Thanks to the efforts and the feedback supplied during the PlayStation 3 beta for Battlefield: Bad Company 2, at least 130 changes have been made to Bad Company 2. Before we get to the change log, the Bad Company 2 blog would just like to remind everyone that the PC beta will begin on January 28. The full release of the game will be released on March 2 in North America and on the 5th in Europe.
- Completely reskinned the weapons and scopes for much improved visual quality.
- The reddot sight no longer has a FOV penalty compared to iron sights.
- Pistols now have the same FOV level as other weapons in iron sights.
- Tons of weapon tweaks to improve the balance of play.
- Increased accuracy when stationary and aiming for better first shot accuracy.
- Decreased accuracy when moving and aiming, especially for sniper rifles.
- Several gun specific balance tweaks to bring them in line with the other weapons of that class.<!--more-->
- Lowered the damage of the XM8 and F2000 at close range.
- Lowered the damage of the AN94 at long range.
- Raised the accuracy of the M16's burst.
- Lowered the damage of the Type88 LMG.
- Raised the damage of the MG3.
- Raised the damage of the M249.
- Fixed the recoil of the M249 when equipped with a reddot sight.
- Lowered the damage of the SMGs and Carbines at extreme range.
- Lowered the accuracy on the move for the SCAR-L, AKS-74u, and the XM8c.
- Raised the damage of shotguns, especially for the pump shotguns and slugs.
- Semiauto and Auto snipers and slug shotguns cannot 1 shot headshot at extreme range.
- Fixed the Knife's stab animation and improved the reliability of Knife attacks.
- Lowered the long delay between Knife attacks.
- Fixed the animation speed for switching to the grenade launcher on assault rifles.
- Fixed the too huge blood splatter effect for sniper shots at long distance.
- Fixed the minimap disappearing if you switched weapons while aiming a sniper rifle.
- Removed the fade to and from black when aiming a sniper rifle.
- Adjusted graphics for sniper rifles and RPGs when zoomed.
- Bolt action sniper rifles will chamber the next round if the trigger is pressed twice while zooming.
- Fixed the close range damage of bolt action sniper rifles. Now a 1 hit kill on unarmored infantry in 5m.
- Raised the damage of the VSS but lowered accuracy when moving.
- Grenade carry limit with the Grenade Vest lowered to 2 hand grenades and 4 40mm grenades.<br>
- Tweaked the airstrike missile called in by the UAV so it gives a longer warning to victim vehicles.
- Exiting the UAV now also exits the UAV ground station.
- The UAV station no longer self destructs when the attacker's base changes.
- The UAV station can no longer be destroyed by friendly fire if friendly fire is off.
- Lowered the direct and splash damage of UAV's airstrike.
- Lowered the damage of the UAV's alternate fire LMG.
- UAV station screen shows offline when the UAV is waiting to respawn.
- Many additional UAV bug fixes.<br>
- Lowered the splash damage of tank rounds. 1 shot kill radius is smaller now.
- Raised the damage of the gunner's 50caliber machine gun and added a visual effect when it overheats.
- Tweaked the damage tanks take to be more consistent. Tank front armor especially is more consistent.
- It takes 2 to 5 RPGs to kill a tank with no specializations. (was 3 to 8)
- Tanks should no longer get stuck on destroyed terrain or inclines.
- Increased the precision of tank turrets.
- All armored vehicles have new engine sounds.
- Added environment specific camouflage to all vehicles.
<br> - New vehicle control layout: R2 and L2 for accel and brake, fire on L1 and altfire on R1.
- Or lefty vehicle control layout: fire on R1 and altfire on L1.
- BFBC1 style vehicle controls are still available as an alternate.
<br> - Jeeps now burn when hit by tank shells instead of instantly detonating. This effect is the same as with RPGs.
- Raised the damage of the jeep HMGs and added a visual effect when it overheats.
<br> - Shielded heavy machine guns now have a bullet proof glass front. Flank these guns or blow them up.
- Raised the damage of the stationary HMGs and added a visual effect when it overheats.
<br> - Fixed the name of the UH-60 and corrected the caliber description of the miniguns.
<br> - Raised the launch speed of the RPG7's missile for better long distance shots and less drop.
- Raised the splash damage of all infantry launched Rockets and 40mm grenades.
- Improved the visual feedback for locking onto tracer darted vehicles, this is be much clearer now.
- Note that TOW/Kornet and M136 missiles are wire guided and cannot lock on to tracer darts.
- Fixed wire guided missiles sometimes going erratic (even though this was realistic yet unintentional).
<br> - Improved the trail and blinking effect of Tracer Darts so they are more visible.
- Vehicle Smoke Launchers and 40mm smoke remove tracer darts and spots on friendlies in the effect.
- Targets which have been unspotted by smoke are immune to spotting for a few seconds.
<br> - Added a short cooldown to the Repair Tool after repairing 50% of a tank's health.
- Lowered the repair speed of the Repair Tool but raised its range.
- The Repair Tool can only repair or damage vehicles and stationary weapons.
<br> - The Mortar Strike is now called in via a pair of binoculars.
- Lowered the number of shells in the Mortar Strike barrage, but raised the damage of each shell.
- Raised the effectiveness of the Mortar Strike against armored vehicles.
- Fixed a bug where the Mortar Strike would fail to begin to reload.
- Switching kits no longer instantly reloads the Mortar Strike.
<br> - Fixed a bug where the Defibrillator would not reload unless held in the player's hands.
- The Defibrillator icon on downed squad members now appears in green.
- Soldiers who suicide from the menu cannot be revived.
<br> - Lowered the amount of Motion Sensors carried to 2 and limited each soldier to 1 deployed sensor at a time.
- Deploying a new Motion Sensor before the previous sensor expires will replace the previous sensor.
- Motion Sensors no longer detect players and vehicles sitting perfectly still.
- Motion Sensors now beep when deployed and detecting a target.
<br> - The Vehicle Motion sensor now beeps for all occupants of the vehicle when it detects a target.
- Vehicle Motion Sensors on the UAV and other Airborne vehicles now detect targets at all altitudes.
<br> - Fixed an exploit where players could deploy unlimited Ammo Boxes, Medkits, C4 and Mines.
- Fixed a bug where players could detonate Detpacks placed the previous life upon respawning.
- Detpacks can still be detonated if player's kit is picked up with in 15 seconds of his death.
- Lowered the damage Detpacks do to crates.
<br> - Fixed AntiTank Mines not detonating when driven over at medium speeds.
- AntiTank Mines should now properly persist after the player has died.
<br> - The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion Sensor are now unlocks for each class.
- Players new to Battlefield will be introduced to these teamplay items when they are unlocked.
- Battlefield Veterans will automatically have these teamplay items unlocked from the start.
<br> - Lowered the duration of spotted targets. Aiming at a close target will refresh the spot timer automatically.
- Lowered the effectiveness of the Sniper's Spotting Scope, targets must be tracked longer before spotting.
- Fixed so the player can properly spot from the UAV.
- Added an overheat to spotting to prevent spot and order spamming.
- Spotting now requires the player be aiming significantly closer to the target.
<br> - Added Destruction 2.0 to the Guard Towers around the first Defender Base on Arica Harbor (and all other maps).
- Fixed buildings collapsing without any warning sound or effects.
- Moved M-COM station A into a Garage at the second Defender Base on Arica Harbor.
- Fixed collision issues on the Patio in the upper level of the Town.
- Fixed sometimes spawning underneath the Patio in the Town.
- Fixed the collision problems with the Train Car containing M-COM stations on Arica Harbor's 3rd and 4th base.
- Train Cars now have more specific destruction zones to encourage mouse hole tactics.
- The Attacker's first base is now a protected spawn zone that defenders cannot enter.
- Added additional alternate spawn points to all bases for both Attackers and Defenders to counter spawn camping.
- Added a system that disables individual spawn points if enemies are within 20m. Does not apply to Squad Spawn.
- Players can still spawn at a base if all spawns points at that base are blocked.
- Spawn protection will be disabled if the player aims or fires during the short timer.
- Wrecked civilian cars now have secondary explosions when hit with explosive weapons.
<br> - The Attackers now recieve 75 reinforcement Tickets to start instead of 100.
- Taking a base restores the attackers to 75 Tickets instead of adding 50.
<br> - Improved soldier collision vs objects, especially for crouching under obstacles.
- Fixed issues with certain objects popping into view as the player approached.
- Reduced the amount of screen blur when in ultralow health.
- Increased the visual and audio feedback for low health, healing, and returning to full health.
- Out of Combat healing now starts sooner but takes longer to fully heal.
- Slightly increased the healing power of medkits to increase their usefulness.
<br> - Improved the sensitivity of soldier controls. Adjusting sensitivity should have a much greater effect now.
- Sensitivity when aimed is now consistent across all weapons.
- Turning while sprinting is now more responsive.
- Reduced forward input needed to sprint to 50% from 90% to smooth the transition to sprint.
- Tweaked aiming and turning curves to be more responsive from the hip and more precise when aiming.
- Fixed several issues with switching weapons and being unable to shoot or aim.
- Fixed the player's control setup reverting to default when entering and exiting vehicles.
- Fixed bugs when going to swim while sprinting.
- Sped up the deploy and undeploy animations for the parachute.
- Improved the precision for switching weapons on the Dpad.
<br> - Fixed several stats padding exploits.
- Fixed various awards that did not work as designed.
- Tweaked rank and class unlock progression based on data gathered in the beta.