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 Asura.Kaisuko
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By Asura.Kaisuko 2011-11-28 11:31:16
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Siren.Mosin said: »
what are some of you recon guys longest headshots???

(not the lame-*** robot 1400m BS either)

just curious to see where others are, I was on Kharg island, I believe, on conquest, & we had the enemy pushed back to the aircraft carrier. well I was on shore, & nailed some poor hapless *** down where the boats & amphibious transports are. I laughed so hard, I could barely make the guys figure out with the 12x scope. so anyhow that one was my longest @ 405m
My longest is 825 on Kharg, but my favorite shot was when I was on Seine Crossing in the building looking towards Back Streets and the guy was about to go down the stairs towards Narrow Passage and figured "wth" and fired without scoping and nailed him. I laughed my *** off.
 Siren.Mosin
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By Siren.Mosin 2011-11-28 12:22:33
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Asura.Kaisuko said: »
Siren.Mosin said: »
what are some of you recon guys longest headshots??? (not the lame-*** robot 1400m BS either) just curious to see where others are, I was on Kharg island, I believe, on conquest, & we had the enemy pushed back to the aircraft carrier. well I was on shore, & nailed some poor hapless *** down where the boats & amphibious transports are. I laughed so hard, I could barely make the guys figure out with the 12x scope. so anyhow that one was my longest @ 405m
My longest is 825 on Kharg, but my favorite shot was when I was on Seine Crossing in the building looking towards Back Streets and the guy was about to go down the stairs towards Narrow Passage and figured "wth" and fired without scoping and nailed him. I laughed my *** off.

dude that's awesome. looks like I need to get to work! you doubled mine >.<
 Asura.Kaisuko
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By Asura.Kaisuko 2011-11-28 12:30:52
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Siren.Mosin said: »
Asura.Kaisuko said: »
Siren.Mosin said: »
what are some of you recon guys longest headshots??? (not the lame-*** robot 1400m BS either) just curious to see where others are, I was on Kharg island, I believe, on conquest, & we had the enemy pushed back to the aircraft carrier. well I was on shore, & nailed some poor hapless *** down where the boats & amphibious transports are. I laughed so hard, I could barely make the guys figure out with the 12x scope. so anyhow that one was my longest @ 405m
My longest is 825 on Kharg, but my favorite shot was when I was on Seine Crossing in the building looking towards Back Streets and the guy was about to go down the stairs towards Narrow Passage and figured "wth" and fired without scoping and nailed him. I laughed my *** off.

dude that's awesome. looks like I need to get to work! you doubled mine >.<
Only thing about sniping that far is you don't really get many chances to take shots and it's hard has hell to lead that far away as well. lol
 Bismarck.Dreadnot
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By Bismarck.Dreadnot 2011-11-28 13:10:45
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My longest HS is 315. I play a QCQ Recon with M98B and 90% of my headshots / kills are within 70 yards if I'm not using the USAS.

With my reactions and the 1hit kill headshots I generally dominate in close range with bolt actions.
 Asura.Kaisuko
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By Asura.Kaisuko 2011-11-28 13:24:11
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I have the reaction time of a slightly HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE chimpanzee so it's usually best if I snipe from afar. XD
 Siren.Mosin
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By Siren.Mosin 2011-11-28 13:40:25
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Bismarck.Dreadnot said: »
My longest HS is 315. I play a QCQ Recon with M98B and 90% of my headshots / kills are within 70 yards if I'm not using the USAS. With my reactions and the 1hit kill headshots I generally dominate in close range with bolt actions.

ya, that's my style as well, but after hitting some long ones, I've been having a lot of fun with trying to challenge myself farther out. hearing 850+ makes me damn excited to fool around some more. I thought that 405 was gonna be hard for me to beat. lol
 Asura.Kaisuko
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By Asura.Kaisuko 2011-11-28 14:01:37
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I just hit 819 on Op. Firestorm. Took me a clip and a half though, couldn't see the bullet drop against the brightness of the mountain the person was laying on. x.x
Good thing they guy felt it was necessary to continue to stay in the same general area to let me shoot at him. lol
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By slipispsycho 2011-11-28 14:38:34
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619. I'm not sure where it happened, I have an idea of where it might've been though, as it's just recently changed (was 400-something)..

Caspian Border, RU side, the other day I was at the hill and sniping people all the way back to where the US chopper spawns. There were two snipers who were trying to get me, normally I don't fire into the actual base.. But they fired first which is basically saying to me "I don't care if I'm in the base".
 Siren.Clinpachi
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By Siren.Clinpachi 2011-11-28 17:48:05
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I wonder how many times I'll wreck the F-35 before learning to fly it properly lol... It seems like it may be a hybrid mix of helicopter and jet flying.

Probably won't be that bad but lol /eject.
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By slipispsycho 2011-11-28 18:55:42
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Best score I've got so far in a match.. I've made more points in one match, but only by getting medals which gives you 10k. Was a pretty long match there wasn't a lot of us, but I was wrecking ***with the tank. Was on Damavand. Had a really good gunner with me, the other team figured out that RPGs aren't going to work, every time we'd get hit by one, they would be dead within a couple of seconds and I'd just get out and fix the tank..

So they started getting really sneaky and waiting for us as support in crates and ***to run up when we passed by and throw C4 on.

I got a ton of ribbons for that match.
 Ramuh.Urial
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By Ramuh.Urial 2011-11-28 19:00:13
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749 on xbox and 762 on PC.
Still.
:/
 Bahamut.Zellc
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By Bahamut.Zellc 2011-11-28 19:19:23
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lol thats the only reason i play support, just to sneak up on tanks. i dunno why but its so rewarding laying down c4 on a tank and sprinting away with a giant explosion behind me.

as for sniping, ive adjusted and moved to semi close range sniping. super long distance doesnt suit me much. just so impatient.
 Ramuh.Urial
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By Ramuh.Urial 2011-11-28 19:24:32
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Bahamut.Zellc said: »
lol thats the only reason i play support, just to sneak up on tanks. i dunno why but its so rewarding laying down c4 on a tank and sprinting away with a giant explosion behind me.

as for sniping, ive adjusted and moved to semi close range sniping. super long distance doesnt suit me much. just so impatient.
Some maps I have to stay far away.
Some I'll use an ACOG on my M98B for mid range and some maps I will use the M39 with a holo.
I don't run and put rounds in people at 2-3 meters away usually it's about 30-50m. It's just the most accurate way to go about using that gun. I find it more reliable than an assault rifle half the times.
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By slipispsycho 2011-11-28 19:27:12
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The only time I like long-distance sniping is when I'm at a good vantage point and can watch a pretty large chunk of the map..
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By Bahamut.Zellc 2011-11-28 20:39:43
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well this is me. http://battlelog.battlefield.com/bf3/soldier/ZellCarter/stats/362719245/ps3/

i kind of run and gun(usually get shot in the face), but now im not so much of a lone wolf anymore. random squads can suck sometimes but its rather fun to be in a 'pick up' group and work together fluidly. its quite rewarding.
 Ramuh.Urial
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By Ramuh.Urial 2011-11-28 21:04:57
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Finally just beat my best on both platforms via xbox.
951 ^^
 Odin.Tsuneo
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By Odin.Tsuneo 2011-11-29 15:43:47
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I don't know what's up, but every server I've gone into today has had a cheater in it.
 Asura.Kaisuko
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By Asura.Kaisuko 2011-11-29 17:58:57
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Something doesn't look right here...
 Quetzalcoatl.Darsha
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By Quetzalcoatl.Darsha 2011-11-29 23:03:48
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Same thing is wrong with the jet hours dog tags. Noticed this a while back haha.
 Quetzalcoatl.Darsha
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By Quetzalcoatl.Darsha 2011-11-30 03:53:00
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10th Jet service star and new dog tags tonight. Also in the top 100 now =)
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By slipispsycho 2011-12-01 23:31:24
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Exhibit A on Choppers are NOT too weak/vulnerable.
We killed far more than we died, but that's not to say they didn't try like hell to take us down.

I was the gunner, obviously, but the entire match was done between me and a squad member (without voice, otherwise it would have been a lot worse, for the enemy I mean).. After a couple of minutes we were accused of cheating (lol) and within 10 minutes pretty much every single enemy was trying to shoot us down, from planes, tanks, even the transport chopper with people hanging out the side using Stingers.

Near the end (what makes up a good 1/3rd of those deaths) this plane (who I shot out of the sky twice as the gunner in the chopper) just started ramming us.

Interesting fact, the reason I have 1 more death than my pilot, is a Stinger hit the chopper and killed only me, didn't even take the chopper down. That round also gave me like 28 ribbons.
 Odin.Tsuneo
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By Odin.Tsuneo 2011-12-02 00:14:24
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I'm getting seriously frustrated with PunkBuster. I've been getting kicked from games like every 30 minutes. This problem that I have, I've never encountered it before until yesterday. I've tried to manually update PunkBuster, but nothing seems to stop it from kicking me. The error message is: "Game disconnected: you were kicked by PunkBuster. Stated reason: PunkBuster kicked player 'B3yondTheGrave' (for 2 minutes) ... Losing Key Packets 9005" If anyone would point me the direction of getting this fixed, I would appreciate it very much.
 Lakshmi.Rearden
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By Lakshmi.Rearden 2011-12-02 00:23:40
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I went 29-1 in the scout heli, the only time I died was because I didn't see a pole.

That team sucked, try as they might. Doesn't mean choppers aren't weak
 Bismarck.Dreadnot
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By Bismarck.Dreadnot 2011-12-02 00:37:28
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Ask on the Punkbuster forums they may be able to answer that.
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By slipispsycho 2011-12-02 00:57:55
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Lakshmi.Rearden said: »
I went 29-1 in the scout heli, the only time I died was because I didn't see a pole.

That team sucked, try as they might. Doesn't mean choppers aren't weak
They aren't weak.. It just requires a good team, the chopper (the attack ones anyways) are reliant on 2 people.. A chopper without a pilot doesn't fly and a chopper without a gunner loses it's most potent weapon. A pilot with no brains makes the chopper team weak, a gunner that isn't spotting also makes the team weak. The choppers are strong in the niche they fit in, they aren't tanks... They are best in hit and runs..

It doesn't really matter how good the enemy team is, when a pilot knows and can skillfully use the terrain to his advantage to shake locks or already fired missiles, ontop of both the pilot and gunner having flares, and at least the gunner being an engineer to fix the thing, a chopper is damn near unstoppable.

The only time a chopper is weak, is when it's just sitting there presenting itself out in the open to be shot.
The point I've been trying to drill into people's heads since BF2 (yes despite the fact of how much raping they did, there were still people who constantly complained about choppers being weak). You don't say sniper is a weak class when you continually get shot in the face at very close ranges, you don't say the jeeps are weak when faced with a tank, you don't say a tank is weak because you hit a mine, they all have their strengths, and you have to play to the strengths. You keep your distance as a sniper (not recon, full on sniper, recon you can have any number of weapons) jeeps are for quick soldier movements, it's a transport, not a battle vehicle, tanks are slow, but strong, you don't just blaze blindly into a hot zone, you scope it out..

I can also say that the team I was facing was pretty skilled.. Other than first lift off, there really wasn't a time we weren't be targeted or fired at, from ground and the air, my pilot was just really good at using the terrain and structures to our advantage, and I was good at watching where the fire was coming from and taking care of the problem. Pretty much 2/3rds of the kills I racked up, were from people trying to take us down. There was also a large amount of close calls.. I mean, landing the chopper and getting out to repair it with only 5% left.

Although I'm not really surprised that so many claim they're weak.. It takes a good gunner and pilot to really see how strong they are.. I spent a couple of hours playing (and practicing flying and maneuvers myself) before someone who was a decent pilot actually hopped in. There aren't a lot of people out there who can actually gracefully fly them.
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By slipispsycho 2011-12-02 01:10:39
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Siren.Clinpachi said: »
I wonder how many times I'll wreck the F-35 before learning to fly it properly lol... It seems like it may be a hybrid mix of helicopter and jet flying.

Probably won't be that bad but lol /eject.
Missed this, but if it's like it was in BF2, shouldn't be that hard to pick up.. The hardest part isn't going from flight to hovering turret, the hardest part is going from hovering turret to fixed flight. Going from fixed flight to hovering is pretty easy to get the hang of, there's basically nothing you really have to do, you just 'hit the button' and the propulsion switches to down instead of back, you don't really lose much altitude in the process, the only problem is getting it hovering over the part you want it to hover, you have to basically gauge how far you're going drift before you reach a stability, maybe 3/4 of the way through you have to lift the nose up some to make a correction, but that's mostly it..

However, going from hovering to flight, that's an entirely different story.. You point the nose way up, you fall back down and crash, you leave the nose pointed straight, you fly into the ground (never reaching the speed necessary to create lift) and the line between flying into the ground and plummeting is a very fine one. No matter what you do though, when you go from hover to flight, it's full throttle all the way.. You won't save yourself by going back to hover. If you had enough time to save yourself by going back to hover, then you'd of had time to not fly into the ground.
 Bismarck.Dreadnot
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By Bismarck.Dreadnot 2011-12-02 16:28:48
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MikaelKalms
Enlisted: 2011-10-22
2011-12-02 13:45 , edited 2011-12-02 13:48 by MikaelKalms
Quote
Hi all,

We will release an update to the PC version of BF3 on Dec 6th -- that is, Tuesday morning around 8AM GMT next week. This coincides with an upgrade of many of our central systems which will be down for some hours starting around that time.

It will be both a client update -- approximately 2GB in size -- and a server update.

The client/server combination will be incompatible with older clients/servers. All players will be prompted to download the update once it has been released. All RSP companies will begin upgrading their servers at the same time.

The client update is large because it contains most of the content for Back to Karkand. This is not ideal, so we aim to make potential DLC content in the future as optional downloads.



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
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By slipispsycho 2011-12-02 16:46:16
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Quote:
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

Wonder what the hell that means..
 Siren.Clinpachi
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By Siren.Clinpachi 2011-12-02 16:46:31
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Bismarck.Dreadnot said: »
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
First the SCAR-H nerf and now this... sigh...
 Siren.Clinpachi
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By Siren.Clinpachi 2011-12-02 16:47:32
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Psycho Slip said: »
Quote:
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

Wonder what the hell that means..
Typically when you die... every bullet you shot stops immediately. So if someone kills you after you fire a round that takes time to travel... typically the bullet would stop and never reach its destination just because you died.

Now after the patch you can fire a bullet and die... but possibly still kill someone after the bullet finds its place.
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