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Thread: Tweeks And Nerfs - Full Patch Notes

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BlameItOnGod13 Tweeks And Nerfs - Full Patch... March 6th, 2014, 05:26 AM
xGunner07x Re: Tweeks And Nerfs - Full... March 6th, 2014, 05:31 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 05:38 AM
BIG COUNTRY Re: Tweeks And Nerfs - Full... March 6th, 2014, 05:55 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 06:34 AM
BIG COUNTRY Re: Tweeks And Nerfs - Full... March 6th, 2014, 08:41 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 09:04 AM
Emperor XIX Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:00 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:03 AM
Emperor XIX Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:05 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:06 AM
Emperor XIX Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:48 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:51 AM
Emperor XIX Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:55 AM
BlameItOnGod13 Re: Tweeks And Nerfs - Full... March 6th, 2014, 11:57 AM
Wolfhunter0313 Re: Tweeks And Nerfs - Full... March 6th, 2014, 04:00 PM
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    Tweeks And Nerfs - Full Patch Notes


    here's the full patch notes from the last patch. let's examine shall we?

    GRENADE TWEAKS

    -Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
    -Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
    -Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
    -Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

    PISTOL TWEAKS
    -Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
    -Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
    -Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
    -Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
    -Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

    WEAPON TWEAKS
    -Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
    -Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
    -Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
    -Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
    -The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
    -Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
    -The SRS bolt action time has been tweaked and the rate of fire has been lowered
    -The GOL bolt action time has been tweaked
    -The muzzle velocity for the MP7 has been reduced
    -The MTAR21 muzzle velocity has been reduced
    -Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
    -Updated rate of fire for the RGP7 and NLAW

    VEHICLE TWEAKS
    -Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
    -Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
    -Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
    -Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
    -Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
    -Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
    -Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
    -Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
    -Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
    -Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
    -Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.


    so the RGO damage was upped a bit however it's range of damage was decreased to make it a more precision type of grenade instead of spam machine. i really thought they would decrease the number of V40's you could have but i like what they decided to do with while still giving it benefits. hopefully it will reduce the times i die from them on maps like Metro and Lockers. could Flashbangs be a viable option now?

    the biggest thing for me from the Pistol tweaks was the reduced fire delay on the Skill Cannon's aka MP412 and 44. i really really really miss my MP412. that thing was so amazing. hopefully it's useable now.

    not to much i'm really excited about from primary weapons except for MTAR getting a slight nerf. i don't think the MP7 deserved what it got but i guess because it has such a large clip that was the reasoning maybe? i think the some of those shotguns will be more viable now that Slugs got their accuracy back from BF3. i'll have to do some testing. looks like HBar's might be seen a little bit more now.

    i like all the vehicle stuff, hopefully the Attack Choppers won't be flying coffins now. we'll have to see. also glad they fixed the active protection LAW glitch. i was sick of getting killed by lone law engi's that were level 50 or higher. as far as the Staff Shell nerf i have already made changes to my MBT setup so that doesn't really bother me.

    all in all its good to finally see them do some REAL balancing because the game sorely needed it.
    Last edited by BlameItOnGod13; March 6th, 2014 at 05:29 AM.

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    Re: Tweeks And Nerfs - Full Patch Notes


    Increased the damage of all DMRs... Great...

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    Re: Tweeks And Nerfs - Full Patch Notes


    yeah they did that a couple weeks ago. honestly, not a big deal. most of them only went to 43 instead of 50 from BF3. some are still at 37. my buddy was bitching yesterday i said "dude they didn't even get the BF3 damage model and you didn't bitch then did you?" "..no." "ya so shut the fuck up at least they are trying to balance the game." haha

    i haven't noticed a overuse or abuse of them thus far. i don't think most people even noticed yet lol.

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    Re: Tweeks And Nerfs - Full Patch Notes


    Ya I was checking out levelcaps vid on this and I like some of the nerfs like the mtar but others I do not . Ill see first hand Friday when I can play again .

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    Re: Tweeks And Nerfs - Full Patch Notes


    which ones would don't you like Country?

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    Re: Tweeks And Nerfs - Full Patch Notes


    I dont like how they nerfed the bolt action time for the sniper rifles its hard enough and long enough to clear the chamber re-chamber a round and get back on target if you ask me .

    I haven't unlocked the ones mentioned but I still think its kinda b.s.

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    Re: Tweeks And Nerfs - Full Patch Notes


    once you unlock straight pull bolt you don't need to unzoom between shots. if anything, it discourages those worthless recon's sitting in the base doing nothing useful.

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    Re: Tweeks And Nerfs - Full Patch Notes


    Really not a fan of what they did to the V40s. I now see zero reason to use them over the RGOs, which I hate in principle.
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    Re: Tweeks And Nerfs - Full Patch Notes


    i feel you player. i'm gonna stick with V40's for now because they still do decent damage but mostly because i get one more and the go MUCH farther. i've gotten guys on roofs from the ground granted with the damage reduction that will be tougher now. we'll see what happens i suppose. they needed to do something though man Metro and Lockers was V40 spam fest. i still think they have a small upside. small but nevertheless upside.

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    Re: Tweeks And Nerfs - Full Patch Notes


    I think an interesting option to explore would be not allowing certain weapons on certain maps, with reasoning similar to why certain vehicles aren't always available. Or per-map nerfing. Drop down the number of explosives/explosive damage in Operation Locker/Metro while keeping it the same on other maps.
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