Euro Force delay confirmed

Because 1.2 patch is also late.

EA's confirmed speculation that the forthcoming Euro Force "Booster Pack" for Battlefield 2 has been delayed.

The pack has been set back because the 1.2 patch for Battlefield 2 has been set back, according to an EA community update, and the new patch is a prerequisite for Euro Force.

"We really felt that it was important to delay the patch and take care of some of the issues that have had the community concerned," says Euro Force producer AJ Marini.

"Look for Euro Force to be released in the latter half of February now."

Developer DICE is also holding off on a feature allowing you to pick up deployed mines with the G key. "In the end, we felt it just wasn't complete enough for public consumption," says Marini.

Marini also listed a few features which will be sorted out in the update. Those were:

  • Being able to pass through walls using a spinning tank turret has been fixed. It has also been addressed on all rotating vehicle positions just to be safe.
  • The disappearance of tank projectiles and grenade launcher projectiles during online play has been improved and should occur less frequently.
  • The distance for throwing hand grenades, ammo packs, and health packs has been increased.
  • And the Red/Blue nametag bug has been addressed.

The 1.2 patch will be out "very soon".

Comments (23) Latest comment 6 years ago

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  • Dynamize #1 6 years ago

    Wonder if they'll fit anything in to stop all the zany bunny-hopping. Oh, and the crazy evolution of the hopping, the hop-proning. Most odd.
  • Derblington #2 6 years ago

    "hop-proning" = dolphin diving.

    Both are gone.
  • asphaltcowboy #3 6 years ago

    Luckily tthey're removing shooting while jumping too - goddamn that's annoying!
  • PearOfAnguish #4 6 years ago

    Just hope they didn't listen to those idiots moaning about the nade launchers. I swear, next time I hear someone moaning about 'noob tubes' I'm going to hunt them down and punch them in the throat.
  • asphaltcowboy #5 6 years ago

    They're a little annoying too...

    Sort of...

    ...

    /reconsiders
  • jumpdeveraux #6 6 years ago

    so BF2 is nearly out of beta then ;-)
  • TheEnd #7 6 years ago

    "Just hope they didn't listen to those idiots moaning about the nade launchers. I swear, next time I hear someone moaning about 'noob tubes' I'm going to hunt them down and punch them in the throat."


    Are you trying to say nade launchers are fine at the moment?

    In real life, leaping into the air whilst firing a grenade into the ground a couple metres in front of you (if real life rifle grenades didn't have a minimum arm distance, another omission corrected by the patch...) would not magically shield you from the grenade's blast/shrapnel.

    Grenade launchers at the moment are implemented badly, giving rise to tactics that look utterly ridiculous in a game that, whilst not claiming to be totally realistic, puts on the trappings of realism.

    In a game where you're just an ordinary soldier, close range explosions should kill you, jumping or not.
  • Vibrating Donkey #8 6 years ago

    The grenadelauncher has been "fixed". The grenades now bounce... Don't know how the hell that'll work out.

    Bunnyhopping will still be there though, only you can't jump and shoot. They should make it like in CoD. Once I had a squadleader. Once I followed him. It went something like this.

    -----^----^---^-^--^---^------X_X
    VibratingDonkey[Teamkills]BunnyhoppingAssmonkey
  • PearOfAnguish #9 6 years ago

    So what? BF2 isn't about realism, it's an arcade shooter. All I heard from day one was whining about how a gun didn't do this in real life. The nades need a direct hit, or as good as, to kill outright on a target with full health. If morons want to hurt themselves by launching them at close distance, let them. It only takes points away from their team.
    I know what'll happen, they'll change these things and it'll either break something else or just cause even more fucking moaning. How about fixing a real problem, like the fact that the goddamn air-to-air missiles are nigh-on useless. I've seen them swerve round an enemy helicopter and hit a friendly aircraft.

    Fucking armchair infantry.
  • Furbs #10 6 years ago

    Pear, they are fixing the AA.

    BF2 is not an out an out arcade shooter - as TheEnd says, its a game with realistic overtones. If it was, everyone would be playing it like Quake with rocket launchers and it wouldnt be half the game it was. The GL is a cheap kill atm, people are exploiting a consequence of its poor programming that is being corrected thankfully.

    If you want bunnyhopping, insta-gib, and a less thoughtful approach to gaming, go play Quake, CS or Unreal Tournament.
  • PearOfAnguish #11 6 years ago

    Remember the GL in early versions of DC? Now that was silly. This is a very minor problem that just seems to bother people who actually care how a gun works in real life.
    And I never said I wanted a less thoughtful approach, nor did I comment on the bunny hopping. You know how to fix that? Shotgun blast to the face.
  • Furbs #12 6 years ago

    I dont care how a gun works in real life, I just find it annoying that people are using it in close quarters combat when thats simply not what its there for. Its like giving a SAW sniper-like accuracy.
  • PearOfAnguish #13 6 years ago

    Well, now that you mention it...the accuracy on the machine guns is ridiculous. They could at least make it a little better. Can't hit a thing beyond close range.
    It's meant to be used for suppression and covering fire, but that just doesn't work when the worst that happens is you respawn. Be nice if they could implement some kind of disorientation effect when a machine gun is being fired at you, that way the support gunners would have a use beyond handing out ammo.
    Edited by PearOfAnguish at 01/02/06 @ 12:38
  • T4RG4 #14 6 years ago

    "Look for Euro Force to be released in the latter half of February now, around about the same time as your next game finishes loading," says Euro Force producer AJ Marini.

    Stolen from Paul ;)
  • TheEnd #15 6 years ago

    Well, one of the earlier listed fixes is that LMGs and Sniper rifles are being tuned for accuracy (If you follow the complete changelog so far, most of the big problems are being addressed... the ones mentioned here are only the tip of the iceberg) so MGs will actually be a danger to enemy infantry.

    The fact of the matter remains that arcade or realistic, the GLs are horrendously broken due to the fact that they don't kill the firer if they jump as they shoot. It makes it a ridiculously deadly cqc weapon, when it really should never be used like that.
  • gallow #16 6 years ago

    The grenade launcher rounds need a bigger blast radius. The AA missiles are not really much of an upgrade from BFNam.

    The MP5 and its counterpart should be more accurate.
    Edited by gallow at 01/02/06 @ 13:12
  • glaeken #17 6 years ago

    The grenade launcher issue is an interesting one. If they up the power it will basically create another issue with it being used all the time by players camping on roofs and such like. The mention of DC earlier in this thread is a good example of how bad things can be if the launcher is too powerful. I forget the release of DC where that was an issue but it was terrible for game play as virtually no other weapons actually got used.

    Of course making the launcher too weak results it in being used as a close range one shot kill weapon because the splash damage is so low it does not injure the shooter.

    I really don't know what the solution is to this one as having seen the launcher both too weak and too strong both screw up game play. I guess if I had to pick though a weak launcher effects game play less than one that is too strong.
  • PearOfAnguish #18 6 years ago

    I wonder if they'll get round to patching the unlimited artillery and supply crate hacks... :)
  • Derblington #19 6 years ago

    The GL has an arming range, and it bounces, so you can't just fire at your feet.
    Edited by Derblington at 01/02/06 @ 16:45
  • Whizzo #20 6 years ago

    Anyway I'm sure it's all Derb's fault it's been delayed; either he's incompetent or he's finding too many problems. ;-)

    The SAW should be a lot more accurate than it is, in the game it's completely awful at the moment. Fun gun to fire though, if you're ever in Vegas get along to the LV Gun Store and try one. :-D
  • Cheezit #21 6 years ago

    Personally I think the SAW and the other LMGs are fine; if you make them more accurate, everyone will use them, (especially in SF where they get a nifty teargas launcher as well) because the mag size helps out the less...thoughtful...player. This is what happened in BF:Vietnam, everyone was running around with an LMG and a LAW, it was ridiculous. I don't think any of the weapons are THAT badly unbalanced tbh; with a couple of exceptions; the positively useless AA (against jets, its managable against helis) that seems hell bent on avoiding the enemy and locking on your own team (they promised that would be fixed in the last patch), and the overpowered J-10, which is the most uber-plane in the game by a country mile.

    Obviously an end bunny-hopping/dolphin diving can only be a good thing, but I'm sure there will be unintended consequences; there always are.
  • Whizzo #22 6 years ago

    BFV had an M60 and a LAW which was a bizarre combo, you can't fire an M60 without bracing it and get any sort of accuracy the same doesn't apply to the SAW.
    Edited by Whizzo at 02/02/06 @ 11:16
  • Stickman #23 6 years ago

    I'm personally of the opinion that the LMG's should be made much more accurate, but you can only fire them when stationary, and they only perform at top potentioal when prone.

    I like playing support, but at the moment you can't hit the same bloody house an enemy's in, never mind the actual person!