DICE community manager Daniel Matros has released a giant list of confirmed fixes and tweaks for Battlefield 3.
The list runs across 11 Microsoft word pages, but he notes in a post on Battlelog that this "is still not a full update list and there will be more information on this as we go forward".

Here's the lot:
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 side arms 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 take down is not possible.
- CRAM weapons on Carriers now count towards stationary weapon awards.
- 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.
- 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.
Several weapons have had recoil or accuracy adjusted in order to balance these weapons in effectiveness and also increase the feeling of individuality in each gun effectiveness and also increase the feeling of individuality in each gun.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Comments
40 comments so far...
TheLastDodo on 23 Feb '12 said:
Five months in and still no input lag fix for PS3, they're either not even bothering or just can't fix it, I don't blame them for not admitting they can't fix it but either way it's the final straw for me now, haven't played this game in a month so I'll get rid tomorrow while it still has some value left.
And yes bro I know it's a cool story.
humanhand on 23 Feb '12 said:
Pretty good update!
ensabahnur on 23 Feb '12 said:
Wonder if it'll stop the planned blackout?
http://www.eurogamer.net/articles/2012-02-23-battlefieldo-organising-threatening-ea-dice-with-24-hour-battlefield-3-blackout
Noobsaibot on 23 Feb '12 said:
Y'see that, Infinity Ward? That is how you handle post sales support. Not "give us more money so that you can experience our broken game in a few new maps".
c3dpo on 23 Feb '12 said:
^^^^ are you taking the biscuit mate?
Firstly, this is a patch!!! not a game update!
Second, don't forget their latest "Patch" that was 2.1 GB and forced the downloading of the maps, which are unlocked by a <1mb unlock code. This was done to pay one certification fee to MS no doubt *(Evil EA not activision)!!!!
Third! As the first guy mentions, input lag fix for Ps3? (I'm 360, but would expect their input issue fixed as a priority)!
Fourth! No fix for partying up with friends, and stayin in same squad!!!" This has been like this since BF2 on the original xbox, let alone 1943, bad company and all the bloody rest!
Most call COD players, "sheep" , "stupid" or some other s**t, and call Activision the evil of the games industry!
The real evil is EA and their shonky online service!
Dice: Sort out squads and friends linking up!!! its a tactical game, that requires this more than cod, Till then I will stick with COD, and the superior to all, Halo¬!
ricflair on 23 Feb '12 said:
I haven't noticed any input lag on the PS3 to be honest, but maybe that's just me.
I haven't been through the whole list, but I'd bloody love it if they took the power of the USAS12 down. In some levels in Conquest, people just spam it over and over. It's like a grenade but does no damage to the person firing in close combat - apparently this isn't the case on hardcore, but I'm just not hardcore enough for hardcore!
charliecheswick on 23 Feb '12 said:
Yes yes,very nice and everything but where's the promised DLC video from two weeks ago? Read the list and am happy with some of the fixes made but agree about trouble playing with your pals. It's hit and miss even when forming a squad and then joining a game and it should be addressed. Had the game since launch on PS3 and have never had a problem with input lag,not once.
jim2wheels on 23 Feb '12 said:
One shot kill using unguided RPG's and tank rounds on choppers gets a thumbs up from me.
KMakawa on 23 Feb '12 said:
This wont do anything, they could continue with that and it wont do much lol. They have to get server owners on board (and a huge amount of them too) in order to blackout their servers.. a few hundred people saying "Im not playing on that day" isnt much :/
And even if server owners turn their servers off for a day, EA has a ton to put in place.. :S
This was just the update that was incoming, but the community couldnt hold onto their seat for.. some stuff are still to be added lol.
TheLastDodo on 23 Feb '12 said:
@ricflair
I don't know if you played Bad Company 2 but it's very noticeable when you go back to BC2 and then try BF3 again. It's only in the sticks, moving and aiming. If you've got a TV with 'Game mode' it does help minimise it.
But it is a major issue with a lot of players as this over 1000 post thread shows
http://forums.electronicarts.co.uk/batt ... telly.html
shellster2 on 23 Feb '12 said:
their last update killed my game. couldn't load my campaign, got onto the worst customer service imaginable including one person telling me to 'turn my router off for 10 minutes' and 'reset your xbox clock to 2005' at which point i just laughed at him and told him that's not happening. in the end i had to start a new campaign. not even tried multiplayer yet. what a crock o's**te.
Sleepaphobic on 23 Feb '12 said:
Some great things some not so great things.
MAV killing people is annoying as hell and is basically a free kill so it shouldn't be able to do that at all. It should also be less mobile as it's super hard to shoot one down on consoles with the latency.
USAS nerfing is good and only time will tell if the frag rounds are still the biggest pain in the ass ever.
Slightly reducing the repair tool is not enough and you shouldn't be able to use it on aircraft. Flares should have a little longer cool down time but thank god it's a 1 hit disable now. If somebody can fly a helicopter decently he/she was pretty much god.
Can't believe the knife mechanic is truly designed that way. If you're not at a certain angle you basically swipe the air.
Maybe I missed these but it would be cool to actually see your character use the fore grip when it's attached and seeing the reloading animation all the time. Spawning with an empty mag is also a problem. For snipers they should lower the rate of the semi autos and make the bolt actions a tiny bit slower too.
Any1 know when this is coming out? It may be too late for some people and tbh I don't know why I still have it but this update gives me hope.
KMakawa on 23 Feb '12 said:
If you had a 20 pound air vehicle land on your head, i don't think you'd be getting back up to be fair dude.
People moan so much about MAV roadkills, but ultimately DICE put it in the game.. it even has its own stat.. It's isn't a free kill, MAV's are harder to get a kill more then you'd think.. it isnt just a case of "Oh, ill run into you" -- it has to be the right speed, right angle and a ton of other things.
They fixed the MAV Riding, which is a priority.. MAV Kills, not so much - ignore them, continue playing the objective.. if you think about it, that individual with the MAV is not playing the objective, so the enemy team is a man down.. same for Mortars.
kirankara on 23 Feb '12 said:
recently sold 360 as dont have time to play both with new job (3ds got boot too), and i refused to pick up bf3 on ps3 as id seen no positive addressing of this issue, and as much as this pains me, even picked up mw3 for the occasional bit of online mp, as tbh bf3 seemed mess on 360 too and I didnt bother playing it, as it just didnt draw me in like bc2 did. I wonder if people still play bc2 ?
Starhawk looks like it might be future of my online ps3 gaming
shadyMrPatch on 23 Feb '12 said:
Nope - I've not noticed this lag on PS3 input either. Or perhaps I have, I don't know.
Certainly, for someone who play the pants off BFBC2, its taken me a very long time to get into BF3. But I'm loving it now. The FAMAS is awesome, interesting to see above that they are improving it!
And yes - I'd like to see the USAS-12 reduced in power a bit too, especially with the frag rounds (which do do damage at close range, but not much).
Vonshithouse on 23 Feb '12 said:
They've added horns to all Jeeps, YEESSSSSSSSS!!!!
Beep beep!
ingy on 23 Feb '12 said:
I'm the same, i loved bad company 2, but can't be arsed with this one, the inclusion of gimmicks like the torch lights and those cursed flying pieces of s##t just remind me of call of duty.
The smaller maps and gimped destruction don't help either, bad company wasn't perfect, but when it was good it was miles better than this
TheLastDodo on 23 Feb '12 said:
BC2 still has plenty of players if you feel like going back, I tried it but I couldn't get on with the controls after playing BF3, which I know sounds stupid considering my complaints, the best way to describe it would be playing FIFA with 360 dribbling then going back to a FIFA without it.
I used to believe it was Frostbite 2 that was to blame for the input lag but there's no issues with SSX controls, just think DICE have screwed up with PS3 BF3 to the point that it can't be fixed. Like I said having a TV with "Game mode" helped but it's still there, and truth be told, another reason I'm getting rid is the community in BF3 sucks, 90% of randoms play like lonewolves, which is the exact opposite of my BC2 experience, yes even on PS3.
There seemed to be a telepathic connection between BC2 players, they'd hand out ammo, stop their vehicle's to let you jump on, in BF3 selfishness dominates.
I agree about Starhawk.
griffa94 on 23 Feb '12 said:
Very happy with this, especially the rpg vs aircraft patch.
Sad to see the MAV elevator being patched though ;(
Joe90_Remy700 on 23 Feb '12 said:
what about the mini map and high health/low damage and kill cam on hardcore?
jm3811 on 23 Feb '12 said:
I'm glad that I came back to BFBC2 very quickly but to be honest what is there to miss from BF3? I even enjoy 1943 a zillion times more and how about the gorgeous Vietnam DLC? The only bug in BFBC2 is Onslaught which should have been great.
Won't ever go back to BF3 not only because it's unplayable but also because the coop and story mode are truly appalling. And yes there are a lot of players in BFBC2 games so that will do it for me very well.
Plus I'm not level 50 yet, not that I care much about achievement, I don't go in there to kill kill kill, I want to win every goddamn game and the main point in such games is that a win is barely worth four basic kills which does not provide the best incentive to play clever, unless you remain faithful to what becomes one day a niche game - still got BFBC1 by the way, this one was a cracker.
Sleepaphobic on 23 Feb '12 said:
Mortars I think have been well balanced with their speed and damage so at least smthg isn't completely broken. I know lots of things aren't realistic but you have to balance realism with balancing. I also think rewarding somebody when they are taking pretty much 0 risk is not cool but that's just me. It wouldn't even be that much of a problem if it moved at a reasonable speed but it changes direction as quickly as a fly.
I forgot to mention claymores. Some sort of visual cue would be helpful. CoD at least has the laser trip and tht clicking sound which is a good idea. On PC it's much more manageable due to better visuals and the ability to pick things out but on consoles where everything looks kinda washed out it's a real pain as it's as dull as the rest of the environment.
Don't know if this was a design issue but does anybody else have trouble killing people with rockets/grenades? Direct hits on so many occasions don't kill and it's one of the only ways to get some campers. Btw what's the deal with not being able to cook grenades?
I don't mean to rant it's just that there is a classic game in there but the amount of bugs/balancing issues really lets it down and it's frustrating. My mates and I are thinking about going back to BC2 but we don't know if there's people still playing that.
ricflair on 23 Feb '12 said:
I only played BC2 on PC, and that wasn't really online, so I can't compare the two. But I've not noticed anything different playing BF3 to any other FPS to be honest. I've got a cheapy £170 25" HDTV and while the colours etc don't always look as hot as a snazzy one, I've never noticed any real differences in performance.
Sometimes these things just happen with certain setups, something on your PS3 HDD or summat, I don't know. Other times others just don't notice them, but it sucks if it hampers your game. I'm still loving it, although I hate the MAV kills - whether DICE meant them to be in there or not. There are plenty of decisions DICE have made consciously that I think are stupid decisions - the hit detection, getting stuck on curbs or tiny pieces of fence is just frustrating.
Sleepaphobic on 23 Feb '12 said:
Think that's in the patch but ya it shouldn't have been there at all.
Does it annoy anybody that you can run through water just as fast as on land?
dicky1993 on 23 Feb '12 said:
haha god i'm so glad i sold this, don't rush the next one EA
Gambini on 23 Feb '12 said:
I'm in the exact same boat and this too is the final straw for me... getting rid of the game as it's unplayable for me (and plus, I can still get a superior Battlefield fix on BC2).
KK-Headcharge78 on 23 Feb '12 said:
A nice list of fixes, hopefully the anti air will work better now as it's pretty mute against high ranking choppers/jets.
However I am totally f**ked off at the lack of fixes for the following (Xbox);
The MAV thing is b*****ks, I don't care if technically a heavy pice of kit dropped on your bonce would kill you, it is unrealistic, cheap and infuriating.
The anti air thing as mentioned above better be sorted as it becomes ridiculous when a chopper is effectively invisible to anti air weapons.
If not one person at Dice thinks the USAS shotgun is more like an MBT then they need to swot up on the range of such weapons
The potential spawn camping in Conquest Assault is pathetic on most maps (e.g Gulf of Oman) I'd not play Conquest Assault if I had the choice but it is bundled in with full fat Conquest for some bizarre reason.
The squad matching is still fooked, it takes 2, 3, 4 or 10 games for me and chums to get in the same team, sometimes in the same game, this is f**king abysmal especially for a game that boasts all this 'teamwork' s**t.
I love the in game action when it works but the front end of BF3 is bloody painful to navigate, load this, wait for that, can't see when anyone joins your squad unless you go looking for it etc etc etc (not really fixable but just a comment)
And the crowning turd in the waterpipe is the 'corrupted save game' glitch. I thought it was just mine but apparently not so every time I play I have to adjust all my loadouts, accessories, camos, vehicle set-ups!!
Having passed level 45 this game is on borrowed time for me unless they fix the real problems. People think COD is bad but at least they are quick to offer fixes and have very few instances of game breaking problems (Blops on PS3 perhaps) Case in point both MW3 and Blops have been working perfectly for months on Xbox.
Your in the big league now DICE get it sorted.
Windowlicker79 on 23 Feb '12 said:
Amazing. This whole article fitted on one page. Why do much shorter articles take up 6 pages?
Rock Strongo on 23 Feb '12 said:
I would like to "fix" the s**tbags who were in my team this evening.
The Bossman on 24 Feb '12 said:
My next BF3 copy will be arriving next week, let's see if the campers have moved onto MW3. I'm only playing Rush or Conquest, learnt my lesson from last time.
KK-Headcharge78 on 24 Feb '12 said:
Sorry mate the campers are still out in droves (like any FPS in my opinion) and even worse they take the form of campers in armoured tanks who crawl about with their mate fixing them. Of course this is ok when I do it though
dangerousbrian0 on 24 Feb '12 said:
when are they going to sort out the torch light where it can blind you from your team mate in multiplayer and in single player as well i think
ricflair on 24 Feb '12 said:
I don't mind the 'campers' in BF3 too much. It's annoying when you get killed by some bastard lying down on a rock or building somewhere, but I always feel that a couple of snipers are part of war I suppose and you won't win Conquest by camping if the other side are playing properly, spotting etc.
I do think that repairs shouldn't be so easy though. Vehicles' health certainly shouldn't recharge, in my opinion. If people work together I haven't come across any tactic in BF3 that can't be overcome - the only problem being that, on the PS3 version at least, few people talk or work together tactically, beyond French people just having a chin wag. That's a reason for party chat right there!
Paul_27 on 24 Feb '12 said:
abit late now dice isnt it
will be welcome news for my brother but time release date and size of patch or whatever you gamers want to call it
jm3811 on 24 Feb '12 said:
Talking about French players there was this nice little guy yesterday who was begging "add me add me please" (in French). Which I did only to find that he was level two when he said: "I don't know how to play" (still in French).
Well, shame on me I ditched him after a while. Not cool but I realized how tough it is to "train" somebody on BF. Especially because I don't want to play with the headset unless I am with good friends. I wanted to tell him to hide in a corner and snipe but I have principles.
Tutorial for the newbies please!
humanhand on 24 Feb '12 said:
I don't know what your biscuit is... first. Second, let's have a look at the definition of update...
up·date (p-dt)
tr.v. up·dat·ed, up·dat·ing, up·dates
To bring up to date: update a textbook; update the files.
n. (pdt)
1. Information that updates something.
2. The act or an instance of bringing something up to date.
3. An updated version of something.
... So, who owns the game? Who is original owner of the game? ... Dice. Okay, so whatever they are working is what is current. Even though your slimy azz isn't playing their newest tweeked version yet. Yes obviously it's a patch, but it's also an update. Get a life. Third, I've been happy with MP. I maxed out at Colonel, and I still enjoy the game. Everything that I took the time to read looked good. What is your deal?
KK-Headcharge78 on 24 Feb '12 said:
Good on you for trying. The game defo needs a tutorial, especially for vehicles.
hixxy4 on 25 Feb '12 said:
Have they fixed the spawn system? It's pants.
TehSlenderMan on 26 Feb '12 said:
This is incredible, I don't think i've ever seen a bigger patch list. +1 to you Battlefield! Still don't know why people play CoD over you!
Rogueelement on 27 Feb '12 said:
Soon TM.