soulesschild
Supreme [H]ardness
- Joined
- Feb 18, 2007
- Messages
- 6,176
Still can't decide if I want to pick up Premium. I've been having a BF3 itch to play a modern shooter but I haven't found any good servers without the addon packs 
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Hit 1 Million views! I've never see a thread with so many views here at [H]. Chuck Norris approves of this thread...
Hit 1 Million views! I've never see a thread with so many views here at [H]. Chuck Norris approves of this thread...
Damn. The next closest has like 1.7 million views. How the hell did that get to 12 million![]()
My funny pic thread in Genmay has 1.2 million.![]()
The thread that should have the most views... T[H]e Babe Thread, has < 100k views.
As usual certain weapons feel gimped each patch while they boost others. Shotguns worthless relegated to Metro and TDM for the most part. engineer weapons just feel OP half the time as their TTK is so high.
Games not bad but weapon balance is just lacking compared to previous titles.
You know what the problem is? The public's misguided desire for, and therefore companies delivering games with, 67 different guns. How the hell are you supposed to balance all of that so any gun makes sense?
I played the PS3 beta of Bad Company 2 and it was amazing, because somebody spent a lot of time thinking about which guns to include. There were only 2 or 3 guns per class. It was amazing. Each class was totally forced to play within its roll, based on tight weapon restrictions. The LMG had a lot of bullets and could covere an area, but it shot relatively slow and was inaccurate. Engineers have fast shooting sub machine guns that are good at close/medium range, but don't hold a lot of bullets and aren't effect at long range. There was 1 auto shotgun and 1 pump shotgun. etc etc.
but once you add 30 more guns and all of these sights and recoil reducing addons and rebalance patches that remove distinctions between weapons----you get classes that play similarly.
notes:starting 08:30 UTC October 11th (click link to see the corresponding time where you live). It usually takes ~6 hours on consoles for these updates to be rolled out to all servers worldwide. On PC you should see these updates in about 24 hours on a majority of the servers.
Gunship balance tweak in Rush mode
The Armored Kill gunship received major tweaks already in the last server update. We are now further tweaking it based on community feedback. It now only respawns after the attackers have destroyed an M-COM in Rush.
Rationale: The gunship has been a bit overpowered and spawning too fast in Rush, especially on servers running modified vehicle spawn times. This tweak makes the gunship only spawn for the attackers after each crate, except the initial spawn on round start. In effect, this means that after the gunship is destroyed, a new M-COM needs to be destroyed before the gunship can respawn at all.
Gunship balance tweak in Conquest mode
The gunship will always have a 60 second spawn delay in Conquest no matter the server spawn delay setting.
Rationale: The gunship has been spawning too fast on servers running modified vehicle spawn times, making it hard to regain control of the flag controlling the gunship. This tweak will make the gunship spawn every 60 seconds independent of server settings.
Option to remove minimap in Hardcore mode
We now allow disabling the minimap in Hardcore mode.
Rationale: It’s been a requested feature from the community to be able to remove the minimap in hardcore mode. We are now adding a new preset on consoles for server admins to use called “Hardcore no map” which disables the minimap and keeps the rest of the Hardcore settings intact. On PC, you disable the minimap with the server command “vars.minimap false” that is now permitted on Hardcore servers. Enjoy!
Improved server stability
Improved connectivity between game servers and the back end, significantly reducing the number of times a server times out and kicks players.
Knife takedown fix
Fixed so that there can be multiple knife kills at the same time on a server.
Rationale: We had a bug where only one knife takedown could take place at any one time on one server. If you attempted a knife takedown at the exact same time as someone else on the server, the takedown animation wouldn’t play, and your opponent wouldn’t take any damage. This has now been fixed.
MVP Premium member score fix
Fixed so that MVP and best team is calculated using normalized score (removing the advantage Premium members sometimes received in obtaining these ribbons)
Rationale: Earlier, Premium members would get an inflated chance of becoming MVP/best team during Premium exclusive double XP events, since these ribbons were calculated based on total score. Using base values all across the board now removes this artificial advantage.
Kill list fix
Fixed the bug where a kill was listed as a vehicle kill when the player actually killed someone with a mine or similar weapon. Another where this would occur was if you fired a Javelin, then entered a vehicle before the Javelin hit its target.
Radio beacon exploit fix
Fixed the radio beacon exploit where you could place it above the roof and then spawn on it to access areas that are not meant to be accessible. This glitch was reported on Operation Métro and has been removed.
Ladder/vehicle entry fix
Fixed so that players can no longer enter vehicles while climbing a ladder.
Crash fix
Fixed a rare potential crash issue when loading a new map.
Let us know in the comments section below what you think about these tweaks and fixes.
Uninstalled.
1) Premium is a blatant moneygrab and the queue jump continues to piss me off.
2) Server browser randomly won't show servers that I *know* are there.
3) The lack of ingame voice combined with the frustrating command rose (whatever you want to call it) is really what made this game never be my #1 game to play despite the amazing way it looks.
4) I am still unhappy with the amount of destruction. Yes, I know deformed terrain was taken out due to bugs and that Karkand added more destruction but it still feels lacking.
5) The Knife fucking blows and we all know it. God forbid you try to knife someone prone or accidentally be .0002 inches too far to the side of them.
6) Game ending bugs. I've been randomly global banned twice... I have had random crashes galore and it isn't just me and my setup but my rl friends as well. One of my friends has had the game unplayable due to a fucking SOUND issue that reduced him to like 20 fps because of the sound chip his mobo uses. Uh, okay.
I don't mean this as a 'bragging that I am quitting' post but just ugh... I wanted to really enjoy this game so much but after ~200+ hours I just can't say that the enjoyment has outdone the frustration with bugs and complete lack of teamplay mechanisms.![]()
Uninstalled.
*snip*
I don't mean this as a 'bragging that I am quitting' post but just ugh... I wanted to really enjoy this game so much but after ~200+ hours I just can't say that the enjoyment has outdone the frustration with bugs and complete lack of teamplay mechanisms.![]()
BFBC2 on PC had roughly the same amount of weapons as BF3. I much prefer BF3's approach as you spent less time figuring out what the hell each weapon is supposed to be. In BC2 you could have an SMG or a pistol that out ranged a rifle. It made equipping the right gear for the map/mission a PITA until you figured out the random and contradictory game mechanics.
BF3 isn't realistic, but at least the weapons make enough sense that we don't have to spent hours learning which weapon randomly got the "best specs".
Why don't they add 10 new pistols
The maps are amazing
If I don't have an antiair as an engi, I die to a tank, and vice versa
I either wait around to get in one, or run around waiting for a helicopter/gunship/tank/tank destroyer to pull up and own me.
Spawn on squad mates driving a tank or destroyer. Always work together with other players. A couple of tanks with chopper support, moving together as a group, goes a long way on all maps, not just AK.
Doing anything but driving a tank destroyer is awful. Why they gave it so many pea shooters just baffles me
You know...I really, really want to like AK. The maps are amazing. But way, way too many vehicles. If I don't have an antiair as an engi, I die to a tank, and vice versa. There are just way too many vehicles...I either wait around to get in one, or run around waiting for a helicopter/gunship/tank/tank destroyer to pull up and own me. Not sure what the solution is...it isn't infantry only, because the vehicles definitely add to it. And I know it's an armor DLC...I just feel like it's a bit too much. (Just got AK today, so first impressions...I will be playing more.)
i've played AK since release and in my experience your thoughts/feelings will not change from the above. great maps, frustrating gameplay.
Spawn on squad mates driving a tank or destroyer. Always work together with other players. A couple of tanks with chopper support, moving together as a group, goes a long way on all maps, not just AK.
Solution is more choke points for ground vehicles, so they can't sell a flag from a long ways away. Like Bad Company 2 maps, Atcama was a vehicle map, I could play any class on that and play Infantry and do great. Engineer was class of choice though as I loved the landmines. But I had no problem with Assault or Medic either (I don't play Recon). It was just good map design, I think overall, BC2 maps were just better put together, and in the fact that almost all buildings could be destroyed.
Ugh, that's disappointing. I will say that I greatly enjoyed Rush on these maps, although rush has always been my preferred gameplay type.
I always do that; me and a buddy jump in and we usually make ace squad. However I play on hardcore mostly, which for whatever dumbass reason only allows you to spawn on your squad leader, which really retards team play. I really, really wish they would change that, because 9 times out of 10 all squads are full and our squad leader is always in the most useless of locations. Once I finally can get squad leader I can actually mark attack points and make intelligent use of spawns...but sometimes it takes hours.
That's a great point. The problem is not only the number of vehicles, but the total lack of cover as infantry. If they limited the area of operations of the vehicles in more areas, I think it would be much better - for example requiring dismounting and raiding cap areas on, say, half or more of the cap points on most maps.
Make a new squad. It will only be your friend and yourself for a while but as people leave, change squads it will fill up.
You know what the problem is? The public's misguided desire for, and therefore companies delivering games with, 67 different guns. How the hell are you supposed to balance all of that so any gun makes sense?
Although there seems to be less overlap between weapon classes, within each class you can pretty much pick whatever weapon you want (with a few exceptions). Its all too samey...