|
|
|
On November 14 2011 14:29 skyrunner wrote: So the M16A3 is better than the M416? Haven't really compared but to me they seem exactly the same, M16A3 has slightly faster rate of fire i see, but it's about the same.
Only thing that really bothers me in the game is mortars and to some extent flashlights. Can't see why they should be in the game -_-
Also what pistol is generally considered the best?
I feel like I'm posting this once every few pages, but:
https://docs.google.com/spreadsheet/lv?key=0Ag42gMGK9WrwdHRfa0JhdW9TR1E0bjBueWVSQjc0V0E&f=true&noheader=false&gid=0
is a community-tested compilation of the weapon stats. There's likely to be some errors in it (demize99 has stated the AEK is actually 900 rpm, for example), and we have no recoil information or general validation until someone like denkirkson pulls the actual numbers from the encrypted game files, but it's useful to go off.
By the numbers, almost all the assault rifles have the same damage profile. The only differences are in rpm and accuracy, so the 416's slower fire rate is fairly important. Faster rpm directly translates to a better ttk, meaning the (non-coop) ARs in order of straight killing power are AEK (at 900rpm) > F2k > M16 > M416 > AK74M > AN94.
It is interesting, though, that a lot of people seem to prefer guns like the M416, which are pretty crap by the numbers alone. That suggests to me that DICE has done quite a good job of balancing with non-damage factors, which is in itself an achievement. It's only the real power weapons (AEK, F2k, SCAR) that come out noticeably stronger.
For pistols, the G17C is generally considered the fastest, but if you don't like the in-built laser they're all pretty much the same. The one thing to note is that you should always use the suppressed version if you have it; it seems like pistol suppressors actually increase damage at range.
|
About goddamn fucking time something got done right. Now just tweak the IRNV scope so I don't feel like I'm wallhacking when I use it.
|
Anybody up for farming coop score in the mission "the eleventh hour" with this trick not entering the bank? Would like to check out more of the coop weapons and playing with randoms is a pain in the ass. Add me, I'm chocopaw ingame as well.
|
On November 14 2011 16:21 Belisarius wrote:Show nested quote +On November 14 2011 14:29 skyrunner wrote: So the M16A3 is better than the M416? Haven't really compared but to me they seem exactly the same, M16A3 has slightly faster rate of fire i see, but it's about the same.
Only thing that really bothers me in the game is mortars and to some extent flashlights. Can't see why they should be in the game -_-
Also what pistol is generally considered the best? I feel like I'm posting this once every few pages, but: https://docs.google.com/spreadsheet/lv?key=0Ag42gMGK9WrwdHRfa0JhdW9TR1E0bjBueWVSQjc0V0E&f=true&noheader=false&gid=0is a community-tested compilation of the weapon stats. There's likely to be some errors in it (demize99 has stated the AEK is actually 900 rpm, for example), and we have no recoil information or general validation until someone like denkirkson pulls the actual numbers from the encrypted game files, but it's useful to go off. By the numbers, almost all the assault rifles have the same damage profile. The only differences are in rpm and accuracy, so the 416's slower fire rate is fairly important. Faster rpm directly translates to a better ttk, meaning the (non-coop) ARs in order of straight killing power are AEK (at 900rpm) > F2k > M16 > M416 > AK74M > AN94. It is interesting, though, that a lot of people seem to prefer guns like the M416, which are pretty crap by the numbers alone. That suggests to me that DICE has done quite a good job of balancing with non-damage factors, which is in itself an achievement. It's only the real power weapons (AEK, F2k, SCAR) that come out noticeably stronger. For pistols, the G17C is generally considered the fastest, but if you don't like the in-built laser they're all pretty much the same. The one thing to note is that you should always use the suppressed version if you have it; it seems like pistol suppressors actually increase damage at range.
Tac lights on pistols are was superior, never have it on any of my main weps so its not to have there :E
|
In responses to some of the comments in previous pages, my insight.
For pistols, I personally prefer the G18 on close quarters maps like bazaar or metro, mainly for when I get clustered into a group of "revivers" in a choke-point. The full-auto capability is really good for when you are on the ground after just being revived and need to clear out a bit of space fast to stand up properly. Otherwise, G17 supressed or tac light is the way to go, depending on your personal preference (I too use tac light as I don't use it on my main gun, but that'll probably change once tac gets nerfed).
For the IRNV scope, taking it out of the game entirely is going to piss off more than a few people. What I think would be a better solution is to nerf the distance it can detect heat signatures from, depending on the power of the heat source (ie. vehicles with engines can be seen from farther away than people, and people can be detected only at a range of like 30m or something). Another idea is that it doesn't zoom at all, but rather acts like a sight that limits your area of visibility (it has to be enclosed after all because of how it works in real life, not like an open RDS).
As for engies, yeah... maybe give them like 1 or 2 AT mines max (those things are too forgiving), and nerf that SCAR. Engineers shouldn't be able to go toe-to-toe with assault classes at range... that's why they were given explosives and the ability to take out vehicles sans effort.
I also have a question: what's the best PDW? I personally like PDW-R with extended mags (because it needs it) for close quarters, but I know most people use the PP2000... is there a reason for that other than the PP being OP in the beta?
|
People are still calling for the banning of the infared?? What a bunch of babies. I don't see why it needs to be nerfed at all. It's not an auto 50-10 k:d like everyone makes it out to be. It's a fair reward for grinding away at one gun forever.
The explosion perk is kind of high with 9 rockets, but you need a lot to take down vehicles efficiently, and you don't get flak so you're more vulnerable to rockets yourself.
I started doing more supply the last few days... on certain maps, that thing is awesome if you pick a good corner and cover your ass with claymores. Sienne and Metro on rush is like a murderer's row woooooweeeee
|
Just use Spec Ops camo?
Default
![[image loading]](http://i.imgur.com/0kRFHh.jpg)
Spec Ops
![[image loading]](http://i.imgur.com/YBtaZh.jpg)
|
On November 15 2011 01:52 Hawk wrote: People are still calling for the banning of the infared?? What a bunch of babies. I don't see why it needs to be nerfed at all. It's not an auto 50-10 k:d like everyone makes it out to be. It's a fair reward for grinding away at one gun forever.
Grinding away on a gun? Only if you are a daddy gamer, shouldnt take someone more than an hour of playtime to unlock it for a gun. And are you actually serious on why people think its OP/needs to be nerfed? Its a bullshit unlock that basically gives you your own cham hack. Because of all the ridiculous clutter and debris and washed out graphics its pretty much a requirement, there is no tactical 'choice' between any of the scopes when you have the irnv. eg pushing onto market on bazaar, without the IRNV people could be hiding anywhere amongst that clutter. If you have the IRNV you can just quickly scope and have a quick scan for orange parts. Reduces the overall skill of infantry waaaaaay too much.
|
At least DICE is doing decent job with the cheaters.
“This week we’ve banned hundreds of offending accounts and have stats-wiped accounts for exploiting (such as boosting)…” DICE said on Twitter. The stat wipes are apparently connected to the EOD Bot exploit that allowed players to get thousands of XP points with no effort. “To report players cheating or boosting send us a direct message to this Twitter with a screen shot of the Battle Log Report,” the developer asks.
Source
|
My only beef with the blacked out camo is that on most maps it makes you stand out pretty obviously to those who aren't using IRNV scopes, I always pick out those black bodies running across a field before standard camo. I don't think mines should be taken down as much as Rob28 thinks since everyone should be paying more attention to the road anyways and just blow the things up and if your in a jeep stay off the regular roads as much as you can. I haven't hit a mine in a week or so and I drive a ton, just watch out and go around them or take them out while in the tank. Nerfing IRNV is a good idea though, they got it right for snipers since its so unstable and has no range but for guns like the SCAR it really is way to easy.
|
On November 15 2011 01:55 Skullflower wrote:Just use Spec Ops camo? Default ![[image loading]](http://i.imgur.com/0kRFHh.jpg) Spec Ops ![[image loading]](http://i.imgur.com/YBtaZh.jpg)
It seems pretty obvious regardless of spec ops camo
I haven't used IRNV scope though, so it might be different at range maybe
|
On November 15 2011 07:04 askTeivospy wrote:Show nested quote +On November 15 2011 01:55 Skullflower wrote:Just use Spec Ops camo? Default ![[image loading]](http://i.imgur.com/0kRFHh.jpg) Spec Ops ![[image loading]](http://i.imgur.com/YBtaZh.jpg) It seems pretty obvious regardless of spec ops camo I haven't used IRNV scope though, so it might be different at range maybe
Spec Ops doesn't do much, actually - the most important enemies to spot are the ones facing in your direction, i.e. the ones that can kill you, and that's still a piece of cake.
I found 2 ways to counter the IRNV effectively, but both are...lame. ^^ 1) Flashlight. I don't use it, but >90% of people run it, and at the 10-30m range it's impossible to hit them accurately. (Anything less and I just spray them down lol) 2) Fires/vehicles/etc... Ever seen Westworld/Predator? Yeah, the trick works in BF3 as well - just stand against a "warm" background. This will cancel out the orange triangle over your head, and make you very hard to spot for an IRNV-user.
|
I really don't know what you could do to change IRNV. Maybe make it so heat signatures take like a second or 2 to warm up on your vision or something. I think it should just be removed personally. It's basically just a hack, especially on maps like caspian where the lights / textures are so harsh.
|
You just need to make it an actual scope instead of a hacker's red-dot. If it had a long ads-time and had just enough zoom to be unwieldy in QCB, (ab)use would plummet but it would retain its niche. It's really not that hard.
Both of the most recent CoDs had them, and they weren't broken at all. They were annoying on big sniper rifles because they still felt like ezmode, but they weren't anywhere near the level of the BF3 ones. Also lol at the guy saying it's fine because it's hard to get.
|
I knifed Kennigit tonight, my BF3 life is now complete. ♥ Oh and I wanted to bring up what you guys think about no jungle maps? There were some really fun jungle maps in BC2 that I hope they add to some expansion pack later on, they kinda made the game feel dynamic since you could go on like desert style, urban, ocean type area stuff and then jungle. I'm missing some of that already.
|
Server is up lets get it kickin guys
|
imo one of the major things that need to be changed infantry wise is the scope glare for snipers. I could understand if the glare becomes apparent if a sniper sits in the same spot / stayed zoomed for a few seconds but its kind of stupid in its current incarnation and prevents me from actually using the sniper class
to put it another way, currently sniper scopes act as an "IRNV" for the other player. Makes it too obvious
|
my thoughts on BF3 after 2weeks of playing:-
I know a lot of people are saying SCAR-H rocks, but personally i cant stand using SCAR-H. The recoil(which i know can be handled with the correct setup) and the low ammo clip makes it just...not my gun i think DICE has done a great job of making guns having different feel from each other, to fit your own play style.
IR scope needs to be nerfed. its just a maphack. there's no point attempting to take cover using camo, because on IR scope, your standing out like the sun I am happy that the tact light is being nerfed. its too effective for what it does. I personally run with Suppressive Fire perk/ Tact light on my main gun. with the additional suppressive fire effect + tact light, its rare that i will lose in a close-medium range fight. its just too effective.
i also think scope glare should be nerfed. right now the scope glare for sniper rifles feel like their a tact light at far range. there's no way you wouldnt know where the sniper is just by looking for the scope glare....its too obvious. im lucky that i finished my Recon Service star.... now its time to go play on Engineer
|
Anyone wanna do co-op right now?
|
|
|
|
|
|