5punkyBEEF Server

Where we come together to shoot 5punk.

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Dog Pants
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Re: 5punkyBEEF Server

Post by Dog Pants »

Seem like mostly good changes. Loving the death nades. I'm also not sure about the AA changes - the manpads were already next to useless, looks like there's pretty much no reason to use them if you have to somehow get two hits. The SCAR never felt OP to me, but there was lots of crying about it on the servers. Hopefully Dice are looking at the stats and not the forum trolls for their indicators.
Thompy
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Re: 5punkyBEEF Server

Post by Thompy »

Jumped on for 2 minutes to see if my mouse issue was fixed, but no. Also still crashing on first launch after PC start up. Fancy!
Jimmington
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Re: 5punkyBEEF Server

Post by Jimmington »

Well that was pretty wank, pretty much like the old days on Wake. I was pleased to have unlocked AA missles on one of the vehicles. I was less pleased to see that not one single one hit in a good 15 mins. As soon as someone half decent got in the jet, that was that.
Thankfully some DAO12 carnage earlier in the evening soothed any rage.
Dog Pants
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Re: 5punkyBEEF Server

Post by Dog Pants »

SAMs really do seem to be more of a suppressor, keeping the pilot occupied firing off flares, than actually dangerous.
Jimmington
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Re: 5punkyBEEF Server

Post by Jimmington »

I forgot to mention. MAV kills are pure comedy gold. While the rest of the team were being spawn camped, out came Mr MAV to harass those pesky snipers. Only got a few kills, but each one was met with much hilarity from myself.
Dog Pants
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Re: 5punkyBEEF Server

Post by Dog Pants »

Oh yes, I love the MAV. Tricky to get kills with, but well worth it for the amusement of a robo teabag kill.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Yeah, I too love the MAV. It's stupidly effective on the small maps like Metro or Bazaar, but still has uses on the big maps. I love using it on Caspian to bash the snipers who decide that camping on the tower is a good idea.
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Re: 5punkyBEEF Server

Post by Jimmington »

Another good Friday session with the server being full. Hopefully people will start to take notice and add it in to favourites. Possibly an addin to suggest such a thing every 5 mins or so in chat? All in all good, and always puts me in a great frame of mind for the night when your first kill of the evening is a Buzzer.
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Re: 5punkyBEEF Server

Post by Dog Pants »

Everyone loves killing Buzz. I'll try to find something that pops up a server message every now and then over the weekend, and tweak the map cycle a bit too.
Mr. Johnson
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Re: 5punkyBEEF Server

Post by Mr. Johnson »

Dog Pants wrote:Everyone loves killing Buzz. I'll try to find something that pops up a server message every now and then over the weekend, and tweak the map cycle a bit too.
A popup that says 'kill Buzz and get free credit in our store'?
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Only if I'm killed with a shotgun though. Gotta give a man a sporting chance.
spoodie
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Re: 5punkyBEEF Server

Post by spoodie »

I was pleasantly surprised to see so many people on when I joined briefly last night. Unfortunately I was too wasted to play for long.
buzzmong
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Re: 5punkyBEEF Server

Post by buzzmong »

Latest upcoming Patch Notes:

Of note:

General:
  • IRNV range shortening +flashlight fix.
  • AT mines losing persistance and only existing for 20 seconds past a player death (temporary fix, another different one in the works)
  • Snipers can now shoot past ~980m
  • M9 and MP443 need 100 kills to be unlocked to use with the opposing faction
  • Slight decrease in accuracy of ALL weapons in full auto, burst is now best for mid/long
  • Increased shortrange damage of 4.6mm (MP7) and 5.7mm (P90)
  • Added 1.3 seconds to Mortar reload + added flight time
  • Frag 12g nerf for semi and full auto shotties
  • More 40mm grenades from frag spec (more noob tubing?)
  • AN94 2 round burst modification + addition of single shot mode
AA/Air tweaks:
  • Aircraft stealth mod has been nerfed
  • Mobile AA does less damage to infantry and Armour
  • RPG and Tank shells do more damage to Mobile AA
  • Increased power of Stinger against jets
  • Increased flare reload time for Jets and Heli Gunners.
  • Jet cannon damage buff, especially against helis
Last edited by buzzmong on December 4th, 2011, 13:54, edited 1 time in total.
Jimmington
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Re: 5punkyBEEF Server

Post by Jimmington »

It needs it - AA is total gash at the moment - it is like the old days, basically if the pilot was wank you could kill them - if they had any skill at all, it was a struggle to get them down.
Anery
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Re: 5punkyBEEF Server

Post by Anery »

Hurrah, fuck you Tom Cruise!
Killavodka
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Re: 5punkyBEEF Server

Post by Killavodka »

The MP7 needs a major buff, feels more like an automatic BB gun as it is now..
fabyak
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Re: 5punkyBEEF Server

Post by fabyak »

Update is live!
Killavodka
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Re: 5punkyBEEF Server

Post by Killavodka »

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.
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


Min player requirements

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 for the future 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.
Pretty good patch all round.
Dog Pants
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Re: 5punkyBEEF Server

Post by Dog Pants »

I note they haven't fixed the javelin missing its target unless guided by laser.
Killavodka
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Re: 5punkyBEEF Server

Post by Killavodka »

Hopefully that is included in "Fixed Laser Guided Missiles missing their targets if the target is moving too fast"
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