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BF3 : patch disponibile il 27 marzo

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Avatar di Fr3nch11

a cura di Fr3nch11

Pubblicato il 23/03/2012 alle 00:00

La tanto attesa patch per Battlefield 3 per PlayStation 3 è stata annunciata per il prossimo 27 marzo. Non si sa ancora nulla, invece per l’update per console Xbox 360 e PC.Ecco, di seguito, il changelog ufficiale:GENERAL GAMEPLAY FIXES-Players should no longer take fall damage from short falls.-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.-Fixed some situations that would unintentionally make a player unrevivable.-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.-Spawn protection will no longer be canceled by the player looking around.-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.-Increased the inaccuracy and recoil added when a player is fully suppressed.-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.-Attempting to Crouch (like Prone) will now properly interrupt Sprint.-Increased the effectiveness of Suppression Resist Specialization.-Parachutes now respond to turn and throttle inputs more quickly.-Switching from primary weapons to sidearms and back now takes less time.-Increased the effectiveness of explosive resistance.-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.-Fixed several issues with vaulting objects, especially for thin railings.-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.-CRAM weapons on Carriers now count towards stationary weapon awards.VEHICLE FIXES-The A10 properly gives Jet score again.-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.-Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.-Slightly reduced the repair speed of the repair tool.-Increased the damage done by TOW weapons to armored vehicles.-Increased the rate of fire and minimum damage of the Coax HMG.-Increased the damage mounted gunner .50cal HMGs do at long range.-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.-Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.-Slightly reduced the locking time of all weapons vs Laser Designated targets.-Laser Guided missiles can now be distracted by Flares.-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.-Flares now more reliably distract missiles, especially for Helicopters.-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.-AA Missiles should no longer kill the pilot instead of the vehicle.-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.-Reduced the damage AA missiles do to jets to 45%.-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.-The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets.-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.-Increased RPG and SMAW damage against aircraft.-Guided Rockets will now only track ground targets, as originally intended.-Reduced the direct damage done by Attack Helicopter gunners vs Armor.-Helicopter guns should now suppress correctly.-Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided.-Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters.-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.-The Mi28 has received upgrades to its climbing and yawing abilities.-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.-Improved the accuracy of the Mi28 gun to match the AH1 gun.-Increased the direct hit damage of the APFSDS rounds for the IFVs.-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.-Miniguns and Helicopter Gunners now more quickly destroy parked cars.-Increased the power of explosions from cars and other explosive static objects.-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.-Adjusted the F35′s Center of Mass and Hover Engine for more stable, level flight in all flight modes.-Updated the F35 weapon systems to be consistent with the other Jets.-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.-Jet and Helicopter collisions should now properly result in the death of both vehicles.-You can now spot with the EOD bot.-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.-Reduced the damage AA guns (both mobile and stationary) do to infantry.-The carrier based CRAM stations are now properly tracked as stationary weapons.-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.-The A10′s extinguisher should now function properly.-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.-The T90′s crosshair now more accurately represents the trajectory of the main gun.-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, tra

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