5punkyBEEF Server

Where we come together to shoot 5punk.

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Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

I had a particularly unsuccessful troll one round, he kept calling me a 'faggot' so I replied with 'a pork meatball? delicious!' which amused the other players on the server but infuriated him so much apparently that he tried to have me kicked (unsuccessfully). He went on from calling everyone faaabulous to pretending he was faaabulous himself, to calling beef a shit game literally every two minutes and kept raving on about how good MW3 was going to be. People ignored him and he left, which is the right way offcourse.
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Re: 5punkyBEEF Server

Post by Dog Pants »

Fortunately we have our own server with a lovely banhammer for idiots. I fancy a game tonight.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Jimmington wrote:I have not used that, but I am guessing that is the scope that makes everyone bright yellow. Does seem a bit OTT.
Yeah. Neon yellow on a washed out green background and seemingly, at all ranges.

This is a vid from the current one:

[media]http://www.youtube.com/watch?v=FPE8rlCKlO8[/media]

It's quite different to the beta version (which doesn't look too bad).
Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

It doesn't give you a huge advantage as it doesn't make your gun more accurate or anything, it's only 1x for fucks sake.
eRabbit
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Re: 5punkyBEEF Server

Post by eRabbit »

Granted I've not played the game, but that seems like an odd concept to me. Surely it'll get to the point where it's a mandatory choice for a gun as without it you're just at a plain disadvantage?
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Re: 5punkyBEEF Server

Post by Dog Pants »

As Johnson says, it only helps you see the enemy. It doesn't see through cover (except smoke) or make you a better shot, and it doesn't magnify. I have it on my shotgun and it's useful for checking tunnel exits for shooters in cover before charging out. Doesn't help me kill them though.
deject
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Re: 5punkyBEEF Server

Post by deject »

I don't use them (as I'm working on Service Stars for everything) and I do just fine.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Mr. Johnson wrote:It doesn't give you a huge advantage as it doesn't make your gun more accurate or anything, it's only 1x for fucks sake.
I'd agree with you if it wasn't for the fact you can use it in combination with the foregrip on nearly every gun, which does increase your accuracy.
Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

I give up.
Thompy
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Re: 5punkyBEEF Server

Post by Thompy »

I don't like or use IRNV.

Makes it easier to see people sure, but I can't get passed the negatives. You lose peripheral vision, it takes a little longer to scope in, you can't tell where you bullets go as easily, you lose a sense of 3D perception, and other than people lighting up you can't tell what else is going on. I also found myself constantly scoping in to check the area to take advantage of it rather than just getting the fuck on with things.

Perhaps my mindset/play style just doesn't click with it, but I really can't stand using the thing. I don't really find myself getting killed a lot by people with it either.

As for the game in general, I'm not playing as much. Same thing I had with BC2, I'm just getting bored with the same maps and game modes*. I hope BTK is good and 5punk activity picks up a bit.

*Mind you I have put 40 hours in which is surprising. Can't really complain about money's worth.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Mr. Johnson wrote:I give up.
Oh come on Mr J, don't be like that. I want to know your view on it.
Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

Red dot sights do the exact same thing, I use a red dot sight+foregrip+heavy barrel or laser sight on everything and I often do better than most people using IRNV. Other than that I agree with wererabbit, it just doesn't suit me and I can't say I get killed it with it more often than with other implemented guns. Maybe you just remember the times you did get shot with it and ignored all the other deaths, people tend to do that.
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Re: 5punkyBEEF Server

Post by Dog Pants »

WereRabbit wrote:I hope BTK is good and 5punk activity picks up a bit.
Activity has only dropped off due to Skyrim. I put 200+ hours into BF2 and BC2, while even the marathon single player DA:O only got 80 or so. We'll be playing BF3 long after we've all finished Skyrim.
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Re: 5punkyBEEF Server

Post by Jimmington »

Blimey, that is a depressing read regarding the amount of people who can't get their servers filled. It does make me wonder if there is some crazy felcher that just discriminates against certain servers.

It is a shame, because all i could think about was the trolling, the "faggot" put down, and how i desperately wanted to sign up a server called Pork MeatBalls. I would also be interested to know if in the server ini files you can adapt the swear felcher to change words to your own suggestions. It would be great knowing how devastated Rage McRage would be when he has typed in his "Jimmington You Noob" only for chat to proudly display how much Rage McRage loved goats or something along those lines.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Jimmington wrote:Blimey, that is a depressing read regarding the amount of people who can't get their servers filled. It does make me wonder if there is some crazy felcher that just discriminates against certain servers.
Well, depite sharing the same thoughts about the felcher (hence why we didn't get any activity on our original settings), I think the empty server number is high because:

1) Other games. MW3 will have sucked people away, so would Skyrim. It's a temporary void though. Don't forget Batman and some other biggies just hit consoles as well, that's going to have an indirect effect of taking players away from PC games in general.

2) Too many servers. There's always a glut on big titles like this (even we got a server, which is fairly unlike us), couple it with point 1 and you're going to get a load of empty servers for a while.

Once players return from other games, and the total server count drops a bit, then it should reach an equilibrium.
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Re: 5punkyBEEF Server

Post by deject »

Killavodka
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Re: 5punkyBEEF Server

Post by Killavodka »

Patch times!

---- Client-Side Changes:

-- Visuals, Stability and Performance Fixes:

• General performance and loading time improvements
• "Black Screen" fix for an issue occurring on some PC Configurations
• Stereo and Rendering Support for Nvidia and AMD Graphics Cards
• Adjusted the "stuttering" encountered on some PC configurations.
• Fixed several Crashes when joining MP and Co-Op sessions
• Fixed multiple problems when using multiple monitors (Eyefinity / Surround).
• Fixed visual corruption issues on certain Nvidia Cards
• Improved loading times for certain textures
• Added console command "GameTime.MaxVariableFps" to limit max FPS
• Added console command "UI.DrawEnable" to hide UI for screenshots / videos

-- Balance and Gameplay Adjustments (PC)

• Fixed a problem with high speed mouse movement
• Added back some missing Growlers on Kharg Island Conquest Large
• Added back EOR sound for SQDM and TDM
• You should no longer be able to damage a friendly vehicle when sitting in an open position
• Grenades now drop to ground if you get killed while attempting to throw it(note the affect this will have on Hardcore mode!)
• Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
• You should no longer spawn too close to enemies in TDM and SQDM
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
• Fixed a problem with revived players not suffering suppression
• Fixed a problem with the camera when being revived in COOP
• Added joystick deadzone setting
• Fixed sound for when climbing ladders
• Fixed an issue with some weapon sounds in first person
• Fixed a swim sound loop error
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Increased the damage of Helicopter Miniguns against jeeps.
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.
• Increased the damage of the 44 Magnum slightly.
• Increased the range and minimum damage of the .357 Round from the MP412 Rex.
• Increased the range of all .45cal and 9mm weapons.
• Slightly increased the range of the P90 and MP7 and PDW-R.
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range.
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles.
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
• Reduced the damage .50cal weapons do against Helicopters.
• Updated T90 canister shell tweaks to match Abrams canister shells
UI Changes (PC)
• Added round duration and ticket summary at EOR
• Advanced squad polish – should be more intuitive
• Significant changes to the Join Squad functionality (see below)
• Fixed a problem regarding keybindings while playing
• You should now get a better error message when being disconnected via Battlelog

---- Server Update Highlights

• EOD Bot exploit fix
• Several crash fixes
• Anti-stat padding measures taken, disallowing ranked servers to run obscure settings
• Improved team kill kick configuration
• Support for unranked servers. Unranked servers do not report players' scores to Battlelog, but server administrators can freely control all settings


-- Share your profile and stats with new Battlelog functionality

• Ability to share your Profile and Stats pages to Facebook, Google+, and Twitter
• User Profile and Stats pages on Battlelog can now be accessed without being signed in to Battlelog if you know a user's URL
• Single sign on from Battlelog to Origin. If you're not logged in to Origin and join a game server, Battlelog will automatically sign you in to Origin in the background and join the game server


-- Quick notes on Squad changes in the Nov 22 update

• Removed FIND ME A SQUAD option
• Allow players to join empty Squads alone, thus having 1/4 squad members
• Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM
• Disable Privacy flag when 1 man squad
• Reset Privacy flag from Private to Public when squad drops to 1 player
• All occupied Squads will now show up colored blue on the Squad Selection screen
• Players who choose not to join squads will also show up as Blue in the "Not in a Squad" line
• Squads that are currently empty will display as white -- if you wish to join an empty Squad, you can choose the first one marked with white text


-- A detailed look at Squad refinements

A detailed look at Squad refinements

Today's PC client patch features numerous tweaks to Squad functionality and is part of our ongoing efforts to make it easier to play with friends and Platoon mates. These changes will also be implemented for consoles when we release the PlayStation 3 and Xbox 360 updates shortly. Stay tuned for the exact date of the console updates.

First, we need to look at how joining with Squads and Platoons affects the balance of teams. Initially, servers are commanded to equal out each side, so joining with friends can impact that balance while joining with Platoons further hinders this. As a result we have made some adjustments to the in-game Squad management screen.

For PC, you are now able to highlight the various Squads and select which one you wish to join by selecting a Squad and then clicking the Join Squad button. Please note that the Squad Privacy option still allows 2 man Squads which, during 64 player sessions, can lead to players with no squad position –- the number of people with no Squads will be shown at the bottom of the Squad selection list.

After the patch is applied to consoles (in the near future) you will be able to join Squads by cycling through the list and selecting which Squad you wish to join.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Nerfing Stingers/IGLA and bufffing mobile AA seems odd considering mobile AA was better anyway and the former relied on poor pilots, but oh well.
Bit of researchs shows flashlight changes are in the next patch (DICE don't seem to be sure why they weren't in this, lead game designer thought they were), so should be IRNV.

Rest of the changes seem pretty good though, glad the pistols have all been buffed along with the .45 weapons (1911 and UMP).

However, looking at the forums, seems loads of people are having crashing issues with this new patch. More so than before. I'm just updating now so will try in a bit.

Reddit post where Crash7800 (BF3 Community Manager) is noting some changes that haven't made it, but DICE are working on, or are notable community requests.
Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

The game was fine except for the knife, and they didn't change that.
Also why the fuck is the SCAR tweaked? it only has twenty rounds.
Killavodka
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Re: 5punkyBEEF Server

Post by Killavodka »

To be fair the scar was OP for a carbine.
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