Bad Company 2 R7 Client and R10 Server Changelog

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Bad Company 2 R7 Client and R10 Server Changelog

Post by News Reader »

Image Bad Company 2 R7 Client and R10 Server Changelog
DICE posted up the changelog for the Battlefield Bad Company 2 PC patch, which is now planned for Wednesday morning European time. Lot of changes...

Publish Date: Mon, 19 Apr 2010 08:49:37 PDT
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Source: Planet Battlefield - The Ultimate Resource
Description: Planet Battlefield - The Ultimate Resource
Dr. kitteny berk
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Post by Dr. kitteny berk »

Items of note:

# MP – New Server browser

# MP – Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in.

# MP – Added minimum number of players needed to start a round (you can play and take objectives but you will get no score until 4 or more players join the server)

# MP – Isla Innocentes MCOM building fixed where knifing the fence would destroy the building

# MP – Server felcher options are remembered

# MP – Punkbuster felcher now works as intended

# MP – Kit/gadget loadout saved between sessions

# MP – Window on static guns is now transparent on DirectX 9 systems
buzzmong
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Post by buzzmong »

That is a substantial and good changelist.

Also of note:
# Added weapon balance tweaks to a number of weapons – we are eagerly awaiting feedback!

We aren't going to tell you what weapon balance tweaks we have done, we want your unbiased views on the changes before we detail what has changed. "
Which is good and really fucking odd, why say you've changed something and not state it? People will just be guessing and eventually work it out anyway, might as well not say you've changed it then if you want an unbiased view.

All I can hope is that it affects the M60, 40mm's and GG.

Saying that, Baza put forward this counter point:
Baza of the EA forums wrote: For example, once in BF2 we put in our changelist we had tweaked an assault rifle. The feedback ranged from "Horrible changes it is ruined" to "OMG this is so much better" and in the end we didn't actually change a thing with the gun. So telling you what is changes doesnt get an unbiased review of whether you think the changes are for the better or not.
Last edited by buzzmong on April 19th, 2010, 16:19, edited 2 times in total.
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Post by spoodie »

The game remembering stuff is a good thing.

If you're interested, like I was, this is the atomic knife glitch:

[media]http://www.youtube.com/watch?v=or8QwSjDyGk[/media]
Dr. kitteny berk
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Post by Dr. kitteny berk »

Amusingly, that was noted and confirmed in bug reports ages ago, making that point nigh undefendable, because a great deal of people knew the bug.
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Post by Dog Pants »

Some very good changes there, assuming they work. I wonder if they've told people they've changed things and in fact not done, just to see the inevitable OMG U NERFED THE M60 ITS NOW WORST WEPON IN GAEM!!!ONE!
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Post by deject »

Dr. kitteny berk wrote:Items of note:

# MP – New Server browser

# MP – Added 15 second spawn timer for Conquest/Rush gamemodes at the start of round to prevent high end machines getting the upper hand before other machines load in.

# MP – Added minimum number of players needed to start a round (you can play and take objectives but you will get no score until 4 or more players join the server)

# MP – Isla Innocentes MCOM building fixed where knifing the fence would destroy the building

# MP – Server felcher options are remembered

# MP – Punkbuster felcher now works as intended

# MP – Kit/gadget loadout saved between sessions

# MP – Window on static guns is now transparent on DirectX 9 systems
:w00t: assuming the patches actually work, this is nothing but very good.
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Post by buzzmong »

Dog Pants wrote:Some very good changes there, assuming they work. I wonder if they've told people they've changed things and in fact not done, just to see the inevitable OMG U NERFED THE M60 ITS NOW WORST WEPON IN GAEM!!!ONE!
I think after some people started posting the correlated stats (which obviously are going to be similar to Dice's stats) and it plainly showed that the M60, 40mm, Knife and CG had obtained a massive amount of kills above the rest of the weapons and that something was wrong. I doubt they'd leave it like that as a test.
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Post by deject »

This insta-kill, auto lock-on knife thing is bullshit and retarded. I don't care if they do it for those console pansies who can't aim properly, but giving people an instant kill that you don't even have to be all that close with is dumb and wrong. It's should either be like the knife in COD where you have to actually be aiming at the enemy, or like it was in BF2 where you have to pull your knife out to use it.
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Post by Dr. kitteny berk »

I agree entirely, having a scripted event that's buggy as fuck is bad.
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Post by HereComesPete »

I quite like giving people rage with ten-metre-slide-along-whilst-invincible stabs to the face. But it is horribly broken and I exploit it fully to glide through enemy lines.

The only thing I like more is P-nut being a spazzer and failing to stab properly with the canned stabbing animation and then spouting high pitched rage laced mancunianisms* at everything, ever.







*that is now a word
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Post by Roman Totale »

I FUCKING STABBED 'IM!!!
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Post by Anhamgrimmar »

Weapon Balance changelog, from here:
http://blogs.battlefield.ea.com/Default.aspx##
Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.

Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.

Reduced the base damage of the PP2000 to balance the increased range.
Increased the damage of the 9A91 over long range to balance its lower magazine size.

Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
Increased the damage of the MP412 over long range to balance its low rate of fire.
Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.

Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
Slightly increased the Health of soldiers in Hardcore for better Kit Balance.

Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.


Fixed a bug where the BMD3 would take extra damage to the front armor.
Reduced the explosive damage from Attack Helicopter cannons.
Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.
buzzmong
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Post by buzzmong »

Interesting set of changes.

Not so sure on increasing zoomed in accuracy of the LMG's to counter a reduced non zoomed accuracy though as I suspect it'll mean you can still ACOG snipe with them, but the damage changes are most welcome, hopefully it means the M60 is now in the 25 region like the rest rather than 35. Tthe reduced effect of the marksman perks might stop a massive change.

40mm grenade and GC only became really deadly because of the explosive damage perk, so this'll hopefully at least mean they're still one shot kills but you actually need to hit people (like with non boosted damage).

The MP412 (Rex) will now be a death cannon. It already was rather powerful beforehand. Welcome change to the others though, although the 1911 could have been left alone methinks.

Not quite sure what they mean by decreasing range for bolt snipers and shotty slug rounds when using Magnum ammo though, for the shotguns yes, because the semi-auto ones are lethal with slugs anyway and the singles are rather bastardly as well, I've had great success sniping with them. Not too sure on the sniper change though, but I suspect it won't too much of a reduction because Magnum ammo is meant to give more range anyway.

9A91 change is good, Scar could have done with some lovin' though.

Tracer dart is good as well but repair speed is odd, might make tanks live longer against barrages of rockets, and definitely moreso with the reduced motar damage.
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Post by Dog Pants »

Meh, they seem to just be making all the weapons the same. Some changes are good though, like decreasing the GL and CG damage. Increasing the heal bonus will have no effect, I think people don't take medkit perks because they take weapon perks. Making tracers better against aircraft is good, but remains to be seen if it will be effective.
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Post by Anhamgrimmar »

tracers are hilarious against recons. go engineer, outsnipe recon, launch rpg and win.
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Post by deject »

buzzmong wrote:Interesting set of changes.

Not so sure on increasing zoomed in accuracy of the LMG's to counter a reduced non zoomed accuracy though as I suspect it'll mean you can still ACOG snipe with them, but the damage changes are most welcome, hopefully it means the M60 is now in the 25 region like the rest rather than 35. Tthe reduced effect of the marksman perks might stop a massive change.

40mm grenade and GC only became really deadly because of the explosive damage perk, so this'll hopefully at least mean they're still one shot kills but you actually need to hit people (like with non boosted damage).

The MP412 (Rex) will now be a death cannon. It already was rather powerful beforehand. Welcome change to the others though, although the 1911 could have been left alone methinks.

Not quite sure what they mean by decreasing range for bolt snipers and shotty slug rounds when using Magnum ammo though, for the shotguns yes, because the semi-auto ones are lethal with slugs anyway and the singles are rather bastardly as well, I've had great success sniping with them. Not too sure on the sniper change though, but I suspect it won't too much of a reduction because Magnum ammo is meant to give more range anyway.

9A91 change is good, Scar could have done with some lovin' though.

Tracer dart is good as well but repair speed is odd, might make tanks live longer against barrages of rockets, and definitely moreso with the reduced motar damage.
The 1911 was easily the best sidearm in terms of damage/fire rate. The only downside to it was the fairly long reload, but even compared to the Rex it wasn't bad. I'll have to try out the changes myself, but I think I might start using the M93 more, especially when I am using sniper rifles.

I am a bit worried about the shotguns though, considering how pathetic their range was to start, I hope they have made it so you can still hit things that are not directly in front of you.

Otherwise, as long as they avoid turning the changes into cosmetic ones, it looks good to me.
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Post by buzzmong »

deject wrote:
The 1911 was easily the best sidearm in terms of damage/fire rate. The only downside to it was the fairly long reload, but even compared to the Rex it wasn't bad. I'll have to try out the changes myself, but I think I might start using the M93 more, especially when I am using sniper rifles.

I am a bit worried about the shotguns though, considering how pathetic their range was to start, I hope they have made it so you can still hit things that are not directly in front of you.

Otherwise, as long as they avoid turning the changes into cosmetic ones, it looks good to me.
The 1911 only appeared really good because it was a lot better than the M92 and the MP443, I used it until I got the Rex. The 93R was just rubbish, I appreciate they culled the damage due to it's bursts but it was too far.

As for shotties Deej, it's the slugs they've changed, not buckshot. Slugs were a tad overpowered methinks, not the fault of the damage or weapon stats, more due to how the game handles first shot accuracy and drop, hence you could do no scope sniping with them really easily.

Actually re-reading that, they've changed it for only the pump actions. Bit odd as they were the hardest to use long range as unlike the semi autos, you can't do a quick follow up shot to correct your aim and score a headshot/finishing shot.
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Post by deject »

buzzmong wrote:
The 1911 only appeared really good because it was a lot better than the M92 and the MP443, I used it until I got the Rex. The 93R was just rubbish, I appreciate they culled the damage due to it's bursts but it was too far.
I didn't like the RoF on the Rex at all. Yeah it is powerful, but the second and third shots seemed a lot slower to me. The 1911 had the best balance of damage and speed for my tastes.
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