EA DICE have recently posted a list of all the fixes and tweaks they are currently working on for Battlefield 3. Keen to emphasize that the list is not exhaustive, DICE rep “zh1nt0″ did say that it doesn’t include everything in the works and that it may change over time.
I would hate to see the full list because the number of fixes, tweaks and other changes they have detailed anyway is massive. I suggest you head over to the official Battlefield blog to check it out in full, but a preview of what you can expect is pasted below.
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.
Weapon Changes
- Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.
- Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
- Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
- Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
- The M26 MASS frag and slug rounds are now the more effective pump action versions.
- The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
- Fixed the bolt action timer on the L96 that would cause an animation glitch.
- 9x39mm rounds no longer benefit from the Sniper headshot bonus.
- Increased the damage of the 9x39mm rounds at long range.
- Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
- Increased the damage of the .357 and .44 magnum rounds at max range.
- All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
- Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semiautomatic weapons have had their rates of fire adjusted to fit this change.
- Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
- Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.
- The spread for Flechette rounds has been reduced slightly on all shotguns.
- The spread for Buckshot has been reduced on the M1014, DAO12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
- Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.
- Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.
- Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.
- Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.
- Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.
- Fixed 12g FRAG rounds not breaking glass at long range.
- Players can now earn the shotgun Ribbon using the M26 MASS.
- The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.
- Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.
- Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.
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