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Biggles - August 2016
Oh hey, everyone. You stumbled back upon this. I never really wrapped up the revamped site I promised! That's okay though, I think we all moved on. Some truly lasting friendships and a whole fuckton of drama were developed here in a nice slushy 2:3 ratio. Should you care to find me someday, I'm on Steam. Search "bigglesbringsdanoize" and you should bump into my account. Happy travels, stranger!
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New patch releasing

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New patch releasing Empty New patch releasing

Post by Felixlynch777 Thu May 31, 2012 10:56 am

http://blogs.battlefield.com/2012/05/bf3-june-update-announce/

Quite a few changes, nice to see suppression toned down. Some nice bug fixes as well. The most noteworthy:

Increased the effectiveness of the Aim Assist at close range. Testing in Close Quarters proved our current assist to be inadequate in tight quarters. This is a global change, and will improve the effectiveness of Aim Assist for all modes and maps. Aim Assist over distance is still significantly less effective. This is console only, as Aim Assist is not present on PC. If you prefer, you can also turn it off on console. ( Laughing. But srsly this seems unneeded as I've not seen complaints about this)

Tweaked some tracers on sniper rounds to have better visibility at range (the tracers are smaller). (thank you, this was a big issue for me)


Fixed so the weapon’s fire mode is saved between spawns.

Mass glitch is fixed as well.
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Post by DeadCamper Thu May 31, 2012 2:03 pm

A controller will always be a controller. Aiming with your thumbs will never be precise and therefore some aim assist is needed to make the game enjoyable and not having people desperately autofiring a whole mag on one enemy. No shame in aim assist on consoles.
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Post by RatedStinger Thu May 31, 2012 2:36 pm

As long as the Aim Assist exploit isn't discovered, this won't be a problem.
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Post by DeadCamper Thu May 31, 2012 2:44 pm

Lol, do you mean the one TshMsh uses in all his BF3 videos? XD
The same exploit (tapping L1 rapidly) was in Killzone 2, luckily they patched it. I exploited the shit out of it in a couple matches, headshot headshot headshot.
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Post by Felixlynch777 Thu May 31, 2012 2:48 pm

Oh I understand Camper, I just thought it was odd when I haven't heard any complaints about it. Would've been better to do a consultation before maybe. IDK we'll wait and see.

I missed that in KZ2, it was already patched. Besides my motto was hipfire all day erry day.
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Post by DeadCamper Thu May 31, 2012 3:15 pm

Well maybe it's be too much or glitched, who knows. But it sounds like it was needed for the new CQB maps.
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Post by Felixlynch777 Thu May 31, 2012 6:51 pm

Hmm. Was it in BC2? I only watched this but I don't see any exploit. Only this is funny, how did he get hitmarkers XD:

https://www.youtube.com/watch?feature=player_detailpage&v=L4FuyUWeBsQ#t=402s


Yeah but looking at some of his BC2 videos I notice it seems to look so much smoother than BF3 on PS3. IDK if it's input lag or something but everything is nice and fluid when I watch the BC2 videos but BF3 just looks odd and he always gets stuck on stuff in the environment. Maybe this was before the input lag fix.
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Post by DeadCamper Thu May 31, 2012 7:31 pm

Example of aim assist exploit, tapping L1 repeatedly in close quarters, if that's what you were asking for:
https://youtu.be/iJHTOhpUW0c

They even point it out in the comments.
I'm not judging him or anything, you do what you've got to do.
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Post by RatedStinger Fri Jun 01, 2012 3:42 pm

DeadCamper wrote:Example of aim assist exploit, tapping L1 repeatedly in close quarters, if that's what you were asking for:
https://youtu.be/iJHTOhpUW0c

They even point it out in the comments.
I'm not judging him or anything, you do what you've got to do.

Yeah this is exactly what I'm referring to. Funny how all the competitive people know about it but it's virtually unknown outside that realm. I hope it stays this way because I can imagine this exploit being broken(I consider it somewhat OP right now) with the tweaks they're giving it.
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Post by Omnirock Fri Jun 01, 2012 8:03 pm

RatedStinger wrote:
DeadCamper wrote:Example of aim assist exploit, tapping L1 repeatedly in close quarters, if that's what you were asking for:
https://youtu.be/iJHTOhpUW0c

They even point it out in the comments.
I'm not judging him or anything, you do what you've got to do.

Yeah this is exactly what I'm referring to. Funny how all the competitive people know about it but it's virtually unknown outside that realm. I hope it stays this way because I can imagine this exploit being broken(I consider it somewhat OP right now) with the tweaks they're giving it.

i notice the auto aim quite a bit coming from playing a lot on PC... in BC2 it was really bad, i remember you could be standing still and if an enemy walked by, your crosshair would lock and follow for a bit... even without touching the controller. lol...


but trying to play without any sort of assist using thumbsticks would be kind of annoying.
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Post by DeadCamper Fri Jun 01, 2012 8:06 pm

Yeah, I mean it's a leveled playingfield, as long as everyone has aim assist on the same system it's ok, as long as it doesn't go completely overboard. (as long as long as long ass dong ass dong)
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Post by Scorex_VII Sat Jun 02, 2012 4:04 am

RatedStinger wrote:
DeadCamper wrote:Example of aim assist exploit, tapping L1 repeatedly in close quarters, if that's what you were asking for:
https://youtu.be/iJHTOhpUW0c

They even point it out in the comments.
I'm not judging him or anything, you do what you've got to do.

Yeah this is exactly what I'm referring to. Funny how all the competitive people know about it but it's virtually unknown outside that realm. I hope it stays this way because I can imagine this exploit being broken(I consider it somewhat OP right now) with the tweaks they're giving it.

Here i was thinking that everyone knew about that lol. The "pros" always have some kind of trick in the sleeve, not judging, i dont care, as long its not a MASS glitcher Rolling Eyes
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Post by Scorex_VII Sat Jun 02, 2012 4:09 am



Wow...Sweet Mother lol.

Not going to judge or say anything, but just watch that and take your conclusions. When ADS normally accuracy is not the best, then resorts to tap L1 and twitch like a headless chicken. Classic Cool
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Post by Felixlynch777 Sat Jun 02, 2012 7:45 am

Lol at 0:40 seconds in. Dafuq was that XD.

Also CS:GO will not have aim assist.
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Post by omarionfire Sat Jun 02, 2012 2:01 pm

Suspect normally i hold L1 n tap R1, this dude is doin the opposite and fuckin ppl over.

it does look like a scrub tactic but if it works eh... wondering if this exploit works that much better on lmgs.

and speaking of aim assist, it was horrible in uncharted mp how the bastards would run around your character in a circle n hold R1. the aim assist would do all the work n easiest kill of their life. Hard to counter since they move too fast for you to hit them n even if you do, you're dead before they die.

edit: and this is basically what colddeck was talkin about when he uses the m93r and gets easy headshots by tapping L1.
gotta practice this shit

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Post by Felixlynch777 Tue Jun 05, 2012 9:35 am

Quoted from BTLog:

This is probably the most hilarious glitch DICE have created so far, nothing beats killing a sniper halfway across the map with a smoke launcher. I don't usually abuse glitches but I can't help myself with this one, looking forward to the next few days/weeks once everyone figures it out and entire maps are filled with clouds of smoke.

https://www.youtube.com/watch?v=ysv7UJq4gmE [youtube.com]

For those in the dark, AUG combined with under-slung rail and m320 smoke results in the smoke grenades having almost no bullet time or drop, essentially you can snipe people with a smoke grenade.

What are your thoughts?


What the hell is it with DICE and glitching underbarrel stuff? XD
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Post by Scorex_VII Tue Jun 05, 2012 12:41 pm

Felixlynch777 wrote:Quoted from BTLog:

This is probably the most hilarious glitch DICE have created so far, nothing beats killing a sniper halfway across the map with a smoke launcher. I don't usually abuse glitches but I can't help myself with this one, looking forward to the next few days/weeks once everyone figures it out and entire maps are filled with clouds of smoke.

https://www.youtube.com/watch?v=ysv7UJq4gmE [youtube.com]

For those in the dark, AUG combined with under-slung rail and m320 smoke results in the smoke grenades having almost no bullet time or drop, essentially you can snipe people with a smoke grenade.

What are your thoughts?


What the hell is it with DICE and glitching underbarrel stuff? XD
...
...

LOL. LOL @ both the glicth AND the fact DICE fixed a previous glitch and gave us a new one! Better yet, involving that underbarrel mystic object haha...
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Post by Felixlynch777 Tue Jun 12, 2012 3:33 am

Here is a list of potential fixes for a future update. I've been scouring the feedback from Battlelog, Symthic, Reddit, Twitter and other places. As usual, this is not exhaustive, nor is this a guarantee we will perform these changes. Instead this is a request for feedback from our community. Currently I cannot see any substantial reason to make balance changes the weapons added in Close Quarters. The only weapon that has received substantial OP/UP feedback is the M417, which I feel is working exactly as it is intended: a good mid range run and gun weapon which lacks the long range accuracy of the MK11/SVD and has worse mobility than the SKS.

On to the Changes:

*A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.
*Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
*Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7, M4A1
*Short reload reduced: FAMAS, M39 EBR, M416, PP-19, QBU-88;
*Short and long reload increased: ASVal
*Long reload increased: P90


*Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg
*Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
*Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
*Increased the min damage of the M1911 to make it fit better between the Magnums and the M9/MP443
*Reduced the M93R's damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
*Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
*SG553: Horizontal recoil reduced to help make this weapon more controllable.
*MG36: Vertical recoil reduced to make this weapon more controllable.
*M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3.
*44 Magnum: Rate of fire reduced slightly to highlight this sidearm's role as a slow firing heavy hitter and differentiate it from the MP412 REX.
*M16A3: Recoil amounts slightly increased.
*M4A1: Recoil amounts slightly increased.
*G36: Vertical and First Shot recoil amounts reduced.
*The bonuses provided by a number of bipods have been increased: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
*Added Burst Fire to the M5K as an available option.
*Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
*Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
*Slightly reduced the range penalty for the suppressor on the SCAR-H.
*The radius for maximum damage of the 40mm LVG has been slightly increased. The overall damage level and range remain the same.
*Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.
*Fixed Jets not getting bonuses on Laser Designated targets.
*Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.


*Fixed helicopter weapons being unable to destroy equipment with splash damage.
*Increased the damage helicopter and jet rockets do to helicopters and jets and infantry.
*Increased the damage helicopter gunners and IFVs do to helicopters and jets.
*Slightly increased the damage of the AA vs infantry, AA is significantly less effective than even the coaxial LMG on tanks, making it extremely vulnerable. AA should be effective against a single infantryman but not over powering.
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Post by Jammer Tue Jun 12, 2012 3:49 am

Source?
Anyway, about this:
*Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.

I feel like they failed to mention that it and the buckshot have basically switched how they fired and that's the real problem, not just some random velocity issue. :S

And that list is missing two changes I'd like to see:
1) Fix whatever the hell they did to private matches... for some reason now it doesn't even show you getting points in private matches anymore, so vehicle disables, kill assists, etc don't even show anymore. Clearly private matches you shouldn't get points but they should still show IN the match. Neutral

2) DLC guns should be usable in private matches. I really enjoy some of the DLC weapons like the AUG, I'd love to be able to use it in competitive matches. If they do change the m16's recoil, that'll give all the more reason for AUG to be a good alternative, but currently these weapons cannot be chosen in private matches.
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Post by Felixlynch777 Tue Jun 12, 2012 3:55 am

http://battlelog.battlefield.com/bf3/forum/threadview/2832654625073392999/

I don't agree with shortening reload...IMO you can already reload when sprinting and it's so fast as it is.
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Post by Jammer Tue Jun 12, 2012 4:01 am

Eh, none of the reloads changes bother me.
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Post by DeadCamper Tue Jun 12, 2012 4:39 am

My personal opinion is that this game has far too many weapons, equipment and maybe even vehicles. Balancing becomes an impossible task, or, weapons end up being clones with different skins. I feel the amount of weaponry is unnecessary, severely counterproductive to gameplay, and almost naive and childish.

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Post by BeazelWeasel Tue Jun 12, 2012 9:22 am

tell that to the amount of unlocks 8D
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Post by Felixlynch777 Tue Jun 12, 2012 3:36 pm

I think there's a good number of vehicles and weapons, DICE have done a good job with balancing IMO. There won't be anymore weapons anyway, if the Premiumâ„¢ advert is to be believed.
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