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Old 04-14-2010, 08:49 PM   #161 (permalink)
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There's both. You can directly take out the structurally necessary walls OR you can do an absurd amount of damage to the right parts of the building. I've seen buildings go into the collapse sequence just from having one indestructible wall shelled constantly.
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Old 04-22-2010, 06:36 AM   #162 (permalink)
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Quote:
As requested by the community, here is the exhaustive all inclusive changelist of all balance updates made in the R10 Server update for PC.

Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.

Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.

Reduced the base damage of the PP2000 to balance the increased range.
Increased the damage of the 9A91 over long range to balance its lower magazine size.

Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
Increased the damage of the MP412 over long range to balance its low rate of fire.
Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.

Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
Slightly increased the Health of soldiers in Hardcore for better Kit Balance.

Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.


Fixed a bug where the BMD3 would take extra damage to the front armor.
Reduced the explosive damage from Attack Helicopter cannons.
Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.

These changes will eventually make their way to the 360 and PS3 as we work with our partners Microsoft and Sony to continue to support BFBC2 on all platforms.

With <3, Demize99.

Wow... buffing the AN-94... & nerfing the M16 truly a strange move


Quote:
Our current plan is to do final tests on the update and servers tonight and all being well we will look to release R7 client and R10 servers on Wednesday morning European time. While you wait for the release here are the details of the changelists for both the new client and server versions.



In the mean time here is the R7 client changelist.



*
o MP – New Server browser
o MP – Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in.
o MP – Crash fixes relating to ALT+TAB at different times throughout the game
o MP – Hang fix when trying to connect to a full server multiple times
o MP – Deletion of soldiers now possible through the account pages in game
o MP – Removed screen flash during loading
o MP – Added support for colour blind players
o MP – Fixed crashes relating to faulty server banners
o MP – Servers closing during connection no longer cause the client to hang
o MP – Auto team swap reflects correctly in the scoreboard
o MP – Fixed scoreboards when switching teams before spawning
o MP – Rush scoreboards fixed
o MP – Veteran ranks no longer display as “12”
o MP – Isla Innocentes MCOM building fixed where knifing the fence would destroy the building
o MP – Logout/Login button correctly reflects the player status
o MP – Added minimum number of players needed to start a round (you can play and take objectives but you will get no score until 4 or more players join the server)
o MP – Isla Inocentes welcome message on the loading screen now fits the text box area
o MP – Reduced the brightness in Russian vehicles
o MP – Medic gadgets now display correctly if the defib is not unlocked
o MP – Server filter options are remembered
o MP – Punkbuster filter now works as intended
o MP – Scroll bar no longer overlays the Join Server button in the friends list panel
o MP – CANCEL server refresh is implemented
o MP – Zooming in on a friendly using the SAIGA no longer causes the crosshair to disappear
o MP – The chat no longer displays the incorrect player name when appearing
o MP – FoV switches to the default value of 55 when entering vehicles to prevent graphical glitches caused by wider FoV settings. The custom FoV returns when exiting vehicles.
o MP – FoV no longer causes the UAV station to rotate
o MP – Fix to correctly display the unlock progression at the end of round
o MP – Chat functionality will no longer freeze after writing a partial message at the end of round
o MP – One account can no longer connect to the same server multiple times
o MP – Squad Death Match is correctly named during loading
o MP – Server browser no longer gets a bad FPS when filtering Conquest
o MP – Server info banners correctly clear between displays
o MP – Setting display settings which the system hardware can not handle no longer makes the game unusable
o MP – Correct camera collision for vehicles' heavy machine gun
o MP – Game no longer crashes if the player sends a message in the loading screen
o MP – Trying to join a full server no longer causes the game to hang on Please Wait message
o MP – Most server filter options are remembered it doesn't remember the setting in dropdowns
o MP – Kit/gadget loadout saved between sessions
o MP – Window on static guns is now transparent on DirectX 9 systems
o SP – Fixed crashes when patching and trying to resume a campaign (there is now a message that you need to re-play the latest mission from the beginning)
o SP – Fixed a crash after the “Upriver” mission end cinematic
o SP – Supply create at “Resupply at Flynn’s create” objective now supplies weapon ammo
o SP – Hang fix when reaching the objective “Destroy Enemy Zu23”
o SP – Fixed hang after “Storm Cockpit” objective
o SP – Changed melee attack raycast to be detailed
o SP – Game no longer crashes when transitioning between SP_03B to SP_04A when installed in Polish
o SP – Game no longer crashes when killed by the first two enemies in the trenches on SP_01 when installed in Italian
o SP – Updating to R7 will invalidate your single player save game. If you update you will need to play your last mission from the start. If you do not update you will not be able to play multiplayer.



Here is the R10 Server changelist



*
o Punkbuster is required ON for ranked servers
o Ranked servers cannot be started with a password
o Autobalance message goes to text-chat instead of in the middle of the screen

Last edited by Shauk; 04-22-2010 at 06:48 AM..
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Old 04-22-2010, 09:52 PM   #163 (permalink)
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Yeah the AN-94 already dominated as an assault weapon, I have no idea why they made it basically an m60 with a smaller magazine.

As usual the Xanga page culled the actual numbers from the game's code. Looking at the hard numbers... I've got to say the changes are largely BS. The m60 went from 25 damage to 20, adding a single shot on to how many it takes to kill someone, and the newb tube doesn't seem to be really any less prevalent especially since they can still resupply faster than they can spam it out. Also still have no idea what's up with making buckshot suck so much.

When you add in the Gustav changes making it better, I can now safely use as a bloody melee weapon and still survive in an M-com room, I feel basically like calling the balance changes in this patch so insignificant as to be running on the placebo effect.

Also does anyone else get knife problems? I'm getting almost no registry even on stationary targets and I seem to be very nearly immune to getting knifed, several people have tried and I just held still and shot them.
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Old 04-23-2010, 06:06 AM   #164 (permalink)
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Yeah I ROFLed at the AN-94 buff.

The only thing that I'm pissed about is the 40 MM shotgun nerf. Really? I'm rank 23 or so now and I've yet to be killed by it. NOBODY uses it...but ME!!! Everyone takes the noob tube. I have like 150 kills with the 40 MM shotgun. It suits my play style a lot but if you don't aim for a headshot then it was already a bit unreliable being buckshot based and all. But now it's nerfed? WHY????????

Thankfully the nerf wasn't too heavy. It's still a great finisher in a major fight.

The night before last I was dominating. Had like 49 kills or some shit on Rush. I got behind one squad and killed 6 of them. I emptied my AN-94 twice, emptied my pistol, used both 40 MM shotgun rounds and then had to knife someone ha ha ha ha ha. This game is so fun.
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Old 04-23-2010, 09:04 AM   #165 (permalink)
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yeah i had to knife someone 3 times to kill them, looks like they nerfed the instakill.
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Old 04-24-2010, 06:59 AM   #166 (permalink)
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This game is just out of control fun. I really needed a game like this to restore my faith in PC FPS. Me and Lasereth have a fucking blast playing it. It's a rodeo every time we are on opposite teams.
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Old 04-24-2010, 09:12 AM   #167 (permalink)
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Knifing can be one hit, but I am not sure if it was just on a injured person, I think you have to aim for their head. It was needlessly nerfed though and I hope they will readjust it.

I got my platinum star on my UMP-45, maybe it's finally time to get a new weapon.

I am still waiting for them to come out with a real map pack, although I am guessing it's not going to be free.
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Old 04-24-2010, 10:09 PM   #168 (permalink)
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No, sorry, the knife nerf was not needless. When getting within 3 meters of someone guarantees instant death by freaking homing missile something is wrong.
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Originally Posted by Hectonkhyres
I'm imagining crazed dwarves doing profoundly weird things. Urist McNutcase has developed a compulsion to jam anything colored blue up his anus, or alternately other peoples anuses
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Old 04-30-2010, 04:03 AM   #169 (permalink)
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Knife Nerf = Good sauce.
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Old 05-12-2010, 10:09 AM   #170 (permalink)
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4-Player Co-Op Onslaught Coming To Bad Company 2 - Battlefield bad company 2 - Kotaku

Quote:
Coming soon to Battlefield: Bad Company 2, Onslaught mode brings Battlefield co-op game play to the console for the first time, allowing teams of up to four players to brush up on their teamwork without other players shooting at them.

Onslaught mode takes four of Bad Company 2's multiplayer maps – Valparaiso, Atacama Desert, Isla Inocentes, and Nelson Bay – redesigns them with new lighting, time of day, and vehicles, and gives each a dedicated game play focus that requires varying degrees of teamwork to accomplish.

Onslaught mode is "coming soon" to the PlayStation 3 and Xbox 360.

!!! AWESOME!
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Old 05-12-2010, 10:18 AM   #171 (permalink)
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They're working on how to bring that to PC without causing a server environment problem, also Bazajaytee has confirmed this won't be free. In other news we can expect another patch after the consolers test it out for us:

Quote:
Slightly increased the damage of the UZI at long range.
The AKs74u now has more felt recoil when aiming.
The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.
The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
Increased the damage of the MG3 to bring it in line with the rest of the LMGs.
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
Fixed a bug where the SVU would do too little damage at long range.
Fixed a bug where M95 rounds would not kill armored targets with headshots.
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Originally Posted by Hectonkhyres
I'm imagining crazed dwarves doing profoundly weird things. Urist McNutcase has developed a compulsion to jam anything colored blue up his anus, or alternately other peoples anuses
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Old 05-12-2010, 10:46 AM   #172 (permalink)
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god I haven't played in forever

Guess I should revisit and brush up on this.
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Old 05-12-2010, 12:48 PM   #173 (permalink)
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The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
What was wrong with the AN94? Former glory? I thought it got buffed last patch? And YAYYY for the 40mm shotgun being taken back to goodness. I love that attachment.

Quote:
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
I just started messing around with the Saiga with shotgun perks and I sorta figured something funny was going on. I was 2-shotting people with it at...300 feet? in HC mode.
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Old 05-13-2010, 08:03 AM   #174 (permalink)
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Yea I've been one-shotted more times that I care to count on Laguna Presa.. they can be overlooking C from that sniper perch and take you out in one hit with a SAIGA at that distance..
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