will be almost like real-time communication without any loss of information. You don’t have to wait to see what happens,” Patla said. Researchers note that fully developed interplanetary communication networks are still far in the future. However, understanding how time behaves across planets helps prepare for those systems. “It may be decades before the surface of Mars is covered by the tracks of wandering rovers, but it is useful now to study the issues involved in establishing navigation systems on other planets and moons,” said Neil Ashby. “Like current global navigation systems like GPS, these systems will depend on accurate clocks, and the effects on clock rates can be analyzed with the help of Einstein’s general theory of relativity.” Patla added that the results also help improve understanding of time itself under relativity. “It's good to know for the first time what is happening on Mars timewise. Nobody knew that before. It improves our knowledge of the theory itself, the theory of how clocks tick and relativity,” he said. Source: NIST, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • TeraCopy 4.0 Build 26 by Razvan Serea TeraCopy is a compact program designed to copy and move files at the maximum possible speed, also providing you with a lot of features. Copy files faster. TeraCopy uses dynamically adjusted buffers to reduce seek times. Asynchronous copy speeds up file transfer between two physical hard drives. Pause and resume transfers. Pause copy process at any time to free up system resources and continue with a single click. Error recovery. In case of copy error, TeraCopy will try several times and in the worse case just skips the file, not terminating the entire transfer. Interactive file list. TeraCopy shows failed file transfers and lets you fix the problem and recopy only problem files. Shell integration. TeraCopy can completely replace Explorer copy and move functions, allowing you work with files as usual. TeraCopy is free for non-commercial use only. For commercial use you need to buy a license. The paid version of the program includes the following features: Copy/move to your favorite folders. Save reports as HTML and CSV files. Select files with the same extension/folder. Remove the selected files from the copy queue. TeraCopy 4.0 Build 26 changelog: Added support for receiving files via the LocalSend protocol. Improved exception handling and automated bug report upload. Fixed several minor bugs and small memory leaks. Build 26 (June 24) Fixed a rare exception when a transfer completed. Features added since version 3.17: Enhanced speed graph. New multi-threaded copy engine. Support for copying to multiple targets. Queue system for managing multiple copy operations. Support for receiving files via the LocalSend protocol. TeraCopy entry in the modern Windows Explorer context menu. Integrated toolbar in the title bar. Why receive LocalSend transfers with TeraCopy? Handle file conflicts: Skip, overwrite, or rename files when a file with the same name already exists. LocalSend always creates another copy, which can waste time and disk space, especially when resuming an interrupted transfer. Filter unwanted files: Apply ignore lists or remove files manually before accepting a transfer, so unnecessary files are not downloaded. Better performance on fast networks: In tests over a 10 Gbps connection, TeraCopy received files several times faster than the standard LocalSend app on Windows. Download: TeraCopy 4.0 Build 26 | 14.5 MB (Freeware, paid upgrade available) View: TeraCopy Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Briefly used Turbo Pascal (and Turbo C++) in 97 and soon after that I bought PC magazine that included a full version of Delphi 2. I still use Delphi today, some 29 years later.
    • Age of Empires Mobile comes to PC, here's how to carry over progress from your phone by Ivan Jenic Image: YouTube/Microsoft Microsoft just released Age of Empires Mobile for PC. The game, officially called Age of Empires Mobile: PC Edition, is available for free on Steam and Microsoft Store, almost two years after its initial release for handheld devices. Age of Empires is one of those franchises that entire generations grew up with. The original came out in 1997, and immediately got people hooked to building civilizations and crushing their enemies on the battlefield. However, the franchise today is a far cry from its roots, as Age of Empires Mobile is, well, a game optimized for handheld devices, and not a classic RTS title we’ve all loved for years. And, of course, it includes in-game purchases. The PC version is still a mobile game at its core, but it’s been optimized for desktop play. There’s mouse control, full keyboard compatibility, and a refined UI. Microsoft also refreshed the visuals with some 4k textures, so the game should look better on larger screens. The game supports Crossplay, so you can switch between your phone, tablet, and PC without losing anything. But linked progress doesn’t come out of the box, as you have to enable it first. Here’s how to link your progress: On your mobile device, open Age of Empires Mobile. Go to Settings (Gear icon) > Account. Select Bind Account and choose a sign-in option. Once you enable account binding, sign in on PC using the same method, and your progress will be accessible across all your devices. Xbox Game Pass subscribers also get a bonus reward pack on PC, which includes: 1 Monthly Pass Token 1 Custom Resource Chest 10 Universal 60-Minute Speed-Ups 1,000 Empire Coins Exclusive Player Portrait Frame You can find more info about Age of Empires Mobile: PC Edition, as well as download links, on the Age of Empires official website.
  • Recent Achievements

    • One Year In
      Philsl earned a badge
      One Year In
    • Dedicated
      Scoobystu earned a badge
      Dedicated
    • First Post
      Tom Schmidt earned a badge
      First Post
    • One Month Later
      D0nn13 earned a badge
      One Month Later
    • Rookie
      +ChiefOfNeo went up a rank
      Rookie
  • Popular Contributors

    1. 1
      +primortal
      458
    2. 2
      +Edouard
      177
    3. 3
      PsYcHoKiLLa
      124
    4. 4
      Michael Scrip
      79
    5. 5
      Xenon
      76
  • Tell a friend

    Love Neowin? Tell a friend!