[Hilo Oficial] BATTLEFIELD 3

Duende-78 escribió:
Polyteres escribió:Buenas gente!. Muy buenas partidas hemos echado hoy, bueno al menos cuando me ha pasado al equipo dnd habia mayoria de gente de EOL dnd no hemos parado de ganar. La que hemos liado en Isla de Kharg Duende y yo con el tanque jeje, eramos como una especie de angel de la destruccion, alla por dnd pasabamos no volvia a crecer la hierba.

Un saludo!.


buena patrulla haciamos ayer polyteres haber si hoy volvemos a concidir. El mérito de la partida del tanque fue tuyo ya que conducias y reparabas.
Ayer no se que pasaba que en algunos mapas tenia muchisima mas lag que en otros.

Y tanto ke haciais buena pareja lo comprobe en el equipo contrario... jajajaja Dabais muchisima guerra con el tanque no levantaba la cabeza jajaja me iba a una bandera la cogia, apareciais y booouumm jajaja sois muy buenos si senor.
Ninguno estáis ahora jugando no? xD
virus-30 escribió:
Duende-78 escribió:
Polyteres escribió:Buenas gente!. Muy buenas partidas hemos echado hoy, bueno al menos cuando me ha pasado al equipo dnd habia mayoria de gente de EOL dnd no hemos parado de ganar. La que hemos liado en Isla de Kharg Duende y yo con el tanque jeje, eramos como una especie de angel de la destruccion, alla por dnd pasabamos no volvia a crecer la hierba.

Un saludo!.


buena patrulla haciamos ayer polyteres haber si hoy volvemos a concidir. El mérito de la partida del tanque fue tuyo ya que conducias y reparabas.
Ayer no se que pasaba que en algunos mapas tenia muchisima mas lag que en otros.

Y tanto ke haciais buena pareja lo comprobe en el equipo contrario... jajajaja Dabais muchisima guerra con el tanque no levantaba la cabeza jajaja me iba a una bandera la cogia, apareciais y booouumm jajaja sois muy buenos si senor.


Nos fue bien porque casi no cogiais tanque y os soliamos pillar a pie y polyteres se movía mucho para no dejar que nadie se acercara a poner el c4.
Yo creo que si hubierias cogido mas tanques con el proxy guiado equipado, no nos hubiera ido tan bien.
Os pasa últimamente que os estalle un vehículo al cogerlo en la base y bien aparezca mala suerte o que un vehículo, que vete tú a saber donde está, os haya matado?? Porque madre mía que racha llevo con las explosiones repentinas.
Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???
Y otra: se os queda pillado un sonido en ciertas zonas como si fuera un zumbido continuo??? Es como la bala de un tanque que se repite como un bucle sin fin.
NosTRuM escribió:Os pasa últimamente que os estalle un vehículo al cogerlo en la base y bien aparezca mala suerte o que un vehículo, que vete tú a saber donde está, os haya matado?? Porque madre mía que racha llevo con las explosiones repentinas.
Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???
Y otra: se os queda pillado un sonido en ciertas zonas como si fuera un zumbido continuo??? Es como la bala de un tanque que se repite como un bucle sin fin.


Lo de la bala me ha pasado..lo q hago es salir y volver a entrar rapidamente...juego con 5.1 y el puto tatatattatata continuo es molesto de cojones...
NosTRuM escribió:Os pasa últimamente que os estalle un vehículo al cogerlo en la base y bien aparezca mala suerte o que un vehículo, que vete tú a saber donde está, os haya matado?? Porque madre mía que racha llevo con las explosiones repentinas.
Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???
Y otra: se os queda pillado un sonido en ciertas zonas como si fuera un zumbido continuo??? Es como la bala de un tanque que se repite como un bucle sin fin.


La de mala suerte me paso muchisimas veces, lo del tanque para que no quede incapacitado otra vez lo tenes que reparara al 100%, a mi se me cuelga el sonido de la metralladora del tanque tengo que disparar con la metralla para que se calle, otra cosa extraña con tanques, es en wake island me paso varias veces que tomo un tanque y solo tengo el caño, es como si estuviera el tanque desde cero sin ningun upgrade.
Duende-78 escribió:
virus-30 escribió:
Duende-78 escribió:
buena patrulla haciamos ayer polyteres haber si hoy volvemos a concidir. El mérito de la partida del tanque fue tuyo ya que conducias y reparabas.
Ayer no se que pasaba que en algunos mapas tenia muchisima mas lag que en otros.

Y tanto ke haciais buena pareja lo comprobe en el equipo contrario... jajajaja Dabais muchisima guerra con el tanque no levantaba la cabeza jajaja me iba a una bandera la cogia, apareciais y booouumm jajaja sois muy buenos si senor.


Nos fue bien porque casi no cogiais tanque y os soliamos pillar a pie y polyteres se movía mucho para no dejar que nadie se acercara a poner el c4.
Yo creo que si hubierias cogido mas tanques con el proxy guiado equipado, no nos hubiera ido tan bien.


En realidad si lo cogian pero...duraban poco jajajaja. Yo destrocé unos cuantos pero pq nuestros tanques ibamos juntos y con proxy guiado y en unos pocos disparos nos cepillabamos un tanque facil, a parte estaba casi todo el mundo de ingeniero asiq...

Lo de reparar el tanque y q se quede como incapacitado y empiece a perder vida es pq no os han reparado el tanque al 100%. Cuando te incapacitan el tanque sino te lo reparan al 100% es como si siguiera incapacitado y sigue perdiendo vida, pero si lo reparan a tope no pasa. Lo del sonido no me ha pasado nunca aunq no se muy bien a q te refieres, lo q si me ha pasado es q al cambiar de la ametralladora ligera del tanque (cuando pongo esa mejora) al cañon principal se queda como pillado disparando (tanto en el sonido como en el humillo q sale de la ametralladora). Luego vuelvo a poner ametralladora disparo y cambio y ya no pasa...en fin cosas muy raras jeje.

Un saludo gente!.
tinchocbr escribió:en wake island me paso varias veces que tomo un tanque y solo tengo el caño, es como si estuviera el tanque desde cero sin ningun upgrade.


Eso me pasó a mi hace poco, y no entendia que habia pasado, me mataron, mire en el menú a ver si tenia el misil guiado , y si, lo tenia pero no me aparecia hasta que me mataron otravez y ya si salió.
NosTRuM escribió:Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???

En cierta ocasión leí por aqui a alguien que era un bug , a ver si lo repara con el parche, que por cierto... Este Daniel Matros mucho decir en Tweeter y lo único que hace es quedar mal....para que dices fecha?? si luego no la respetas?? en fin...
Agregarme quienes podáis para jugar juntos mi id:linero_mlg

Se sabe algo de super parche. Lo decían hoy no ?
Lo del vehículo que sigue disparandome pasa sobretodo conduciendo los jeeps, rollo que se queda atrancado disparando como habéis dicho y yo en mi casa desesperado gritándole a la pantalla "Pero quieres dejar de disparar inútillllll que quedan 300 metros para llegar a la base rival como rallas!!! " xD
Hasta que miro abajo para ver el nombre del susodicho y veo que iba yo solo en el vehículo. Cara de WTF [+risas]
linero escribió:Agregarme quienes podáis para jugar juntos mi id:linero_mlg

Se sabe algo de super parche. Lo decían hoy no ?


Se supone que iban a decirlo ahora por la mañana pero claro hay que seguir hypeando al personal... ;)
Ratset escribió:Sabeis si en xbox hay las mismas congelaciones??


en xbox sobre todo se congela cuando pulsas "back" despues de matarte.

NosTRuM escribió:Os pasa últimamente que os estalle un vehículo al cogerlo en la base y bien aparezca mala suerte o que un vehículo, que vete tú a saber donde está, os haya matado?? Porque madre mía que racha llevo con las explosiones repentinas.
Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???
Y otra: se os queda pillado un sonido en ciertas zonas como si fuera un zumbido continuo??? Es como la bala de un tanque que se repite como un bucle sin fin.


A mi ya me ha pasado http://youtu.be/7q4cFuYIaRs

Davox escribió:
linero escribió:Agregarme quienes podáis para jugar juntos mi id:linero_mlg

Se sabe algo de super parche. Lo decían hoy no ?


Se supone que iban a decirlo ahora por la mañana pero claro hay que seguir hypeando al personal... ;)


Imagen

Dice que si eso luego, que se va a comer...
Ya he jugado con los mapas de karkand hoy y no veais... Me han encantado la verdad, el que aún no los tenga que los pille que merecen la pena
Aquí teneis el ruidito molesto que os decía:

http://www.youtube.com/watch?v=3WNc0L2UurI


Y esto????? Anda que no me pasa últimamente y en Kharg una burrada:

http://www.youtube.com/watch?feature=iv ... -4I4TW7PJ8
NosTRuM escribió:Aquí teneis el ruidito molesto que os decía:

http://www.youtube.com/watch?v=3WNc0L2UurI


Y esto????? Anda que no me pasa últimamente y en Kharg una burrada:

http://www.youtube.com/watch?feature=iv ... -4I4TW7PJ8


Si , suele pasar.
rubentb escribió:
NosTRuM escribió:Aquí teneis el ruidito molesto que os decía:

http://www.youtube.com/watch?v=3WNc0L2UurI


Y esto????? Anda que no me pasa últimamente y en Kharg una burrada:

http://www.youtube.com/watch?feature=iv ... -4I4TW7PJ8


Si , suele pasar.


Ostias, el del ruidito me ha pasado varias veces... yo pensaba que era algún trasto como el MAV o sensor o algo...
Sendo-Kun escribió:
batuka escribió:Os lo vuelvo a decir:

1-hacer un formateo COMPLETO al HDD
2-borrar amigos hasta quedaros con 40-45
3-borrar TODOS los mensajes de entrada y salida
4-abrir puerto DMZ en la IP de la ps3

Con esto y si vuestra consola esta bien, no tendreis estos problemas en ningun juego, no solo en BF3. Mi consola no es especial, es una Slim 2104a, eso si, muy bien cuidada.

Un saludo chavales


Tendría que borrar a medio foro xD yo pongo la mano en el fuego que es problema del juego y nada mas.

Señores,llevo 2 días dándole caña al caza y decir que en este par de días le he cogido mas practica que todo este tiempo atrás desde que salio el juego.No se si es porque he aprendido a girar mas rápido haciendo giros imposibles o porque apunto mejor con la ametralladora,el caso es que ya teneis piloto de élite para cuando se funde el clan EOL y empiecen las guerras de clanes :P


Claro claro , petando novatos del aire cualquiera coje practica, mariquita. [poraki]
Mph escribió:Pero que es el input lag? Porque yo noto que va perfecto...


Cuando giras la cámara y la respuesta no es inmediata, tarda unas décimas (o milésimas, tampoco da para contarlo XD) en responder. Si buscas en YouTube veras vídeos de gente que lo ha grabado a cámara lenta moviendo la cámara y como la respuesta no es inmediata. Ademas que se nota, el la beta iba perfecto y ahora te acostumbras y ajusta la sensibilidad para manejarte mejor, pero esta ahí.

Hay gente que dice no tener input lag, quizás seas de los afortunados o es que aun llevas poco tiempo. También puede ser que uses una TV de tubo o la tengas a menos de 720p, que es la solución de muchos, bajar a 576p. Yo prefiero verlo mejor y que ya ellos saquen un parche jaja [+risas]
rubentb escribió:
Sendo-Kun escribió:
batuka escribió:Os lo vuelvo a decir:

1-hacer un formateo COMPLETO al HDD
2-borrar amigos hasta quedaros con 40-45
3-borrar TODOS los mensajes de entrada y salida
4-abrir puerto DMZ en la IP de la ps3

Con esto y si vuestra consola esta bien, no tendreis estos problemas en ningun juego, no solo en BF3. Mi consola no es especial, es una Slim 2104a, eso si, muy bien cuidada.

Un saludo chavales


Tendría que borrar a medio foro xD yo pongo la mano en el fuego que es problema del juego y nada mas.

Señores,llevo 2 días dándole caña al caza y decir que en este par de días le he cogido mas practica que todo este tiempo atrás desde que salio el juego.No se si es porque he aprendido a girar mas rápido haciendo giros imposibles o porque apunto mejor con la ametralladora,el caso es que ya teneis piloto de élite para cuando se funde el clan EOL y empiecen las guerras de clanes :P


Claro claro , petando novatos del aire cualquiera coje practica, mariquita. [poraki]


Ajajaj y no novatos :P para mi gusto pones el dogfight muy facil,mete mas giros hacia abajo de izq a der y no hagas loopings xq eso es la muerte casi segura.Besos amigos
rubentb escribió:
Ratset escribió:Sabeis si en xbox hay las mismas congelaciones??


en xbox sobre todo se congela cuando pulsas "back" despues de matarte.

NosTRuM escribió:Os pasa últimamente que os estalle un vehículo al cogerlo en la base y bien aparezca mala suerte o que un vehículo, que vete tú a saber donde está, os haya matado?? Porque madre mía que racha llevo con las explosiones repentinas.
Otra cosa: os reparan un tanque y cuando terminan el vehículo sigue como incapacitado y empieza a perder vida porque sí, a que se debe???
Y otra: se os queda pillado un sonido en ciertas zonas como si fuera un zumbido continuo??? Es como la bala de un tanque que se repite como un bucle sin fin.


A mi ya me ha pasado http://youtu.be/7q4cFuYIaRs

Davox escribió:
linero escribió:Agregarme quienes podáis para jugar juntos mi id:linero_mlg

Se sabe algo de super parche. Lo decían hoy no ?


Se supone que iban a decirlo ahora por la mañana pero claro hay que seguir hypeando al personal... ;)


Imagen

Dice que si eso luego, que se va a comer...


Menudo tipejo éste sueco. Qué poca vergüenza tienen!!!!
Se están riendo de nosotros
rubentb escribió:
SaiMoN escribió:
rubentb escribió:Mañana será anunciada LA FECHA del parche

Imagen


Corrijo: CON SUERTE mañana anunciarán la fecha de salida del parche, en fin, como si no hubieran dicho nada.


Ok, [sonrisa] pues te pongo otra version :
Imagen


Repito, con suerte hoy sabremos algo
Imagen
Buenas gente,ya veo que aun se siguen haciendo los suecos con la fecha y eso que lo anuncian hoy,despues de hacernos esperar una burrada todavia se lo toman a cachondeo...

Sylver, el looping hay que hacerlo y en mitad del proceso tomar una direccion siempre cambiante,por que si no el que sepa predice tus movimientos y te achicharran,lo demas me lo guardo ahahaha!

Bueno ire a jugar haber si tengo suerte y no cuelga...
Por lo menos hay gente que se lo toma con humor [carcajad]

Imagen
Neonarco, moderador español de battlelog me ha llamado troll simplemente por decir que era lamentable la postura de DICE con respecto a situación que estamos viviendo
Así son los trabajadores de DICE. Muy educados ellos
http://battlelog.battlefield.com/bf3/es ... 9747453/1/
rubentb escribió:Por lo menos hay gente que se lo toma con humor [carcajad]

Imagen


Y lo mejor de todo es que el que hace la coña es otro de Dice. Fecha no tendremos, pero cachondeo tenemos un ratito.
vaya panda de impresentables. En mi curro día a día se nos presentan problemas y tenemos que solventarlos SÍ o SÍ. Esta gente se lo toma a cachondeo, si no sale no sale, si no conseguimos una solución, la culpa es de nuestras tv y conexión. No hay nadie que les dé detrás de las orejas? por ejemplo EA

Saludos. ;)
meliman07 escribió:Neonarco, moderador español de battlelog me ha llamado troll simplemente por decir que era lamentable la postura de DICE con respecto a situación que estamos viviendo
Así son los trabajadores de DICE. Muy educados ellos
http://battlelog.battlefield.com/bf3/es ... 9747453/1/


Ya lei lo que pusiste al neonarco,tedigo que en la web de bf3 española en su foro le pusieron las pilas y asta se creo un clon para autodefenderse,el chaval creo que se vio desbordado [carcajad] pero en el fondo es buena persona :)
NosTRuM escribió:Se rumorea que el martes 27 salga el parche.



Me autocito sobre lo que puse hace unos días, porque creo que ya se ha confirmado que sale el día 27 según la página de battlefieldo.
Parece que has dado en el clavo aunque todavía no es una fecha oficial.
In a Skype conversation today with Daniel Matros, I discussed with him why the patch date might be postponed and why the patch notes haven't been released. Daniel asked me to share this with the Battlefield community.

[12:27:31 PM] zh1nt0: "The upcoming patch will include commo-rose improvements for PC as well as minimap improvements for PC"
[12:27:46 PM] zh1nt0: "we´re working on getting out a date right now but things got halted in the last second"

[12:29:23 PM] PR3SIDENT: what does that mean though daniel ? no patch for consoles yet?
[12:30:29 PM] PR3SIDENT: people will ask if USAS and MAV are in there too?

[12:30:45 PM] zh1nt0: Yea, USAS + frag rounds fix is in, MAV riding is fixed in that too...
We have a set date for PS3. We are working on getting a set date for Xbox 360 and PC. Sorry about all the confusion but things got pulled back in the last second. Terribly sorry for all of the mix ups with the dates. Sometimes things get pulled back.

[12:29:23 PM] PR3SIDENT: anything else you want to add into this details wise? What else can you share with us at this time?

[12:33:18 PM] zh1nt0: adjusting level of details on the minimap... three new mini map modes
[12:33:23 PM] zh1nt0: Satellite, hybrid and detailed
[12:33:28 PM] zh1nt0: Waiting for screenshots

That's all I have for now, I'll share more as Daniel allows me to, as soon as we know some date we will release them to the community. Seems like DICE is trying to fix a few issues last minute that popped up. They send their apologies and express a great since of urgency.

Fuente:Battlefieldo


Novedades... 3 modos de minimapa. Se acabó el subirse en el MAV y parece que la usas y el frag se retocará realmente.

Saludos
DISABLE ANTI-ALIASING ON PS3 TO REDUCE INPUT LAG
PlayStation 3 players may now turn off anti-alias in the options menu to reduce input lag.


Han metido esta opcion para reducir el input lag

Fuente http://battlefieldo.com/threads/dice-patch-on-march-27th-for-ps3-tbd-for-others.4460/

Los 3 minimapas
Imagen

Saludos
tampoco varian demasiado los mapas no?
Bien, el martes por fin.
Reducir el input lag sacrificando Anti-Aliasing? veremos la diferencia

Saludos. ;)
Game Update will drop on the 27th of March for PlayStation 3. Xbox 360 and PC will come soon.

We’ve been hard at work collecting and working on your feedback and suggestions, and are now happy to report that the next patch for Battlefield 3 will be released for PlayStation 3 on the 27th of March. More information on Xbox 360 and PC will come soon.

This patch includes many gameplay tweaks and balances; several suggested by you. The full list of changes and updates is as follows. This update will also bring the “Rent a Server” functionality to Xbox 360 and Playstation 3. For more updated information on this functionality, check back next week.
FIXES FOR PC SERVER OPERATION
- Having the same map occur multiple times in the maplist now works properly
- If adding a new map to the servers maplist after a clear and then running “mapList.runNextRound” the server will ignore any remaining rounds on the map that it still run since before the clear and move to the new first map in the list. The server will now have reset the current rounds per map and run the map in the list for the number of rounds stated when adding the map.
- Maplist can contain up to 1000 entries now
- mapList.list will return at most 100 entries. To get the entire list, perform mapList.list repeatedly with increasing offsets (like banList.list)

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.

VEHICLE FIXES
-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored vehicles.
-Increased the rate of fire and minimum damage of the Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at long range.
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
-Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill the pilot instead of the vehicle.
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
-The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for the IFVs.
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly destroy parked cars.
-Increased the power of explosions from cars and other explosive static objects.
-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
-Adjusted the F35′s Center of Mass and Hover Engine for more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the other Jets.
-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do to infantry.
-The carrier based CRAM stations are now properly tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
-The A10′s extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
-The T90′s crosshair now more accurately represents the trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV’s turret controls to be more useful when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.

WEAPONS
Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun

-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 semi-automatic 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, DAO-12, 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.
-M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.
-RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27′s higher rate of fire.
-M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.
-Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.
-PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.
-M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.
-M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.
-QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.
-MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.
-870: No change. The 870 is a popular and highly effective weapon.
-DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.
-S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.
-MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.
-M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.
-M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
-AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.
-SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.
-A91: No Change. The A91′s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.
-G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.
-SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.
-G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.
-QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats.
-AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.
-M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.
-M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
-M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role.
-F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.
-AN94: Reduced vertical recoil. The AN94′s 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
-G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3′s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
-KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.
-L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.
-FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.
-PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.
-UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.
-MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.
-AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.
-PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.
-P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.
-PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19′s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.

SCOPES
-Fixed the 7x scope not zooming to the full 7x on all weapons.
-Corrected the M39′s laser sight so it points at the point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule

BIPOD
-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
-The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.
-Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod’s bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation.

HEAVY BARREL
-The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.
-A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value.
-Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.
-The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.

IRNV FIXES
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.

FOREGRIP
-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.
-A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.

LASER SIGHT
-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.
-The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.

SUPPRESSOR
-The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.
-The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor’s bonus for all weapons.
-The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value.
-Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.

FLASH SUPPRESSOR
-The Flash Suppressor no longer reduces accuracy for Automatic Fire.
-The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.
-A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.

GADGETS
-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed “KILLED.”
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
-The player may now have a maximum number of mines which will persist after the player’s death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
-Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
-Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
-Ammobags now stay until the user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
-Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)
-The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.

TEAM DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.

SQUAD DEATHMATCH
-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest.

DISABLE ANTI-ALIASING ON PS3 TO REDUCE INPUT LAG
PlayStation 3 players may now turn off anti-alias in the options menu to reduce input lag.

IMPROVED COMMO-ROSE FOR PC


As has been rumored for some time, we are making some improvements to the commo-rose on PC. This is partially based on feedback from the community.

Please be aware that the commo-rose will change depending on your current position – vehicles and infantry each have separate call outs. Each function should trigger appropriate voice messages as well as icons on the mini map.



Each button should trigger appropriate voice messages as well as icons on the mini map. Players should keep an eye on the mini map for these icons that will flash when a team mate is requesting aid via the commo-rose.



IMPROVEMENTS TO MINIMAP
we are also adjusting the level of detail to give a clearer picture for players when using the mini-map.
The three new mini map modes are:
Joder, menudo tochazo, cualquiera se lo lee. Un resumen con las cosas importantes please??? a parte de ponerles pito a los coches claro [+risas] [+risas]

Pd: En cuanto a lo de los tres tipos de minimapa, veo diferencia en cuanto al detalle del terreno que ofrece el hibrido con respecto al satelite, pero entre el hibrido y el detallado no aprecio nada diferente :-? .
Por cierto, y alguien sabe como ira esto? podremos cambiar de tipo de mapa como nos parezca???
Madre mia, la version digital va mucho mejor que la de disco... 0 Congelaciones pero me ha expulsado 2 veces... Voy a probar a hacer un hard reset al router haber si hay mas suerte pero no veais del formato fisico al digital la diferencia y sobre todo el lector que aunque no me funcione es que no suena y con el fisico parece en algunos momentos que va a explotar xDDD

De momento como no creo que juegue a otro juego voy a alargar la reparación para despues de semana santa...
betwo17 escribió:Joder, menudo tochazo, cualquiera se lo lee. Un resumen con las cosas importantes please??? a parte de ponerles pito a los coches claro [+risas] [+risas]



claxon en los jeeps
el mav no se podra usar para subirse a ningun lao
el mav no servira xa matar mas q una vez x cada cacharrito..asiq se acabo la mosca cojonera
minas y c4 enemigos ya no seran visibles en el minimapa (preparense a volar)
y monton de ajustes en armas( entre ellas la tan odiada usas...reducen cadencia de disparo).. veremos como queda.
betwo17 escribió:Joder, menudo tochazo, cualquiera se lo lee. Un resumen con las cosas importantes please??? a parte de ponerles pito a los coches claro [+risas] [+risas]

Importante importante solo es los General Gameplay Fixes y los vehicles fixes. Los fixes de las armas se podría decir que se reducen a rebajar la cadencia de disparo de escopetas automaticas con cartuchos frag.

-Menor daño cuando caes de sitios bajos.
- TE levantas más rápido cuando estás tumbado.
- Incrementada la proteccion en el respawn a 2 segundos. Si te mueves desaparece la invulnerabilidad.
- Mejor control del paracaidas.
- El cuchillo mata de dos "tiros"

- Rpgs y misiles no guiados destrozan al instante jets, helis de ataque y de reconocimiento.
- El fijado no se verá interrumpido si pasa un vehiculo entre medias, al menos no al instante.
- Misiles antiaereos del heli fijan mas rapido a los aviones.
- El mav se destruirá al chocar con otro vehiculo.

Y como esto mucho más. REcomiendo leer todo porque parece que nos vamos a encontrar ante un juego totalmente nuevo y parece que mucho mejor. Siempre que cumplan lo que ponen en el parche.

Por cierto, en este parche habilitan el alquiler de servidores. Hablarán de esto a lo largo de la semana que viene.
Importante, porque luego vendrá alguno y dirá "Joder estos de DICE , han bugeado el stinger/Igla , ahora no me marca los helis y jets" , el radar bajo impide la marcacion por calor para Stinger/Igla
estais jugando alguno en que server ?
linero escribió:estais jugando alguno en que server ?


Estan aqui http://bf3stats.com/server/ps3_3c86fbe2-088b-48af-ae57-3d7d1e5ccfe5 , a mi se me ha colgado. ¬_¬
Una cosa.... ¿cmabiando los 4 detalles ttontos del mapa se reduce el input lag? no se ak llamais input lag... yo se lo k es el lag.. pero el input lag.. no se a k os referis....... y no se cuando lo notais o no.... ¿cuando pegais 300 tiros a un tio en toda laca y el de 3 tiros de mata? xD
Ahora todos con el antialiasing desactivado (aunque no apreciemos input lag) para tener ventaja aunque se vea peor.

Se va a parecer más a pc con el tema de las opciones gráficas.

Por otro lado, me sonaba que en ps3 íbamos a tener comm-rose pero parece que al final no... [buuuaaaa]
eufrates01 escribió:Ahora todos con el antialiasing desactivado (aunque no apreciemos input lag) para tener ventaja aunque se vea peor.

Se va a parecer más a pc con el tema de las opciones gráficas.

Por otro lado, me sonaba que en ps3 íbamos a tener comm-rose pero parece que al final no... [buuuaaaa]


Totalmente cierto!
Si la gente apenas usa el select imaginaros el uso que se le daria al commorose. Eso es algo útil en pc donde no hay voip. En ps3 una gran parte de gente usa el micro aparte que no se me ocurre una implementación cómoda en consola.
eufrates01 escribió:Ahora todos con el antialiasing desactivado (aunque no apreciemos input lag) para tener ventaja aunque se vea peor.

Se va a parecer más a pc con el tema de las opciones gráficas.

Por otro lado, me sonaba que en ps3 íbamos a tener comm-rose pero parece que al final no... [buuuaaaa]


Si no notas el imput lag no desactivas el anti-alising y listo.¿Si no sufres el imput lag qué ventaja te a dar el desactivarlo?
A29C escribió:Una cosa.... ¿cmabiando los 4 detalles ttontos del mapa se reduce el input lag? no se ak llamais input lag... yo se lo k es el lag.. pero el input lag.. no se a k os referis....... y no se cuando lo notais o no.... ¿cuando pegais 300 tiros a un tio en toda laca y el de 3 tiros de mata? xD


El input lag es básicamente lo que tarda tu personaje en moverse desde que tu le has dado al stick hasta que hace el movimiento.

Imagínate en el Super Mario que tu le das a saltar y Mario tarda 0,2 segundo en hacerlo. Eso en juego que no sea multiplayer ni muy exigente con la precisión no lo notas, pero en el battlefield es una lacra que lo puede hacer injugable.

Eso de quitarle el antialiasing es una chapuza sinceramente. Al final de tanta historia resulta que PS3 es una consola muy potente pero en la que no se puede aprovechar esa potencia.
Pregunta de 1º:

¿Que es el anti-aliasing ese? ¿como se activa/desactiva?

Este parche mejora el jugeo en un 100%, joder, si todo lo que ponen es cierto va a ser la ostia!

¿Solo con bajar la calidad o detalles del minimapa reducirán el imput lag? que cosa mas rara....

Por lo que he leido todos los cambios son a mejor...sin duda.
John Locke escribió:
A29C escribió:Una cosa.... ¿cmabiando los 4 detalles ttontos del mapa se reduce el input lag? no se ak llamais input lag... yo se lo k es el lag.. pero el input lag.. no se a k os referis....... y no se cuando lo notais o no.... ¿cuando pegais 300 tiros a un tio en toda laca y el de 3 tiros de mata? xD


El input lag es básicamente lo que tarda tu personaje en moverse desde que tu le has dado al stick hasta que hace el movimiento.

Imagínate en el Super Mario que tu le das a saltar y Mario tarda 0,2 segundo en hacerlo. Eso en juego que no sea multiplayer ni muy exigente con la precisión no lo notas, pero en el battlefield es una lacra que lo puede hacer injugable.

Eso de quitarle el antialiasing es una chapuza sinceramente. Al final de tanta historia resulta que PS3 es una consola muy potente pero en la que no se puede aprovechar esa potencia.


De chapuza nada. Yo tengo compañeros de clan que juegan a 576p por culpa del imput lag, ¿eso es justo? No lo creo. Lo que es una chapuza es sacar el parche con la opción seis meses después de la salida del juego, pero dar la opción en si no es una chapuza en absoluto.

Y respecto a lo de la potencia de PS3... En serio, una consola que salió al mercado hace 4-5 años por muy potente que sea no se puede mejorar debido a su limitación por el hardware (vamos, que no le puedes mejorar la gráfica o la RAM, por ejemplo). Y en un juego como este, en el que en un mapa hay cuatro tanques, cuatro jets, dos helicópteros y los mapas son taaaan grandes... por mucho que quieras lo único que se puede hacer es sacrificar potencia gráfica a cambio de que el juego vaya bien. Pero si queremos gráficos de la ostia (como muchos antes de que saliera el juego criticaban, que querían gráficos de PC) estos fallos salen.
John Locke escribió:
A29C escribió:Una cosa.... ¿cmabiando los 4 detalles ttontos del mapa se reduce el input lag? no se ak llamais input lag... yo se lo k es el lag.. pero el input lag.. no se a k os referis....... y no se cuando lo notais o no.... ¿cuando pegais 300 tiros a un tio en toda laca y el de 3 tiros de mata? xD


El input lag es básicamente lo que tarda tu personaje en moverse desde que tu le has dado al stick hasta que hace el movimiento.

Imagínate en el Super Mario que tu le das a saltar y Mario tarda 0,2 segundo en hacerlo. Eso en juego que no sea multiplayer ni muy exigente con la precisión no lo notas, pero en el battlefield es una lacra que lo puede hacer injugable.

Eso de quitarle el antialiasing es una chapuza sinceramente. Al final de tanta historia resulta que PS3 es una consola muy potente pero en la que no se puede aprovechar esa potencia.


Pues anda que en mi caso que a parte de imput lag tengo ya de por si lag y delay en todos los juegos... xDDD
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