Patch 1.3 changes?

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  • socalcaz

    #1

    Patch 1.3 changes?

    It appears that 1.3 will be released in May. What do think or hope will be changed in the 1.3 patch? Besides "Armored Fury" compatibilitly.
  • MidnightOps

    #2
    Re: Patch 1.3 changes?

    The red tag bug and the difib bug.

    Comment

    • ARC|Noodles

      #3
      Re: Patch 1.3 changes?

      Red Tag. That's just ****ing me off now.

      Fixing those magic Ghost People that fly across the screen sometimes, and the AT rockets passing through targets...

      That would be nice

      Comment

      • rombaft

        #4
        Re: Patch 1.3 changes?

        Originally posted by Enz0
        The red tag bug and the difib bug.

        lol , they will say they worked on it, but I don't believe in a solution for this one anymore, this will even be in BF2132 or whatever it's called

        Comment

        • Talus
          Member
          • Oct 2006
          • 6854

          #5
          Re: Patch 1.3 changes?

          You may want to post in this thread to have your voices heard:

          Comment

          • socalcaz

            #6
            Re: Patch 1.3 changes?

            ....or post here to speculate.

            Comment

            • longgone

              #7
              Re: Patch 1.3 changes?

              How about either make the explosives destroyable (i.e grenade or tank shell), or removable (G-key by same class or engineer), change how the engineer gets repair points (it takes forever)....the red tag thing hasn't hit me ever (just lucky I guess)....other than that everything else can be adapted to

              Comment

              • $hArp$h0t

                #8
                Re: Patch 1.3 changes?

                Yeah what gives, medics gets two points for revive now but engineers still only get one for every 15 seconds of repairing if you're even still alive. They really should fix the AT threw target bug cause it's pretty annoying.

                Comment

                • ACE4U

                  #9
                  Re: Patch 1.3 changes?

                  Originally posted by $hArp$h0t
                  Yeah what gives, medics gets two points for revive now but engineers still only get one for every 15 seconds of repairing if you're even still alive. They really should fix the AT threw target bug cause it's pretty annoying.
                  and the Tow, too many times I fired it at a tank and only smoke, close range is the worst.

                  Comment

                  • kamandor

                    #10
                    Re: Patch 1.3 changes?

                    For 1.3, these should be changed for sure.

                    - Red/blue bug must be addressed

                    - BH guns need to be re-beefed up, they were fine before 1.2, the PLA/MEC transport helicopters need their MG's boosted too - they're all flying coffins now that AA is pretty good

                    - AT rockets passing through objects should be looked at definitely

                    - Repair points given too slowly, there's no incentive to play engineer since you can't engage targets at more than 20ft, needs to be boosted

                    - Squad creation bug where you can't create squads - inexplicable and random and very annoying

                    - VOIP names not showing up - ie. who's talking

                    - Dragon Valley PLA airfield/main base should be uncappable, the map gets ruined too easily and is not very fun once the US caps it - one of the reasons no one really plays the map!!

                    - Make it a server option to force everyone to join a squad before they spawn - no more lone wolf BS - you can still be a lone wolf if you want to, no one says you have to listen to your squad leader - this way every round will be more teamplay focused FROM THE START - it's so frustrating to have to tell everyone "Squad up you idiots" so that your side might actually have a chance at winning - why Dice didn't do this from the start is beyond me

                    - I'd like to see all of the guns given 15~25% more damage per round - especially the sub machine guns and non-rifle guns - they're all far too weak and take a ridiculous amount of rounds to kill people - especially the P90 - just a slight bump up and I think every kill will be a lot more satisfying and "realistic"


                    Below is an e-mail I wrote to Dice/EA before 1.2, a list of suggestions, realistic and personal. Some are repeats from above, anyway I never heard back from them... what do you all think?


                    - Force all players to join a squad when they join the server (make it a server option) -- This game can have great teamplay, but not enough people join squads on pubs - its a fact. Forcing them will force people to work together and will make for better gameplay. And for those who say it will prevent people from just "going lonewolf" - no it won't! Nothing stops people from doing what they want at any time in this game.

                    - In addtion a much needed feature and bit of code tweaking should be done to separate the Squad Management screen into Squaded players and Non-squaded players - right now you basically have to guess who to invite into your squad, not knowing if they're already in a squad or not. Sure you can check the tab screen, and go back and forth, but it's an unnecessary annoyance that shouldn't exist. I think this would be very simple to implement as you already have the code to filter the players in the "SQUAD" tab score screen....

                    - Fix jet missiles so they don't hit friendly vehicles after they have miss enemy targets (pretty self-explanatory, probably needs a bit of code tweaking!)

                    - A tank round to the cockpit of any helicopter should at least kill the pilot... if not 1 shot 1 kill the whole helicoper... this isn't even a balance issue really, and I know BF2 isn't about realism but to ssay that the tank round would not kill the pilot is absolutely ridiculous.

                    - Make the M95 1 shot 1 kill - this gun literally blows people to pieces in real life, as it stands now in game it's no better than the M24 - so why is it an unlock? What's the point? Also, beef up the scope. This gun should be a reward for players who like to snipe - more damage and better zoom.

                    That's it for my personal suggestions. I'm not some realism advocate (BF2 does a great job for the most part!) but the two things I mentioned above are, in my opinion, ridiculous oversights if left untouched. You can't put the M95 in-game and then tell people, "Well, yea it looks like an M95, but it's really just as deadly as the M24." That's just lame.


                    I have a few other suggestions that I'm positive you've heard about but I might as well mention them.

                    - fix the red/blue nametags bug - I had a "red guy" get in the gunner position on my helicopter once.... this shouldn't be happening!!

                    - Give Engineers more points faster for repairing vehicles. Repairing happens so infrequently in BF2 and the slow point-getting ratio does not give anyone the incentive to play the class (not many do).

                    - make all guns a little bit deadlier (25% maybe?) Especially headshots - regardless of the caliber of round, if you get shot in the head, you stop running - period. It's a joke to pistol an enemy twice in the head from 5 feet away and have him turn and blow me away with a M203... all the while not killing himself. Once again this isn't a realism thing, it's part of the "ridiculousness" factor.

                    One minor suggestion...
                    - How about giving Spec Ops, Assault and the Sniper class some binoculars so they can scout ahead and lead attacks against enemies? They were in BF1942, BFV, so why not BF2? This is supposed to be modern combat and yet the soldiers don't have binoculars?


                    And I have one BIG idea for the entire game, that I think would greatly enhance teamplay.

                    Obviously the Medic, Support, Engineer and Spec Ops classes get "TeamPlay" points for certain acts. How about this suggestion for giving TeamPlay points to the Assault, Sniper and Anti-Tank class...

                    - As Assault class, a point (or 2) is given for every enemy killed within an ENEMY flag's radius. You would get an "Attacked Flag!" point, in the same way you get "Defended flag!" point for killing enemies within YOUR flag's radius. This would give incentive to play the Assault class, and more incentive to attack enemy flags using the arguably most deadly class (with the assault gun and grenade launcher). I think this would work well and would be really simple to code!

                    - Same thing for the Sniper class - Snipers would get points for killing enemies within ENEMY flag radius which would provide incentives to be true tactical snipers - taking out enemies that are defending flags. This would give much-needed focus and incentive to the Sniper class.

                    - Again same-type of thing for the Anti-Tank class, except slightly more specific. Points would be given to Anti-Tank class players for destroying enemies vehicles (anything) within an ENEMY flag's radius. This would promote using the class to actually destroy enemy vehicles and not to "snipe" infantry from afar. These points would be harder to get but would be very rewarding for those who do get them. That's what people need - points for working as a team to take flags!

                    That's it, that's all.

                    Comment

                    • Hidus

                      #11
                      Re: Patch 1.3 changes?

                      I really like your ideas for the AT/Assault/Sniper team points.

                      Comment

                      • jdrou
                        Member
                        • Jul 2006
                        • 1860

                        #12
                        Re: Patch 1.3 changes?

                        Originally posted by $hArp$h0t
                        Yeah what gives, medics gets two points for revive now but engineers still only get one for every 15 seconds of repairing if you're even still alive.
                        These have both been true ever since the demo AFAIK. Repair points are too slow though by comparison to heal/revive/resupply.

                        Comment

                        • SgtMattBaker
                          Member
                          • Aug 2007
                          • 1719

                          #13
                          Re: Patch 1.3 changes?

                          i would really like that u can choose who will be the next squad leader, for example, when u die being a squad leader and u want to respawn with the squad member that is near ur dead body its really annoying that the squad member is not squad leader after u resign and u give the position to someone else who is doing nothing or using a jet.

                          Comment

                          • sknight

                            #14
                            Re: Patch 1.3 changes?

                            Originally posted by ChuChu
                            I really like your ideas for the AT/Assault/Sniper team points.
                            I think the Assault points would promote ALOT of base rapage, though in a perfect world, I would like that solution. Too many players would just sit back and spawn rape tho. Snipers should get points for killing enemies that are engaging and hitting players. Life-saving points? or Kill-stealing points, lol...AT points is a good idea I'd like to see implemented.

                            Comment

                            • Talus
                              Member
                              • Oct 2006
                              • 6854

                              #15
                              Re: Patch 1.3 changes?

                              I haven't had a single AT rocket misfire bug since v1.21...

                              Are people saying that it was re-introduced in v1.22? If so, I don't believe it.

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