Hefty Battlefield 3 PC patch due tomorrow
2GB download is compulsory.
A mandatory 2GB Battlefield 3 PC update goes live tomorrow, developer DICE has announced.
The file size is apparently due to the patch containing the majority of the Back to Karkand map pack which follows later in the week.
"This is not ideal, so we aim to make potential DLC content in the future as optional downloads," explained DICE.
The update includes a number of improvements and tweaks, including a fix for Tactical Light blinding the player over long distances.
Here's the full changelog, as spotted on Battlelog:
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."
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Comments (34) Latest comment 5 months ago
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Trying to make this a good game EA? Good luck with that.
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If it's a 2gb patch on the console then it's the biggest fucking joke I've heard all year.
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Would you rather you dont get the patch? If it is that then that is what it is. Look at TF2 that gets updates all the time and almost every week its 500mb+, on the PC that is.
So console gamers you have a choice either join the PC with using the internet or dont and be stuck without updates/patches.
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Maybe just nerf the tree?
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BF3 is a lot of fun but some of the balance issues needed to be addressed. Hopefully with a few more incremental patches the game can realise its full potential.
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Didn't the last patch decrease the Stinger damage? Can't they make their minds up!
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"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."
On topic, I will miss the mine spamming. It's for the best, but I got some nice free kills that way
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I don't want a return to the air-raping of BF2, but tweaking was needed.
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* Have reduced the effectiveness of [your favourite gun]
* Hmm, have they changed the hit reg? I can't hit a bloody thing. Maybe it's just me... no I'm sure they've changed something
* Have made all enemy players invisible. Also, they are standing no more than 6 feet behind you at all times
* Enemy aircraft will somehow already be flying over your spawn and strafing the runway as you take off at the beginnig of each map
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I hope the 2GB patch includes Karkand which would account for its huge size if not thats pretty bad to have a patch of that size. Its good that DICE/EA is at least supporting the game post-release but its very bad that the game was released with so many problems in the first place. It would be interesting to find out what DICE's QA proceedures are that allowed the game to be released in the state it was in to require large multiple patches. Perhaps one of the reasons was the dev cycle was rushed to compete with MW3.
We the players need to hold game devs feet to the fire when it comes to making games. There is no excuse to release a game with so many issues. Yes its normal to have patches post-release but to have so many and so large no - its inexcusable.
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I'm just happy Dice and EA are continuing to support the game post launch when top be honest they could just say sod it as they already have our money in the bank.
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But it does claim to be doing it using double my actual bandwidth so probably some miscalculation
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Yeah it does say that in the article though.
Hoping it'll be as good as Vietnam.
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It's not QA procedures that allowed the game to be released in the state it was. It was about meeting the deadline and start makin' dem moniez. Gamers will wait for the patches as they always do.
Sad but true I guess.
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I know that QA doesn't determine the release date - its management's failure in project planning for sufficient testing/polishing/bug fixes within the schedule.
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Happily downloading at my theoretical max. The Origin servers seem to be just as fast as the Microsoft's. I've already done 25% of the 3.9GB since I started writing this message
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Complete waste of bandwidth to people without it.
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