Recommended Posts

Just experienced my first queue; 1 of 1,juat wanted to share

It's a much better alternative to "Server Full." It happens to me daily when I'm joining friends.

100 hours in and I'm beginning to lose my desire to play. I have the service star 1 for each class and once you make colonel there isn't much to do anymore. Just lots of dying from IRNV, flashlights, and mortars mixed with squadless teams/private squads, fools who use the same squad bonuses, and non-engineers racing towards your vehicle...

With over 5 million in sales for week 1, DICE is not supporting this game well enough by any means... There are many glaring problems still to be fixed and it becomes more and more obvious to me how they really wanted the game to be out before MW3. I want to put it away until 2 or 3 updates roll in. But at the rate the updates are coming, that might be 2013.

*Impatiently waiting for Skyrim to arrive via USPS*

It's a much better alternative to "Server Full." It happens to me daily when I'm joining friends.

100 hours in and I'm beginning to lose my desire to play. I have the service star 1 for each class and once you make colonel there isn't much to do anymore. Just lots of dying from IRNV, flashlights, and mortars mixed with squadless teams/private squads, fools who use the same squad bonuses, and non-engineers racing towards your vehicle...

With over 5 million in sales for week 1, DICE is not supporting this game well enough by any means... There are many glaring problems still to be fixed and it becomes more and more obvious to me how they really wanted the game to be out before MW3. I want to put it away until 2 or 3 updates roll in. But at the rate the updates are coming, that might be 2013.

*Impatiently waiting for Skyrim to arrive via USPS*

Its been out for a month and there has already been one update....your math is wrong lol. If you are dying ti IRNV then its doing its job, Just learn to kill them first.

It's a much better alternative to "Server Full." It happens to me daily when I'm joining friends.

100 hours in and I'm beginning to lose my desire to play. I have the service star 1 for each class and once you make colonel there isn't much to do anymore. Just lots of dying from IRNV, flashlights, and mortars mixed with squadless teams/private squads, fools who use the same squad bonuses, and non-engineers racing towards your vehicle...

With over 5 million in sales for week 1, DICE is not supporting this game well enough by any means... There are many glaring problems still to be fixed and it becomes more and more obvious to me how they really wanted the game to be out before MW3. I want to put it away until 2 or 3 updates roll in. But at the rate the updates are coming, that might be 2013.

*Impatiently waiting for Skyrim to arrive via USPS*

1 month is too slow with a patch and you're looking forward to Skyrim. That is comical...

I love Bethesda stuff (love Fallout 3 and NV), but they have a lot of bugs and they never get fixed no matter how frequently they do or don't patch.

1 month isn't slow. They need time to investigate the issue, code a fix, and test it to make sure you aren't crying after the patch that your game won't start...

  • Like 1

if you hate irnv just unlocked the special ops camo. It kinda makes you stealthy to irnv. they can only see part of your face, or so i read.

I just hate how the game never seems to remember the camo selection, and i always have to go and reselect it.

i never had a big problem with irnv. Others seem just bothered by the fact its there, but i think everything is well balanced.

Yeh please fix that. It would be nice if it remembered each outfit for each map.

if you hate irnv just unlocked the special ops camo. It kinda makes you stealthy to irnv. they can only see part of your face, or so i read.

I just hate how the game never seems to remember the camo selection, and i always have to go and reselect it.

i never had a big problem with irnv. Others seem just bothered by the fact its there, but i think everything is well balanced.

IRNV is not balanced by any means. I use the Spec Ops camo option with every class, both sides. I use IRNV myself b/c in maps like Caspian Border, you can see right through the foliage. The Russian engineer becomes near invisible when using Spec Ops but the US engineer doesn't have a mask so you see his head like a bright shiny balloon. IRNV is so overpowering that I commonly use it myself on nearly every weapon that isn't a sniper. Do not tell me IRNV is properly balanced. Have you ever used night vision goggles in broad daylight? They don't work very well...

I'm 101 hours in, level 47, 1.5 K/D. I don't need a lesson on how to use the camo tab or how to shoot enemies before they shoot me.

I've very much enjoyed this game. The most of any game of 2011. However, there ARE glaring flaws that are a direct result of the game racing with CoD. Now, because they are post-release fixes, they take forever to fix. It's become a chore to play.

Its been out for a month and there has already been one update....your math is wrong lol. If you are dying ti IRNV then its doing its job, Just learn to kill them first.

It's hard to call that an update... It did nearly nothing except ruin squads.

As far as your IRNV comment... lol.

Also, they have a "weekly poll" that has been updated... Twice.

Back to Karkand will be released on Tuesday (December 6th) for the PS3: http://blogs.battlef...on-tuesday.aspx

The PC/X360 folks will have to wait until the following Tuesday (December 13th).

This makes me mad. Why is the PC DLC being pushed back a week?

This makes me mad. Why is the PC DLC being pushed back a week?

Its not been pushed back a week, the PS3 was always going to get karkand 1st, like how the 360 always get CoD map packs 1st.

Just the way it is...Sony probs paid some silly sum of money to get the 1st week rights.

This makes me mad. Why is the PC DLC being pushed back a week?

As philcruicks said, it isn't being pushed back. Sony and EA reached an agreement before the release of Battlefield 3 to give PS3 players the expansion pack one week early.

thanks for the update Anaron, will have to wait for that DLC then, just in time for Xmas.

and boy were you guys right, this game was meant to be played solely in Rush, what the hell was i thinking playing it in TDM?

What? No! This game was meant to be played solely in conquest mode.

New patch is coming for PC on Dec 6th.

Bugfixes:
  • Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
  • Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
  • Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
  • Fixed stat references on several dogtags
  • Fixed for surveillance ribbon not counting TUGS
  • Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
  • Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
  • Fixed a problem where placing C4 with the russians soldier was playing US faction VO
  • Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
  • Fixed a problem when attempting to fire lock on weapons without a target
  • Tweaked the chat, it should now be a bit easier to read
  • Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
  • Fixed the G17 Supressed Laser not working properly
  • Added alternate HUD colors to help colorblinds
  • Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
  • Increased the Spawn protection radius on TDM
  • Fixed a problem with smoke on land vehicles, Missiles should now miss more often
  • Fixed a problem where users could end up with IRNV scope in any vehicle
  • Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
  • Fixed several crashes and increased general stability
  • Fixed a problem where the user was unable to revive two players that have the bodies one over the other
  • Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
  • Fixed a problem with the Kill camera acting up when suiciding from parachute
  • Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
  • Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
  • Fixed a problem where you could get green flashes on screen
  • You can now reassign cycle weapons
  • Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
  • Fixed a problem where the parachute would stay stuck in air if the owner was killed

Balance Tweaks:

  • Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
  • Tweaked Tactical Light so it is not as blinding over longer ranges.
  • Tweaked the IRNV scope so it is limited to usage only at close range.
  • Reduced heat masking effectiveness of Spec Ops Camo.
  • Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
  • Increased the number of additional 40mm grenades from Frag spec.
  • Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it?s in JIRA).
  • Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
  • Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
  • Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
  • Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
  • Reduced the effectiveness of Stealth on Air Vehicles.
  • Reduced the effectiveness of Beam Scanning for Jets.
  • Reduced the damage done to Armored Vehicles and Infantry from AA guns.
  • Increased the damage RPGs and Tank shells do to AA vehicles.
  • Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
  • Increased the effective accuracy of long bursts for LMGs when using a bipod.
  • Slightly increased the range of the 44magnum bullets.
  • Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
  • Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
  • Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
  • Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
  • Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
  • Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
  • Decreased the power of Miniguns against Jets and Helicopters.
  • Increased the power of Stingers against Jets.
  • Flares reload times for Jets and Helicopter Gunners have been increased.
  • Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
  • Added Single Shot to the AN94 as an available fire mode.
  • Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
  • Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
  • Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
  • Tweaked the Gas station Capture area on Conquest on Caspian Border
  • Tweaked the max vehicle height on Noshahar Canals

Also, it will once again be possible to reduce the number of players required to start a round to 1 both in ranked and unranked mode. We changed it back after getting a lot of negative feedback from both individuals and the RSP companies.

Our plan is to introduce a warm-up mode, where players can move about and play the game, but with scoring disabled; then, when the number of players goes above the threshold -- that's when the real round starts.

Have you guys ran into this issue, when shooting someone, point blank, the person survives with 0% health and you die...

I am not sure if it's a bug or someone is cheating, but is annoying as hell...

Ive gotten alot of kill assists 100, so you pretty much do 99.9% dmg to them and they are still alive, i dont think its a bug, i think is does that because they do tenths of a percent of health as well just don't show it.

Reduced the damage done to Armored Vehicles and Infantry from AA guns.

lol - why the hell did they buff it in the last patch to begin with? It was already OP before then.

Lots of weird changes in this patch, some I saw coming, others I don't quite get. Like increasing recoil on M416, but leaving other assault rifles like f2000, m16a3, and aek laser accurate. Same goes for decreasing accuracy of suppressed sub machine guns and increasing burst damage of lmgs over longer distance while reducing assault rifle accuracy over distance. A lot of it just doesn't make any sense.

Also, jets needed an increase in recharge time for flairs but helicopters didn't. It's about 100 times easier to dodge a missile in a jet than it is in a helicopter. Sweeping changes are fun though..

This was a huge problem in BC2, DICE making changes to things when there was no need to. The heli flairs and a few guns that they even buffed in the last patch are a good example.

New patch is coming for PC on Dec 6th.

That's what I'm talking about. Great news. Lots of good sounding fixes in there. Lots of 'em.

Have you guys ran into this issue, when shooting someone, point blank, the person survives with 0% health and you die...

I am not sure if it's a bug or someone is cheating, but is annoying as hell...

I've come away from some fights with 0% myself. I think it just happens sometimes.

lol - why the hell did they buff it in the last patch to begin with? It was already OP before then.

I don't mind them reducing the AA damage, but I see no need to reduce the damage and then add extra damage taken to them on top of that.

P.S. - You have a source for that patch info, Singh?

When I accept the revive and I stand up, I am unable to move/sprint away for a few seconds. Usually results in being killed.

There is a delay on how quickly you can sprint away from your current position. They said they were going to change that so that you had 2 seconds of immunity but one you started to fire at someone within those 2 seconds the immunity would go away.

There is a delay on how quickly you can sprint away from your current position. They said they were going to change that so that you had 2 seconds of immunity but one you started to fire at someone within those 2 seconds the immunity would go away.

14,450 kills already. Damn. :|

This topic is now closed to further replies.
  • Posts

    • There is a default resolution setting in Settings > Display that can be changed with a click. You can also change the settings on a per-game basis. No CLI needed. Also, Steam has countless games that are not "[perpetual] alpha/beta games", so no need for the straw man. Plus you can use other stores as well. And console games (e.g. PS5) cost a fortune, which itself more than negates the price subsidy on the system, unless you plan on exclusively playing 1 or 2 games. It's true that you shouldn't buy a system that doesn't support the game(s) you want to play, but I think that's kinda obvious, and applies to every console as well as PC. I don't game in the living room and have no need of a Steam Machine, but there is a clear market segment that would find it useful.
    • RSS Guard 5.2.0 by Razvan Serea RSS Guard is a simple (yet powerful) feed reader. It is able to fetch the most known feed formats, including RSS/RDF and ATOM. It's free, it's open-source. RSS Guard currently supports Czech, Dutch, English, French, German, Italian. RSS Guard will never depend on other services - this includes online news aggregators like Feedly, The Old Reader and others. RSS Guard is developed on top of the Qt library and it supports these operating systems: Windows GNU/Linux OS/2 (eComStation) Mac OS X xBSD (possibly) Android (possibly) other platforms supported by Qt The core features of RSS Guard are: support for online feed synchronization via plugins, Tiny Tiny RSS (from RSS Guard 3.0.0). multiplatform, support for all feed formats, simplicity, import/export of feeds to/from OPML 2.0, downloader with own tab and support for up to 6 parallel downloads, message filter with regular expressions, feed metadata fetching including icons, simple Adblock functionality, customized popup notifications, Google-based auto-completion for internal web browser location bar, ability to cleanup internal message database with various options, enhanced feed auto-updating with separate time intervals, multiple data backend support, SQLite (in-memory DBs too), MySQL. is able to specify target database by its name (MySQL backend), “portable” mode support with clever auto-detection, feed categorization, drap-n-drop for feed list, automatic checking for updates, ability to discover existing feeds on websites, full support of podcasts (both RSS & ATOM), ability to backup/restore database or settings, fully-featured recycle bin, printing of messages and any web pages, can be fully controlled via keyboard, feed authentication (Digest-MD5, BASIC, NTLM-2), handles tons of messages & feeds, sweet look & feel, fully adjustable toolbars (changeable buttons and style), ability to check for updates on all platforms + self-updating on Windows, hideable main menu, toolbars and list headers, KFeanza-based default icon theme + ability to create your own icon themes, fully skinnable user interface + ability to create your own skins, “newspaper” view, plenty of skins, support for "feed://" URI scheme, ability to hide list of feeds/categories, open-source development model based on GNU GPL license, version 3, tabbed interface, integrated web browser with adjustable behavior + external browser support, internal web browser mouse gestures support, desktop integration via tray icon, localizations to some languages, Qt library is the only dependency, open-source development model and friendly author waiting for your feedback, no ads, no hidden costs. RSS Guard 5.2.0 changelog: Added: Feed auto-fetch can now also be delayed while Feral GameMode is active on Linux and startup auto-fetch is skipped when GameMode is already active. (#2265) WebEngine builds can now use RSS Guard generated proxy auto-config (PAC) rules so article/web browsing follows per-account and per-feed proxy settings more closely. (#2273) Generated PAC rules now also cover related subdomains and use Public Suffix List data, so feeds such as feeds.bbc.co.uk can also proxy resources from images.bbc.co.uk. (#2273) Standard feeds can now define extra proxy domains, useful when article images, stylesheets or other page resources are loaded from a CDN or another domain that should use the same feed proxy. (#2273) RSS Guard now asks for proxy credentials when a WebEngine page needs proxy authentication and can fill credentials from the current feed proxy when available. (#2273) Network settings again include an option to ignore all cookies, which clears stored cookies and prevents new cookies from being accepted. Standard RSS/ATOM feeds can now individually ignore cookies while downloading feed data. Stored cookies can now be deleted from the Tools menu. Custom skin colors can now override the feed list article count color separately from feed titles, including a separate highlighted color. (#2275) Settings dialog can now search across available settings and highlight matching controls. (#1754) Standard RSS/ATOM feeds can now optionally be reported as broken when they are valid but contain no articles. (#2039) Standard RSS/ATOM feeds can now override the application-wide feed connection timeout per feed. (#1023) Tray icon can now use a custom background color and unread-count text color, with an option to reuse the generated icon as the application icon. (#1973) Support for more benevolent parsing of Gemlog entries (#2295). Article list can now show when an article was received by RSS Guard. (#947) Feed deep discovery now actually scrapes all links found in the website and checks if they are feeds or not. This greatly enhances usability of the deep discovery mode and discovers many more feeds than before. (#2306) Search boxes now show a small dot when the feed or article list is hiding some items because of active filtering. (#873) Articles now have a shortcut-assignable action to open the homepage of the feed they belong to. (#2060) Fixed: Parallel feed updates no longer crash when multiple update results are processed at the same time. (64cf521) Links in WebEngine articles opened from feeds such as Kill the Newsletter now open correctly instead of being swallowed by the embedded page. (#2272) Relative article URLs resolution was kinda broken. (#2282) Clicking article URL did not work when the URL had "fragment" set. (#2293) The default proxy setting now uses Qt/system default proxy behavior instead of forcing no proxy. (e0263ad) WebEngine article loading now keeps the current feed context, so feed-specific proxy credentials remain available while the article page loads. (fdd0f00) Download: RSS Guard 5.2.0 (64-bit) | Portable | ~ 130.0 MB (Open Source) Link: RSS Guard Home Page | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • This is gonna separate the creeps from the rest of the crowd.
    • "Claude, is our CEO a compete and utter fool by wasting money on AI in this already worthless Teams chat?"
  • Recent Achievements

    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
    • One Month Later
      nates earned a badge
      One Month Later
    • Week One Done
      Almohandis earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      462
    2. 2
      +Edouard
      161
    3. 3
      PsYcHoKiLLa
      110
    4. 4
      Michael Scrip
      83
    5. 5
      Steven P.
      69
  • Tell a friend

    Love Neowin? Tell a friend!