ja das ist sowieso dämlich hoch n, zumal die at minen ja auch bleiben und dies sollte bei den clay auch so sein
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ich denke er meint das sie verschwinden wenn man getötet wird, also die eigenen selbst gelegten. Selbst wenn man revived wird sind se trotzdem schon weg...
jop genau so mein ichs! Oben vl bissl schlecht beschrieben!^^
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Unglaublich geil, wie frisch sich BF3 nach anderthalb Jahren immer noch spielt irgendwie. Bin ja sonst kein Online-Zocker, aber macht hier einfach einen Heidenspaß! Herrlich!
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stimm ich dir total zu. ich bin auch der totale DLC und Abo gegner aber premium haut mich einfach um. und bald kommt ja noch der wenn nicht geilste DLC.
btw wenn wir schon bei overpowered sind... ich find seit ich die matyr21 freigeschaltet habe - das ist die OVP waffe schlechthin! egal ob einzelschuss oder dauerfeuer alles stirbt was davor kommt. einzieges manko hat denk ich nur 30er magazin. aber evtl. gibts ja bestimmt nen perk ders erhöht
und wers noch nicht hat "Conker" im battlelog adden. wenn irgendjemand zoggt is meine motivation BF3 zustarten noch höher
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Bin wohl einer der wenigen, dies noch nicht gekauft haben Schade dass es keine Origin-freie Version gibt. Aber was solls, gibt sonst auch genug andre gute Spiele.
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Booah die EA Server sind ja heut schon wieder voll am abkacken
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Hi.
Hab zurzeit ein Problem mit den Aufgaben,bvesser gesagt mit der Aufgabe "Schrauber"(Pionier(Premium)).
Und zwar hab ich jetzt schon über 100 kills mit der Spas-12.
Nach Rundenende füllt sich auch der Balken mit dem Aufgabenfortschritt aber im Battlelog steht immer 0 von 25.
Kann also die Aufgabe nicht Beenden,geht mir nun schon seit 3 Tagen so.
Kennt das problem jemand?
Oder besser jemand ne Erklärung/Lösung? -
Ist ein Anzeigebug in Battlelog. Ich hatte schon 30/30 Aufträgen und nun sind vom Ingenieur die Schrotflintenkills und At-Minenkills weg (also nur mehr 28/30). Angeblich arbeiten sie schon dran. Was ich so im BF3-Forum gelesen hab ist es auch nicht möglich die Aufträge abzuschließen.
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Ok.
Wundert mich nur weil beim Sniper und allen anderen kann ich den Fortschritt sehen. -
selbes beim mir, aber da wird sicher gefixt
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selbes beim mir, aber da wird sicher gefixt
will ich doch hoffen!^^ keinen bock nochmal 20 at-minen kills zu machen! glaub hab allein dafür 2 wochen gebraucht!
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hier die patch notes zum heutigen patch. auf dem erstenblick eigentlich nur positives denk ich. battlelog und origin freunde sind nun vereint. was zur folge hat das mir ein paar von euch nun fehlen in der Flist!
ZitatOur next client update goes live to coincide with Battlefield 3:
Armored Kill. As ususal, it contains a lot of balancing tweaks and
fixes. Full details below. Let us know what you think about this update
in the comments section below.WEAPONS BALANCING
Reload timer adjustments
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. Full
details below:• 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
• Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88
• Short and long reload increased: ASVal
• Long reload reduced, shot reload increased: M4A1
• Long reload increased: P90
Damage output/range adjustments
• UMP: 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.• PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
• M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443
• M93: Reduced the M93R’s damage and range, as it was an obvious go to
pistol compared to the M9/MP443. Its recoil has been reduced for a
smoother burst action to counter the reduced damage.• 12G Frag rounds: These rounds have been adjusted to do their damage in
a smaller area but to be more consistently apply the maximum possible
damage.• AA: Slightly increased the damage of the AA against infantry, the AA
was simply over nerfed in a previous update. The AA guns now also
properly do damage to MBTs again.• 12 Gauge buckshot close range damage has been slightly increased.
• Slightly reduced the range penalty for the suppressor on the SCAR-H.
• Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.
• Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.
• 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.
• 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 bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
• Increased the damage of the M5K.
A select set of weapons have had their recoil adjusted based on joint
community feedback and statistical analysis to provide greater balance
in the weapon choices players make. Specifically, the M16A3 and M4A1
have increased recoil to make them less attractive in all situations.
Competing weapons like the SG553, G36C and M416 have been improved to
also increase viable player choice in primary weapons.• 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 been reduced to make this weapon clearly different from the M16A3.
• M16A3: Recoil amounts slightly increased.
• M4A1: Recoil amounts slightly increased.
• G36C: Vertical and First Shot recoil amounts reduced.
• M16A4 and M4: These weapons have been adjusted for the increased
recoil they now have. The burst versions of these weapons give the
player a reduction in horizontal recoil for greater control.Miscellaneous weapons changes
• FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.
• Added Burst Fire to the M5K as an available fire mode.
• Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
• Belt Fed Machine guns are now more accurate when standing and firing
while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.• 44 Magnum: Rate of fire reduced slightly to highlight this side arm’s
role as a slow firing heavy hitter and differentiate it from the MP412
REX.• Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
• Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.
• Slightly increased the radius for maximum damage of the 40mm LVG.
While the overall damage level remains the same, the LVG will be lethal
over a larger area.• Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.
• Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K
and MTAR with a suppressor to balance with the other weapons in the
game.Weapons fixes
• Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.
• The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.
• SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.
• Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R
• The PKS-07 is now available on QBB-95
• The M417’s foregrip was incorrectly reducing horizontal recoil by too
large an amount. It has been adjusted to be balanced with other
foregrips.• The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as
the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in
the accessory screen.• Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.
• MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).
VEHICLE RELATED TWEAKS & FIXES
• Removed flares from gunner position in helicopters. With the right
combination of unlocks, an attack helicopter could be effectively
invulnerable to lock on missiles. Removing the flares from the gunner
balances the attack helicopter against ground fire.• Air Radar now shows friendly vehicles as well.
• Helicopter weapons can now destroy equipment with splash damage.
• The Laser Designator unlock on the Scout Helicopters has been changed
from a Pilot Upgrade to a new stance in the Copilot seat (position 4).
Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s
Laser Designator is permanently available to players who have received
the unlock.• Repair tool damage against enemy vehicles lowered by 10%.
• Changed reload behavior on Tank / Tank Destroyer cannon weapons to
prevent being able to fire 2 shots from different weapons quickly one
right after another.• Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.
• Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.
• Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.
• Increased the damage helicopter gunners and IFVs do to helicopters and jets.
• Fixed Jets not getting top attack damage bonuses on Laser Designated targets.
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Zitat
PERSISTENCE RELATED TWEAKS & FIXES• Changed how MCOM station defend/attack kill score is calculated.
Victim no longer needs to arm/disarm the crate but rather be in a 5
meter radius of the crate. Also increased kills needed for the Crate
Defend Ribbon from 2 to 4. Overall, these changes should make it
somewhat easier to get the ribbon, while increasing the opportunity for
strategic play around MCOM stations.• Premium Engineer assignments are now counting all shotgun kills independent from the class using it.
• Fixed so you can get score from awards in coop.
• Accuracy dogtags now show the correct stats.
• Coop Stars and dogtag are now properly unlockable and equip able.
• Gun Master and Domination Winner ribbons and medals added.
• Fix for assignment with multiple dependencies showing as unlocked in
frontend. (Jack of All Trades & Only for the Dedicated)UI RELATED TWEAKS & FIXES
• Added letters to the capture point icons displayed directly over the mini-map.
• Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.
• Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.
• Fixed the hit indicator showing when spawning or closing the in game menu.
• PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.
• Fixed a bug where the clan tag sometimes shows as the player ID.
• Added clan tags in nametags and kill card.
• PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.
• Fixed so commorose VO works when sitting in an AA vehicle.
• Fixed so you get the critical health fullscreen color tint while in the post revive state.
• Removed the join button in the server list for non-Premium users on Premium exclusive servers.
• Fixed so the spawn menu always disappears when you are revived.
• Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.
• Fixed M-Com distance not updating if user moves towards it with EOD Bot.
• Mortar strike explosions are now shown on the HUD for the shooter.
MISCELLANEOUS TWEAKS & FIXES
• Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.
• Fixed bug where it was possible to shoot while transitioning from sprint into prone.
• Fixed so you can’t revive a player who switched team since he died.
• Fixed two exploits on Donya Fortress that allowed players to get on top of the level.
• Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.
• PS3/Xbox 360 specific: Added map rotation settings to preset list in
detailed server info. Players can now see all relevant settings that are
being run on the server.• Xbox 360 specific: Introduced a clickable promotional spot on the main menu.
How to download the latest update (Multiplayer Update 4) and Armored Kill
PLAYSTATION 3 SPECIFIC INFO
Patch goes live: September 4
Armored Kill goes live: September 4 for Premium members / September 18 for non-Premiums
Patch size: 1.53GB
Armored Kill size: 1.55GBHow to download patch: When starting the game, the patch will
automatically download. It is mandatory to accept this download if you
want to play the game.How to download Armored Kill: Armored Kill is available on the
PlayStation Store and in our in-game store as a manual download. If you
are a Premium member, this download will be available at 0 cost.XBOX 360 SPECIFIC INFO
Patch goes live: September 4
Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums
Patch size: 1.44GB
Armored Kill size: 1.56GBHow to download patch: There will first be a small (184MB)
Title Update automatically downloaded when you start the game. When
restarting the game, you will get a popup notifying you that Multiplayer
Update 4 is available. It is not mandatory to accept this, but we
advise you to do so. Otherwise, you can find Multiplayer Update 4 both
on Xbox Live Marketplace and in our in-game store as a manual download.How to download Armored Kill: Armored Kill is available in our in-game
store as a manual download. If you are a Premium member, this download
will be available at 0 cost. If you are not a Premium member, you can
also find Armored Kill on Xbox Live Marketplace.PC SPECIFIC INFO
Patch goes live: September 4
Patch size: ~2.2GB
Armored Kill size: 3.2GB
Armored Kill goes live: September 11 for Premium members / September 25 for non-Premiums
How to download patch: As soon as you start your Origin client, the
latest game update will automatically start downloading (unless you’ve
disabled the option “Automatically keep my games up to date”, in which
case it will start downloading when you try to run the game). In
Battlelog, you will be notified from the Game Manager. Once you
acknowledge the update, it will start downloading within the Origin
client.How to download Armored Kill: Armored Kill will automatically download
if you start Origin or if you are logged in to Battlelog. You can also
start the download from the Battlefield 3 game details page (i symbol) if Origin is already running. -
Jop hört sich nicht so schlecht an auch wenn die Clays nicht dabei sind
Müsst den Patch fast mal testen, war seit net woche net mehr on da ich in gw2 feststeck!^^ Aber ab nächste Woche wenn AK kommt werd ich wieder durchstarten!
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Bin ich der einzige, bei dem die eingestellten Filter im Server-Browser selten länger als einen Tag halten? Irgendwie muss ich jedes Mal, wenn ich mich einlogge, die Filter neu setzen...
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nö is bei mir auch so. aber nach dem sie jetzt die Helis und Panzer zu Tode gepatcht haben werd ich sowieso noch weniger spielen als ohnehin schon...
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was heisst tod gepatcht ? das der attack heli viel zu stark war ist doch unbestritten, grad in einem eingespielten team ist der fast nicht down zu bekommen
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dafür reicht jetzt ein stinger(locked weiter und tiefer) typ um ihn effektiv daran zu hindern auch nur ansatzweise sinnvoll am kampfgeschehen teilzunehmen. Permanentes piepen und unter dem Radar hilft eben auch nix mehr. dazu die fehlenden gunner flares.
Sobaldste anvisiert wirst kannst gleich mal ne 180° Wendung machen und den arsch einziehen. Das kanns ja wohl auch net sein...
Wenn nur die gunner flares entfernt worden wären, wäre das ganze insgesamt besser gebalanced gewesen aber so
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find ich gar nicht
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Hab in BF3 jetzt zwar großteils Close Quarters Combat gezockt, aber wenn es AA Einheiten in einem Gebiet gibt, dann finde ich das jetzt nicht überaus tragisch, wenn sich Attack Helicopters ein wenig schwerer tun.
Ist nur "realistisch" - ansonsten sind die eh nur da um Infanterie über den Haufen zu knallen und fürchten müssen sie sich mehr oder weniger vor nichts.
Passt schon wenn AA stärker geworden ist.