DICE wants your feedback on Battlefield 3 accessories
Suggests nerfs and buffs for potential update.
DICE wants your feedback as it works out how to tweak Battlefield 3's accessories.
Core gameplay designer Alan Kertz started a thread on Reddit titled "Discussion of BF3 Weapon Accessories, and their Futures!" in which he said said he was working on changes to the shooter's accessories because "I feel the player is limited in choice due to a few accessories being the clear winners in almost all categories".
He admitted those accessories that are over-used will be nerfed, but insisted the focus of his effort was to improve under-performing and under-used attachments.
"Additionally it is the intention for an unmodified weapon to offer the best balance of Recoil, Accuracy, and Stealth," he said.
Kertz was unable to promise there will be an update to the game to tweak accessories - right now he's just after feedback and a discussion.
But he did propose a number of changes himself. Kertz suggested a nerf to the Foregrip ("currently it has no downside") and Suppressor ("not an overpowered, just over used/general purpose, accessory"), and a buff to the Bipod ("doesn't offer enough benefits on Carbines and Assault Rifles to be worth using"), Heavy Barrel ("aimed accuracy increase is useless") and Flash Suppressor (underwhelming generally).
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Comments (47) Latest comment 5 months ago
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So nothing wrong with it, just people enjoy using it: may as well fuck with it then right!!!
Logical.
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There's no real issue with foregrips because they're easily accessible. The above air perks comment is true though - they encourage people who jumped into aircraft early on to carry on hogging them as later adopters have no chance in competition, and infantry weapons are now useless against them.
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Also please remove whatever bullshit collision damage variable which turns the UAV into a flying biscuit tin of death, so many times I've played when attackers are losing so they all camp in their spawn where defenders can't go. Then fly that fucking metal bastard all over the place killing people, if it's meant to be able to kill people at least give it a light machine gun like BF:BC2 so it has to stay still for accurate shooting.
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Absolutely right! The chopper whores are back and back with a vengeance, Dice/EA in catering to the flyboy whiners in the last patch have completely unbalanced the game. (again!)
Everyone is using a Famas, choppers are invincible and mines now disappear on death of the engineer, chuck in the IRNV scope which is now like looking at green fog, stingers so underpowered they are now completely pointless and the T-90 with it's nuclear shells and you have one hell of a mess.
Great game but as usual with Dice they seem to have absolutely no idea how to make it all work properly!
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I'm surprised the suppressor is under used. I use it on most of my weapons. Why would you not want to remain hidden off the radar when you fire?.. it's great.
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I'm not sure why there can't be attachments that aren't allowed to have a solely beneficial effect, like the foregrip, that you gain from putting the time in to unlock them.
The Suppressors already have a reduced damage over range, so it isn't like they have no downside (albeit a very minor one).
Maybe they could look at changing which of the three attachments slots are used by which accessories, although presumably what you can and can't have equipped on any given gun at the same time is based in some sort of reality.
The FAMAS is a great gun, perhaps overpowered, but the reload cycle takes longer than every other Assault gun, so it does have some downside. It does appear at odds with the rest of the 5.56mm guns though, as it seems to pack the same sort of punch as the 7.62 SCAR and the G3.
Some of these issues were dealt with better in BC2 by, for example, initially not alowing scopes on the M14 (they were patched in later)... perhaps it isn't necessary to offer all weapons the same attachments - I know some of the ARs don't support underslung rails, perhaps it is time to take the foregrip away from the SCAR, M249 and FAMAS. I just don't know how you'd justify this in the 'realism' sense.
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Also, more Javelin ammo please.
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Personally I think there should be more options of class things. Support get to choose between C4/Claymore/Mortar and Assault get a choice of defib/grenade launcher. Engineer gets mine/bot. Not really much choice there!
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Ugh it drives me crazy.
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Huh? 8 people shooting non-stop stinger missiles at a chopper and you couldn't bring it down? How does that work?
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To be fair he's just thrown some ideas out there. If no-one agrees, hopefully they won't fiddle with them.
There's no real issue with foregrips because they're easily accessible. The above air perks comment is true though - they encourage people who jumped into aircraft early on to carry on hogging them as later adopters have no chance in competition, and infantry weapons are now useless against them.</quote>
Soldan and stinger take a.chopper down in one missile. Jets though, no chance!
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Huh? 8 people shooting non-stop stinger missiles at a chopper and you couldn't bring it down? How does that work?
You tell me. I'd say it was someone cheating if it hadn't happened several times before.
Not only did the thing take multiple rockets, it was also almost impossible to lock-on to it unless you were standing about twenty in-game feet away. By which time you were toast.
It's broken</quote>
That'll be someone in the.back.constantly i'm repair.. Repair is much faster than damage. U can keep a vehicle going the while game if someone is constantly on repair.
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The mediocre +ve effect of a reduced muzzle flash is hardly a comparative benefit. I think it's the most useless weapon attachment of all the available ones. Not to mention the most stupid.
I love BF3, but this is clearly pure dumb dumb!
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Edit:
Ah people have already suggested this.
The other key thing to it is that the Recon should put the SOFLAM down, and run off to a safe area (preferably near a Support) and then continue targeting, so his physical person is not under threat.
Alternatively 2 - 3 Engineers with Stingers and voice-chat do the trick. You have to co-ordinate the Stinger missile attack so that you time the missiles during the cool-down of the IR flares for the pilot and gunner. Eng. A fires, pilot flares. Eng. B fires, gunner flares. Eng C. fires, no more flares :-D
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This is the whole point of Battlefield and how the game is supposed to work.
edit: Just saw your post - if it's an attack helicopter that can't be repaired mid-flight then I find it hard to believe a team of 8 engies with stingers couldn't bring it down. Flares and an extinguisher can only get you so far. Perhaps the pilot was using a cheat of some kind, that's the only explanation I can think of.
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edit: I only started using the Javelin properly this weekend, and it worked so well I felt sorry for the chopper pilots. See here: http://battlelog.battlefield.com/bf3/battlereport/show/14257399/1/238563639/ I'm skillian, 19 kills with the Javelin that game, and God knows how many vehicles destroyed.
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Tanks can be disabled with two, sometimes one RPG/tank round, choppers/jets should be the same.
And they need to sort out the inability to "quit" on the round end screen, it is beyond me why they choose to make it so.....
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Press ESC on the round end screen, you can quit fine.
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If I am going a very enclosed map like Metro, I'll want flashlight, to blind them, or laser sight for hipfire accuracy.
If I am on a open map, I will usually pick heavy barrel for a bit of long distance shooting.
For a mid range map where I am playing a full on medic and do not want to draw attention to myself, I'll probably pick silencer. Hopefully they will not nerf this too much, maybe reduce the recoil reduction. But really, as soon as you have been spotted, you are put on the enemies map anyway and the attachment becomes much less useful.
I don't see a huge problem with grip, as almost everyone is going to use it, and therefore it doesn't matter. I would prefer that they made the alternatives a better option instead of nerfing grip. As they said, bipod really does blow on assault rifles. I don't want to sit still for long, that's a great way to get a hole in the head.
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I think bullet damage in general may need looked at - the amount of times i have shot someone with like half a clip and they run away is pretty irratating.
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The problem with this on a console, is it takes two peope out of the game, two more if others are trying, that's practically half your team.
It's broken and needs fixing badly!
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You need to play the game and work out what works best for you and what is the most appropriate weapon / kit selection to use in a particular part of a Rush game for example.
If you they muck around / nerf stuff you have to adapt. Forget about the mines and thermal scopes and use C4 / claymores instead.
Having said that there should doing something about the mortar which is becoming very tiresome and usually a sign the atacking side are getting desperate. The Mav shouldn't be able to take out a vehicle either, it is supposed to be a spotting device not a demolition ball against vehicles.
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In fact, I am seeing less and less of it used here on servers nearby to me (California).
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@Arsecake_Baker True, on console with only a 12 man team, with 2 in jets and 2 in the helicopter, that leaves only 8 ground troupes, If two are focused on ground to air defence that leaves the rest of the team extremely short of man power.
The balance is wrong for console.
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The maps that comes with the Bf3 game are not that great. And the weapons are very boring. i really want that Bf2 feeling back. I was allways running as a support with Mg's or a medic.
Assault ''medic'' is fine but as a Support with a mg is crap. (Imo) Not going to do deeper in this subject. I guess you DICE ppl ''Vet vad jag menar'' and what to do.
Or do you?
We dont need 10k different scopes or special bullets.
We just need good balance between few weapons.
If i wanna drive a tank and be able to blow some got damn smoke on my enemys. I don't want to lvl up to get that. You do that in real life?
-No man! i can't turn this car to the right yet!
-What?! why?
-I unlock that when i get promoted to lvl 23
I mean it. Stop the CoD thing.
a lvl 1 guy who just changed name and restared or something. He should have the same chance to kill the guy who is lvl 40. This is not WoW!
Bring back that Bf2 feeling. Don't go CoD all in on it.
Och sparka han som gjorde dom nya kartorna och återanställ snubben som gjorde Strike at karkan, Masthur City!
This is my 2 cent. Peace!
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Here are the problems as I see them:
1) Too many attachments on too many weapons. Inevitably, something was going to end up broken.
2) Reactionary over-nerfing when they deem something a problem. IRNV, SCAR, Stingers, all nerfed into oblivion when they really weren't that much of a problem.
3) Huge patch/DLC that includes new weapons. Back to Karkand was a huge mistake IMO, new(old) maps is a good thing, new weapons are not.
4) Really weird design decisions over what weapons/kit gets unlocked in what order. I hate to bring up MW3 (because God knows IW really shouldn't be hailed as balance gurus) but the philosophy of later unlocked weapons not being better just different has really worked. In BF3, the unlock structure seems to intentionally start off with crap guns so higher ranked players have an advantage (this is certainly the case with vehicle unlocks as well). I can only imagine the number of players that have bought BF3 and traded it immediately because they got murdered by sqauds of high rankers with top tier guns and fully juiced vehicles that simply can't be killed.
Also, players shouldn't have to find YouTube vids just to work out how to use kit like the SOFLAM properly. And, why is a piece of kit that is so team oriented unlocked so late in the progression? Shouldn't the team helping kit be unlocked early and the more selfish stuff be given to the more experienced players who are better able to make use of it as lone wolves?
Why aren't the US/Russian starting guns available to both sides, so if you prefer one over the other you can work on advancing that one instead of having to split early unlock progression over them both?
Vehicles - how are you supposed to learn to use them? Without the perks, they're super easy to kill, with the perks they are invincible. Shouldn't all vehicles have a baseline difficulty to kill (regardless of pilot), with the perks just adding things like better awareness of enemy location, alternate weapons etc? Or how about perks that make vehicles more deadly also make them more vulnerable, so you have a choice - hard to kill or kills you hard.
I know, TL;DR...
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Dice also need to separate Conquest Assault instantly and leave Conquest mode alone.
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It's also no fun having to unlock everything one more time for that particular weapon if I want to try a new weapon.
Oh, and bring back the old bf theme song. This should be bf not mwf!
Thanks
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Maybe DICE should pay more attention to cheaters!! They should be PREVIOUSLY detect before joining a server and not after, when they already ruined several rounds of good game!