Blu-ray Forum → Gaming → PlayStation 3 → PS3 Games
Gestartet: 04 Feb 2009 10:30 - 2716 Antworten
Komplett neue Skins für Waffen und Zielrohre für verbesserte
Visualität
Das Reddot-Zielrohr hat keine FOV-Einbußen mehr im Vergleich zu
Kimme und Korn
Pistolen besitzen nun während dem Zielen über Kimme und Korn das
selbe FOV wie andere Waffen
Unzählige Verbesserungen an den Waffen für bessere
Spielbalance
Bessere Zielgenauigkeit bei stationären Waffen und beim ersten
Schuss
Unsicherere Zielgenauigkeit beim Zielen während des Laufens,
speziell bei Snipern
Einige Waffenspezifische Verbesserungen, um sie an andere Waffen
der selben Klasse anzugleichen
Schaden des XM8 und der F2000 beim Nahkampf verringert
Schaden des AN94 bei weiterer Entfernung verringert
Erhöhte Genauigkeit bei Feuerstößen des M16
Schaden des Type88 LMGs verringert
Erhöhter Schaden des MG3
Erhöhter Schaden des M249
Rückstoß des M249 mit Reddot-Zielrohren angepasst
Schaden bei SMGs und Karabinern bei extremer Entfernung
verringert
Zielgenauigkeit während des Laufens bei der SCAR-L, AKS-74u und
des XM8c verringert
Schaden von Shotguns, besonders von Pump- und "Slug"-Shotguns
erhöht
Semiauto und Auto-Sniper und "Slug"-Shotguns können bei extremer
Entfernung nicht mehr auf den ersten Schuss einen Kopfschuss
treffen
Stech-Animation des Messers überarbeitet und die Zuverlässigkeit
von Messerattacken verbessert
Zu lange Verzögerung bei Messerangriffen verringert
Animationsgeschwindigkeit während des Wechselns zum Granatwerfer
bei Sturmwaffen repariert
Bluteffekte bei Sniperschüssen auf großer Reichweite
verringert
Die Minimap verschwindet nun nicht mehr, wenn man während des
Zielens mit dem Sniperrifle die Waffe wechselt
Überblenden zu Schwarz beim Zielen mit dem Sniperrifle
entfernt
Grafiken für Sniperrifles und RPGs beim Zoomen
angepasst
Repetiergewehre bei Snipern wechseln ins nächste Magazin, wenn
der Abzug während des Zielens zweimal gedrückt wird
Nahkampfschaden bei Repetiergewehren bei den Snipern angepasst.
1 Schuss tötet jetzt einen ungepanzerten Soldaten auf 5
Meter.
Schaden des VSS erhöht, aber Zielgenauigkeit während des Gehens
verringert
Kapazität der Granatenweste auf 2 Handgranaten und 4 40 mm
Granaten verringert
Tweaked the airstrike missile called in by the UAV so it gives a
longer warning to victim vehicles.
Exiting the UAV now also exits the UAV ground station.
The UAV station no longer self destructs when the attacker's
base changes.
The UAV station can no longer be destroyed by friendly fire if
friendly fire is off.
Lowered the direct and splash damage of UAV's
airstrike.
Lowered the damage of the UAV's alternate fire LMG.
UAV station screen shows offline when the UAV is waiting to
respawn.
Many additional UAV bug fixes.
Lowered the splash damage of tank rounds. 1 shot kill radius is
smaller now.
Raised the damage of the gunner's 50caliber machine gun and
added a visual effect when it overheats.
Tweaked the damage tanks take to be more consistent. Tank front
armor especially is more consistent.
It takes 2 to 5 RPGs to kill a tank with no specializations.
(was 3 to 8)
Tanks should no longer get stuck on destroyed terrain or
inclines.
Increased the precision of tank turrets.
All armored vehicles have new engine sounds.
Added environment specific camouflage to all vehicles.
New vehicle control layout: R2 and L2 for accel and brake, fire
on L1 and altfire on R1.
Or lefty vehicle control layout: fire on R1 and altfire on
L1.
BFBC1 style vehicle controls are still available as an
alternate.
Jeeps now burn when hit by tank shells instead of instantly
detonating. This effect is the same as with RPGs.
Raised the damage of the jeep HMGs and added a visual effect
when it overheats.
Shielded heavy machine guns now have a bullet proof glass front.
Flank these guns or blow them up.
Raised the damage of the stationary HMGs and added a visual
effect when it overheats.
Fixed the name of the UH-60 and corrected the caliber
description of the miniguns.
Raised the launch speed of the RPG7's missile for better long
distance shots and less drop.
Raised the splash damage of all infantry launched Rockets and
40mm grenades.
Improved the visual feedback for locking onto tracer darted
vehicles, this is be much clearer now.
Note that TOW/Kornet and M136 missiles are wire guided and
cannot lock on to tracer darts.
Fixed wire guided missiles sometimes going erratic (even though
this was realistic yet unintentional).
Improved the trail and blinking effect of Tracer Darts so they
are more visible.
Vehicle Smoke Launchers and 40mm smoke remove tracer darts and
spots on friendlies in the effect.
Targets which have been unspotted by smoke are immune to
spotting for a few seconds.
Added a short cooldown to the Repair Tool after repairing 50% of
a tank's health.
Lowered the repair speed of the Repair Tool but raised its
range.
The Repair Tool can only repair or damage vehicles and
stationary weapons.
The Mortar Strike is now called in via a pair of
binoculars.
Lowered the number of shells in the Mortar Strike barrage, but
raised the damage of each shell.
Raised the effectiveness of the Mortar Strike against armored
vehicles.
Fixed a bug where the Mortar Strike would fail to begin to
reload.
Switching kits no longer instantly reloads the Mortar
Strike.
Fixed a bug where the Defibrillator would not reload unless held
in the player's hands.
The Defibrillator icon on downed squad members now appears in
green.
Soldiers who suicide from the menu cannot be revived.
Lowered the amount of Motion Sensors carried to 2 and limited
each soldier to 1 deployed sensor at a time.
Deploying a new Motion Sensor before the previous sensor expires
will replace the previous sensor.
Motion Sensors no longer detect players and vehicles sitting
perfectly still.
Motion Sensors now beep when deployed and detecting a
target.
The Vehicle Motion sensor now beeps for all occupants of the
vehicle when it detects a target.
Vehicle Motion Sensors on the UAV and other Airborne vehicles
now detect targets at all altitudes.
Fixed an exploit where players could deploy unlimited Ammo
Boxes, Medkits, C4 and Mines.
Fixed a bug where players could detonate Detpacks placed the
previous life upon respawning.
Detpacks can still be detonated if player's kit is picked up
with in 15 seconds of his death.
Lowered the damage Detpacks do to crates.
Fixed AntiTank Mines not detonating when driven over at medium
speeds.
AntiTank Mines should now properly persist after the player has
died.
The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion
Sensor are now unlocks for each class.
Players new to Battlefield will be introduced to these teamplay
items when they are unlocked.
Battlefield Veterans will automatically have these teamplay
items unlocked from the start.
Lowered the duration of spotted targets. Aiming at a close
target will refresh the spot timer automatically.
Lowered the effectiveness of the Sniper's Spotting Scope,
targets must be tracked longer before spotting.
Fixed so the player can properly spot from the UAV.
Added an overheat to spotting to prevent spot and order
spamming.
Spotting now requires the player be aiming significantly closer
to the target.
Added Destruction 2.0 to the Guard Towers around the first
Defender Base on Arica Harbor (and all other maps).
Fixed buildings collapsing without any warning sound or
effects.
Moved M-COM station A into a Garage at the second Defender Base
on Arica Harbor.
Fixed collision issues on the Patio in the upper level of the
Town.
Fixed sometimes spawning underneath the Patio in the
Town.
Fixed the collision problems with the Train Car containing M-COM
stations on Arica Harbor's 3rd and 4th base.
Train Cars now have more specific destruction zones to encourage
mouse hole tactics.
The Attacker's first base is now a protected spawn zone that
defenders cannot enter.
Added additional alternate spawn points to all bases for both
Attackers and Defenders to counter spawn camping.
Added a system that disables individual spawn points if enemies
are within 20m. Does not apply to Squad Spawn.
Players can still spawn at a base if all spawns points at that
base are blocked.
Spawn protection will be disabled if the player aims or fires
during the short timer.
Wrecked civilian cars now have secondary explosions when hit
with explosive weapons.
The Attackers now recieve 75 reinforcement Tickets to start
instead of 100.
Taking a base restores the attackers to 75 Tickets instead of
adding 50.
Improved soldier collision vs objects, especially for crouching
under obstacles.
Fixed issues with certain objects popping into view as the
player approached.
Reduced the amount of screen blur when in ultralow
health.
Increased the visual and audio feedback for low health, healing,
and returning to full health.
Out of Combat healing now starts sooner but takes longer to
fully heal.
Slightly increased the healing power of medkits to increase
their usefulness.
Improved the sensitivity of soldier controls. Adjusting
sensitivity should have a much greater effect now.
Sensitivity when aimed is now consistent across all
weapons.
Turning while sprinting is now more responsive.
Reduced forward input needed to sprint to 50% from 90% to smooth
the transition to sprint.
Tweaked aiming and turning curves to be more responsive from the
hip and more precise when aiming.
Fixed several issues with switching weapons and being unable to
shoot or aim.
Fixed the player's control setup reverting to default when
entering and exiting vehicles.
Fixed bugs when going to swim while sprinting.
Speed up the deploy and undeploy animations for the
parachute.
Improved the precision for switching weapons on the
Dpad.
Fixed several stats padding exploits.
Fixed various awards that did not work as designed.
Tweaked rank and class unlock progression based on data gathered in the beta.
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