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Battlefield 3 Patch Details – DICE Developer Addresses Shotgun and Comrose 2.0 Concerns

With the recent tentative weapon tweak list making it’s way around the Battlefield community, Senior Gameplay Designer, Alan Kertz, is receiving buckets of feedback to to sift through and take into consideration. Recently, the community has questioned some changes made to shotguns. Kertz provides his thoughts and also comments on the recent tentative patch notes, specifically the absence of Comrose 2.0 notes.

First, if you haven’t checked out the recent weapon tweaks, it might be a good idea to catch up right here.

Many agree that 12g slugs desperately needed some attention and are happy with it’s increase in damage, according the tentative weapon stats. However, some also feel that it’s the accuracy in particular that needs tweaking, not damage. “Damage buff means nothing because they still can’t hit anything on the move,” mentioned one fan. Kertz responded, showing a willingness to make further changes, “one step at a time, it may be that we need to buff accuracy for slugs but first i’ll see how the damage works out.”

Some were also concerned about the effectiveness of semi-automatic shotguns, specifically the spread of the buckshot and flechette pellets. “The semi-autos will have a lower 1hk chance, definitely [compared to pump-action shotguns], but they should also benefit from the ‘jamming’ bug fix. Spread before was 4, is now 3 base, and thus it’s about a 25% bonus. Even more for Flechettes,” Kertz answered.

To summarize the general direction Kertz would like to take with shotguns, he added, “I should say the general goal is to make the shotguns feel less random and more consistent.”

Yesterday, a confirmed list of tentative patch notes was released, which you can check out right here. Many Battlefield 3 players on the PC were disheartened to see the absence of previously mentioned Comrose 2.0 notes. However, Kertz would like to remind us that “the notes are not complete, it is only gameplay tweaks.” There is still a chance of these changes making into the next Battlefield 3 patch.

Let us know your thoughts in the comments below. Do you like the direction shotguns are headed in? Are you desperately awaiting an update to the current Comrose on PC?

David Veselka

Musician, Gamer, Geek. Subscriber

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Killzone 3 Multiplayer Goes Free-To-Play Next week

Starting next week, February 28th, Sony will be offering the highly acclaimed PS3 exclusive Killzone 3 for absolutely free.

Sony has confirmed in a recent PlayStation Blogcast, that Killzone 3 will be available for free to all Playstation Network users. Details are: the game will be upon PSN next week and will only feature the multiplayer component. Every map pack that has been available will also be bundled with it for free.

However, there are some limitations to those who download for free. While you can play the game for as long as you want, there will be a level cap and a skill unlock cap. This means that if you want to continue leveling up and unlocking new gear, then you’ll have to purchase the full multiplayer game, which will only cost a mere $14.99.

Are you going to download Killzone 3? Let us know in the comments below!

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Twisted Metal – Patch No. 2 Arrives Tomorrow, Fixes Network Issues

David Jaffe discusses the upcoming patch, balancing, and other issues with Twisted Metal.

Sometime, possibly tomorrow if Sony give is the okay, Eat, Sleep, Play will be deploying patch no. 2 for Twisted Metal online. This patch is meant to address all the current online connectivity issues that players have been experiencing since Twisted Metal launched.

Jaffe hopes that after the patch has been deployed and hopefully the online connectivity issues have been kinked out, then the team will be turning their focus towards bugs and balancing issues and will be looking over the community feedback .

According to Jaffe, the ability to join mid-game for ranked rooms may come in a later update if players become too frustrated. Jaffe says that the reason why it’s not there is because it would screw up XP fairness and the skill system that the game currently runs on. However, they may be worth the sacrifice if the community wants it.

In Jaffe’s latest video post, patch no. 3 might  address the party system. Currently, the party system breaks up the parties once you enter a game. This is because of balancing that the team wanted to keep between matches. Though they have looked at player feedback and may create a solution, it might mean that matches may become unbalanced due to parties.

He also confirmed that they are working on upping the XP on Nuke, which should come with the next match. Concerning stats being lost or not updated when joining certain game modes, the team is looking into this issue as well. However, in most cases, you aren’t loosing your stats as this is an error. They do normally return once you log back in.

Players have been complaining that matches should have some sort of auto-start because many times the host may be away and the game doesn’t start, causing players to leave in frustration. This will be addressed in patch no. 3.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Medal of Honor: Warfighter Revealed – DICE Will Not Develop Multiplayer

A follow up to 2010’s Medal of Honor has been speculated for quite some time now. After all, COO, Peter Moore, did boast a strong line-up of military shooters being published by EA in the next couple of years. With Battlefield 3 now out the door, EA can begin focusing other shooters that they have loaded in the chamber, so to speak.

It has been revealed through the Official Xbox Magazine that Medal of Honor will be receiving a sequel this October titled Medal of Honor: Warfighter.

No details have been given other than it will once again be developed by Danger Close studios – both the single-player and multiplayer, unlike 2010’s MoH which featured multiplayer developed by DICE. Also of note is that MoH: Warfighter will be built on the Frostbite 2 engine, the same engine powering Battlefield 3 and built in-studio by DICE.

Will you be keeping an eye on Medal of Honor: Warfighter in the coming months? Let us know in the comments below and follow MP1st on Twitter and Facebook for more details as they become available.

Thanks, gameinformer

Featured (top) image is of Medal of Honor 2010

David Veselka

Musician, Gamer, Geek. Subscriber

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[Updated] Incoming Modern Warfare 3 Changes – Another Nerf to FMGs, Hardcore HQ, and More

Update #2: The changes listed below are going live tonight. Bowling announced, “making some MW3 tweaks tonight (2AM). Nerf Akimbo Machine Pistols (including FMG9s) w/ reduce rate of fire. Adding Hardcore HQ and FFA.”

Update #1: Bowling explained, “There will be more Hardcore playlists coming in the next playlist update. Hardcore FFA and Hardcore HQ (dedicated playlist),” but there are no plans for Hardcore CTF at the moment.

Infinity Ward’s Robert Bowling has revealed a few changes in the pipeline in terms of additions and fixes for Modern Warfare 3.

Earlier this week, Modern Warfare 3 users on the 360 received  patch 1.09, which will release on February 28th for PS3. The patch added in-game Clan Rank (for Clan Operations) and five new prestige levels. However, Bowling mentioned other tweaks will deploy soon. When asked his thoughts on the FMGs, and if it’s “way too strong,” Bowling agreed and promised “they’ll be receiving a nerf in a few days.” This isn’t the first nerf that the FMGs saw. Back in December, the FMGs and Type 95 were altered. Speaking of the Type 95 and other popular weapons, Bowling was questioned on Modern Warfare 3’s gun balance, specially the ACR, MP7, and Type 95. Bowling explained that these weapons, “statistically speaking,” are not the only used primaries.

On the subject of hardcore gamemodes, Robert stated that the addition of hardcore HQ is “possibly very soon.” He added, “doing some playlist changes in the next week (exact date still being determined).” This goes in line with what Robert Bowling noted recently, “let’s focus on, you know, stuff that we can just give out to everyone. That’s what I love – when I can do, like, playlist updates, and I have free reign and I’m not restricted by release dates or when it has to come out or any of that stuff, and we can just do it and it’s fun. That’s the stuff I love and that’s the stuff I want more of.” Read more on the possibility of free throwback maps.

We’ll have more on what Infinity Ward is working on later this week, so stay tuned.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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A Win for #BF3Blackout – DICE Releases Tentative Patch Notes and Announces Weekly Blog

It was only last night that the Battlefield community initiated the Battlefield 3 Blackout movement and already, we have seen some promising results.

The Battlefield 3 Blackout – an un precedented event that would take place on March the 2nd if EA was unable to improve communication between the developers of Battlefield 3, Digital Illusions CE (DICE), and the players – began with our friends over at Battlefieldo and has already resonated through the community and has gained attention from developers at DICE. Today, it seems even EA was unable to ignore the cries of the Battlefield.

First, for more details about the movement itself, please visit Battlefield 3 Community Initiates #BF3Blackout Movement.

It was mentioned last night that Community Manager, Daniel Matros deemed it a “top priority for tomorrow,” and that he had “some good ideas!” It looks like he, as well as other DICE developers, came through as they were able to compile a list of confirmed updates making it’s way into the next big Battlefield 3 patch, and release it to the public. Click here to read this list and if you haven’t yet, you may also want to check out a detailed list of upcoming weapon tweaks. A release date for the patch has yet to be announced.

However, it doesn’t stop there. Early this morning, DICE announced a weekly blog tentatively titled, Inside DICE, which is meant to preview what improvements and changes to Battlefield 3 the team is working on. “We’re excited to announce a new blog series,” which will “debut next week and is a way for us to update you, our fans, with all the latest news, content plans, updates and upgrades we have planned for Battlefield 3.”

Today is definitely shaping up to be a good day for the Battlefield community. Hopefully, this trend of strong communication between gamers and developers will continue to grow. After all, it’s why Battlefield 3 has one of the most dedicated communities in the first place.

Show your support for the #BF3Blackout on Twitter to continue pushing for a strong bond between gamers and developers!

Thanks, Eurogamer

David Veselka

Musician, Gamer, Geek. Subscriber

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List of Confirmed Fixes and Tweaks Coming to Battlefield 3 in the Next Big Patch

Global Battlefield Community Manager, Daniel Matros, shared on the Battlelog some of the fixes that the team at DICE has been working on for the next big patch. “Big” is an understatement as you’ll find below a massive list of confirmed patch notes.

Daniel Matros, aka zh1nt0, posted a lengthy list of all the fixes that should be included in the next patch on PC, PS3, and Xbox 360. Keep in mind that this is not the final list of patch notes. Some fixes are subject to change, and there is no release date confirmed.

Remember, for a much more detailed look at weapon tweaks (including number values), visit the List of Tentative Weapon Tweaks Planned for Next Battlefield 3 Patch – 2nd Edition

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.

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:

  • 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 orer 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.

Weapon Accessories:

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.

General Gameplay:

  • 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.

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.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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[Updated] List of Tentative Weapon Tweaks Planned for Next Battlefield 3 Patch – 2nd Edition

Update 3: Read here for a list of tentative weapon attachment accuracy plots planned for the next battlefield 3 patch.

Update 2: Added further details for various weapon attachments.

Update 1: DICE has recently released a Full List of Confirmed Fixes and Tweaks Coming to Battlefield 3 in the Next Big Patch, so make sure to check that out to see what other changes will be made to the game in general.

Last week we posted volume 1 of the upcoming weapon tweaks that will tentatively be making it into the next Battlefield 3 patch. Today, a number of new files provided by Battlefield 3 Senior Gameplay Designer, Alan Kertz, have been analyzed over at the Symthic Forums, giving a fresh snapshot of what DICE is currently looking at for weapon tweaks. An in-depth look at bipod tweaks have also been added.

Note: we’ve made a few minor corrections as well.

Make sure to check out Alan Kertz’s response to the inititial notes (including additional patch details). Remember to leave your feedback in the comments below and stay tuned for further updates!

Legend:

Current value -> Value of first planned files -> Value of current planned files.
If theres only 2 values, it means that there weren’t any changes in the last files.

(+) = A statistical increase in relation to current value.
[-] = A statistical decrease in relation to current value.

1. Damage changes

Assault Rifles:
All assault rifles except G3A1

  • Min damage 17 -> 18.4 (+)

G3A1

  • Min Damage 20 -> 22 (+)
  • Max damage 30 -> 34 (+)

Carbines
SCAR-H

  • Min Damage 17 -> 20 (+)

LMGs
M60 & M240B

  • Max damage 30 -> 34 (+)
  • Min damage 20 -> 22 (+)

PKP

  • Min damage 20 -> 22 (+)

M249, M27IAR, RPK-74M

  • Min damage 17 -> 18.4 (+)

Sniper rifles
All sniper rifles:

  • Upper chest damage multiplier 1 -> 1.25 (+)
  • Note that all the bolt-action sniper rifles will now 1hit kill to the upper chest and head under distances of 15 meters

M98B

  • Max damage 95 -> 80 -> 95
  • Dropoff start dist. 20 -> 15 [-]
  • Dropoff end dist. 75 -> 120 -> 150 (+)

All other bolt-action sniper rifles

  • Max damage 75 -> 80 (+)
  • Min damage 55 -> 59 -> 50 [-]
  • Dropoff start dist. 20 -> 15 -> 20
  • Dropoff end dist. 75 -> 100 -> 80 (+)

All semiautomatic sniper rifles except SKS:

  • Min damage: 34 -> 37.5 (+)
  • Dropoff start distance 12 -> 15 (+)

SKS

  • Dropoff end distance 50 -> 60 (+)
  • Max damage 34 -> 34 -> 43 (+)

Shotguns
12g Slug (Auto & Semiauto)

  • Max damage 50 -> 75 (+)
  • Min damage 34 -> 37.5 (+)
  • Dropoff start dist. 8 -> 15 (+)
  • Dropoff end dist. 40 -> 50 (+)
  • Upper chest damage multiplier 1.0 -> 1.25 (+)

12g Slug (Pump-action)

  • Min damage 34 -> 37.5 -> 40 (+)
  • Dropoff start dist. 8 -> 15 (+)
  • Dropoff end dist. 40 -> 50 (+)
  • Upper chest damage multiplier 1.0 -> 1.25 (+)

12g Frag (Auto & Semiauto)

  • Min direct damage 10 -> 5 [-]
  • Blast damage 30 -> 30 -> 25 [-]

12g Frag (Pump-action)

  • Max direct hit damage 60 -> 67 -> 37.5 [-]
  • Blast damage 30 -> 40 -> 25 [-]
  • Bullet drop 12m/s² -> 15m/s² [-]

12g Buckshot

  • Max damage 20 -> 12.5 -> 16 [-]
  • Dropoff start dist. 4 -> 8 (+)
  • Dropoff end dist. 25 -> 30 -> 25

12g Flechette

  • Max damage 14.3 -> 11.2 -> 12.5 [-]
  • Min damage 8.4 -> 8 -> 8.4
  • Dropoff start dist. 12 -> 15 -> 14 (+)
  • Dropoff end dist. 25 -> 30 (+)

PDWs
P90 & MP7

  • Min damage 10 -> 11 -> 11.2 (+)
  • Drop-off end dist. 50 -> 40 -> 46 [-]
  • Drop-off start dist. 15 -> 15 -> 12 [-]

PP2000

  • Min damage 10 -> 12.5 (+)

PDW-R

  • Min damage 12.5 -> 14.3 (+)
  • Drop-off start dist. 8 -> 4 [-]
  • Drop-off end dist. 50 -> 30 [-]

AS VAL

  • Min damage 16.7 -> 18.4 (+)
  • Drop-off start dist. 8 -> 4 -> 6 [-]
  • Drop-off end dist. 50 -> 40 [-]

PP-19

  • Min damage 9.1 -> 12.5 (+)
  • Max damage ?
  • Drop-off end dist. 50 -> 40 [-]

UMP-45

  • Min damage 12.5 -> 13.75 (+)

Pistols
G18

  • Drop-off start dist. 12 -> 8 [-]
  • Drop-off end dist 50 -> 50 -> 40 [-]

.44 Magnum

  • It also gets the new 1.25x upper chest damage multiplier (+)

MP412 Rex

  • Min damage 25 -> 28 (+)

2. Attachments

Fore grip
Full “beta” list of changes.
Basically before it reduced the horizontal recoil by 50%, in these files it reduces h-recoil only ~20-33% depending on weapon.
It also increases the minimum spread 20% ~ 50% depending on stance and weapon.

Suppressor
Full “beta” list of changes.
Suppressors will not reduce the damage anymore.
Now it will reduce the distance where damage starts/stops to drop off instead.
For most weapons it will decrease the min spread by 25% instead of 50%
Although looks like M60 will still have the same 50% effect.

Heavy barrel
Full “beta” list of changes.
For most of the weapons it decreases ADS min spread by 75 or 50% depending on weapon.
Recoil is still increased by 10 or 15% and HIP min spread by 20-25% depending on weapon.

It doesn’t make AN94 100% accurate anymore while aiming down the sight.
Reduces ADS min spread by 75% and only increases recoil by 10%, the hip fire penalty is 20% for AN94
G3A1 is same than AN94 except heavy barrel increases recoil 6.7% and hip fire is increased only 14.3%

For few weapons it also makes Spread increase per shot 10% higher.
Edit: which was a bug and has been removed, no spread increase increase anymore.

It will also increase drop-off end distance by 50% making weapons more deadly at ranges between 50m and 90m, depending on weapon.

Flash suppressor
Full “beta” list of changes.
Will decrease recoil by 17 ~ 25% depending on weapon.
For most weapons it increases hip min spread by 20~25% but some weapons don’t have any hip accuracy penalty.

Extended magazine
There seems to be extended magazine for AS VAL which didn’t exist before.
With ext mag it will have 30 bullets in a mag instead of 20

Bipod
Full “beta” list of changes.
Symthic thanks Aenonar for helping.

Laser sight
Full “beta” list of changes.

3. Accuracy changes

Assault rifles
AEK971

  • ADS Min Spread, Not moving 0.2 -> 0.4 -> 0.3 [-]
  • Recoil right 0.5 -> 0.3 (+)

AK74M

  • Recoil up 0.3 -> 0.28 (+)
  • FirstSRecoilMul 2 -> 1.5 (+)

AN94

  • Recoil up 0.45 -> 0.3 (+)
  • FirstSRecoilMul 1.5 -> 2 -> 1.5 [-]

F2000

  • Recoil up 0.3 -> 0.26 (+)

FAMAS

  • Recoil left 0.6 -> 0.35 (+)
  • Recoil right 0.6 -> 0.5 -> 0.6
  • Recoil decrease 15 -> 18 [-]
  • FirstSRecoilMul 2 -> 2.6 [-]

G3A1

  • Recoil up 0.55 -> 0.45 (+)
  • FirstSRecoilMul 1.2 -> 1.8 -> 1.4 [-]

L85A2

  • Recoil left 0.4 -> 0.3 (+)
  • Recoil decrease 22 -> 18 [-]
  • Min spread, ADS, not moving 0.4 -> 0.2 (+)

M416

  • FirstSRecoilMul 2.0 -> 2.4 -> 2.0

Carbines
AKS74u

  • Recoil up 0.3 -> 0.28 (+)
  • FirstSRecoilMul 2.0 -> 2.2 -> 1.5 (+)

HK53

  • Recoil up 0.3 -> 0.28 (+)
  • Recoil left 0.3 -> 0.2 (+)
  • Recoil right 0.5 -> 0.35 (+)
  • Recoil decrease 22 -> 18 [-]

SCAR-H

  • Recoil decrease 15 -> 13 [-]

SG553

  • Recoil up 0.3 -> 0.25 (+)
  • FirstSRecoilMul 2.5 -> 2.2 (+)

QBZ-95B

  • Recoil left 0.5 -> 0.335 (+)
  • Recoil right 0.5 -> 0.335 (+)
  • Recoil decrease 22 -> 18 [-]
  • Min spread, ADS, not moving 0.4 -> 0.5 [-]

LMGs
M240

  • FirstSRecoilMul 1 -> 1.7 [-]

M249

  • FirstSRecoilMul 1 -> 2.2 [-]
  • Recoil decrease 15 -> 12 [-]

M60

  • FirstSRecoilMul 2 -> 1.5 (+)

MG36

  • Recoil decrease 15 -> 13 [-]
  • FirstSRecoilMul 1 -> 1.8 [-]

PKP

  • Recoil up 0.75 -> 0.65 (+)
  • Recoil decrease 7 -> 13 (+)
  • FirstSRecoilMul 1 -> 1.5 [-]
  • Max spread, ADS, not moving 1 -> 3 [-]

Type88

  • Recoil left 0.4 -> 0.3 (+)
  • Recoil right 0.4 -> 0.3 (+)
  • Recoil decrease 15 -> 12 [-]
  • FirstSRecoilMul 1.34 -> 1.5 [-]

RPK

  • Recoil decrease 15 -> 13 [-]
  • FirstSRecoilMul 2 -> 1.8 (+)
  • Recoil up 0.35 -> 0.35 -> 0.3 (+)

QBB-95

  • Recoil up 0.45 -> 0.37 (+)
  • Recoil left 0.1 -> 0.4 -> 0.3 [-]
  • Recoil right 0.3 -> 0.4 -> 0.2 (+)
  • FirstSRecoilMul 1 -> 2 [-]
  • Recoil decrease 15 -> 13 (+)

PDWs
AS VAL

  • Recoil left 0.2 -> 0.25 -> 0.2
  • Recoil right 0.3 -> 0.45 -> 0.3
  • Recoil up 0.3 -> 0.4 [-]
  • Recoil decrease 22 -> 18 [-]
  • FirstSRecoiMul 2.0 -> 2.0 -> 0.5 [-]
  • Spread Min Angle, ADS, Moving 1.0 -> 1.5 [-]

PDW-R

  • Recoil decrease 22 -> 18 (+)
  • FirstSRecoilMul 2.5 -> 2 (+)
  • Min spread, ADS, not moving 0.4 -> 0.5 -> 0.4
  • Min spread, ADS, moving 0.6 -> 0.8 -> 0.6
  • Min spread, HIP, not moving
  • ^ Standing 1.5 -> 2 -> 1.5
  • ^ Crouching 1 -> 1.5 -> 1
  • ^ Prone 0.75 -> 1 [-]
  • Min spread, HIP, moving
  • ^ Standing 2 -> 2.5 -> 2
  • ^ Crouching 1.5 -> 2 -> 1.5
  • ^ Prone 1.25 -> 1.5 [-]

MP7

  • FirstSRecoilMul 2.5 -> 2 (+)
  • Min spread, HIP, not moving, standing 1 -> 1.2 -> 1
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 -> 1 [-]
  • Min spread, HIP,moving, prone & crouching 1.25 -> 1.5 -> 1.25

P90

  • FirstSRecoilMul 2.5 -> 2 (+)
  • Min spread, HIP, not moving, standing 1 -> 1.2 -> 1
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 -> 1 [-]
  • Min spread, HIP,moving, prone & crouching 1.25 -> 1.5 -> 1.25

PP-19

  • Recoil decrease 25 -> 20 [-]
  • FirstSRecoilMul 2.5 -> 2 (+)
  • Min spread, HIP, not moving, standing 1 -> 1.2 -> 1
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 -> 1 [-]
  • Min spread, HIP, moving, prone & crouching 1.25 -> 1.5 -> 1.25
  • Recoil up 0.18 -> 0.18 -> 0.2 [-]
  • Recoil left 0.4 -> 0.4 -> 0.3 (+)
  • Recoil right 0.4 -> 0.4 -> 0.3 (+)

PP2000

  • Min spread, HIP, not moving, standing 1 -> 1.2 -> 1
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 -> 1 [-]
  • Min spread, HIP, moving, prone & crouching 1.25 -> 1.5 -> 1.25

UMP45

  • Min spread, HIP, not moving, standing 1 -> 1.2 -> 1
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 -> 1 [-]
  • Min spread, HIP, moving, prone & crouching 1.25 -> 1.5 -> 1.25
  • Spread Inc per shot, crouching & prone 0.1 -> 0.1 -> 0.06 (+)

Pistols

G18

  • Recoil up 0.7 -> 0.5 -> 0.7 [-]
  • Recoil decrease 30 -> 30 -> 20 [-]

M9

  • Recoil decrease 15 -> 30 (+)
  • Recoil decrease 30 -> 30 -> 20 [-]

M93R

  • Recoil up 0.5 -> 0.4 -> 0.5
  • Recoil left 0.4 -> 0.2 (+)
  • Recoil right 0.4 -> 0.2 (+)
  • FirstSRecoilMul 2.5 -> 2 (+)

.44 Magnum

  • Spread increase 0.6 -> 0.3 (+)

M1911

  • Recoil right (standing) 0.3 -> 0.3 -> 0.1 (+)
  • Recoi left (standing) 0 -> 0 -> 0.1 [-]
  • Recoil decrease 7 -> 7 -> 20 (+)

MP443

  • Recoil decrease 15 -> 15 -> 20 (+)
Make sure to follow MP1st on Twitter and Facebook for more Battlefield 3 updates!

Source: Symthic Forums

David Veselka

Musician, Gamer, Geek. Subscriber

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Battlefield 3 Community Initiates #BF3Blackout Movement

Communication is key to building a strong community, especially when millions of players are involved. Battlefield/Digital Illusions CE has one of the most dedicated following in the FPS genre – rightly earned thanks to their support for those who love playing their games.

Battlefield 3, one of DICE’s/EA’s most important launches ever, has been out on shelves for almost 5 months now. While it wasn’t graced with the smoothest launch ever, things are slowly but surely looking up. Unfortunately, despite the amount of work we know DICE is putting into Battlefield 3 – polishing and ridding it of bugs and and other annoyances, frustration is rapidly building within the community and is caused by that key strength DICE once possessed: Communication, or the lack thereof.

While many factors could possibly be contributing to this decay, be it EA’s rigidity of release date announcements or unwillingness to allow open dialogue between players and developers, one thing is for sure: The Battlefield 3 community has been kept in the dark for too long. While we’re not asking for a patch or DLC right this very instant, a little bit of transparency can go a long way.

Earlier today, community website, Battlefieldo, who recently merged with community podcast, Don’t Revive Me Bro, have taken the first steps in a plan to show EA that the Battlefield community is no longer willing to accept these standards of communication. Cory “Pr3esident” Niblett says it best in a recent article: “As a longtime battlefield player, community manager, and a person who knows what is going on with this community on a daily basis, I’m frustrated, you’re frustrated… Shouldn’t we expect better? At least acknowledge the existence of the issues we present, and have a very long list of things to work on.” He added, “we’re kept in the dark with no patch schedule, no details, and not even direct responses from DICE, at all.”

So, what exactly is going to be done about it? Cory explains, “So… this is what we’re going to do… as a community. We’re going to give Electronic Arts until Friday, March 2nd to announce the next major patch and the fixes that they have made, or are currently making. SOME acknowledgement of the outcry about the issues that is currently wrong with the game right now, today… Or we’re going to black out the entire battlefield community for 1 day, 24 hours, no playing, no posting, and no tweeting. Silence fed right back into the mouths of those who have chosen to give us the very same silence. We’ll be waiting for you to give us our community back EA, and put it in the very capable hands of the people who developed, and made the game.”

Battlefield 3 Community Manager, Daniel Matros, has officially responded, sympathizing with the Battlefield community: “I completely understand the motives behind it.” He continued, “I support the BF community in any way I can and if you express your opinions like this, I must understand it.” Gameplay Designer, Tim Kjiell rightfully added, “Staying in touch with community and having a transparent workflow is key to the lifetime of a game. I understand and agree. Will do what I can to push for more direct comm.”

So, if you love Battlefield 3 and DICE, join the movement and show your support for #BF3Blackout on Twitter. We know MP1st will!

Update: The movement already seems to be gaining popularity and has warranted action from DICE. Matros has claimed it a “top priority for tomorrow. Have some good ideas!”

David Veselka

Musician, Gamer, Geek. Subscriber

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Free Call of Duty Elite Theme Exclusive to PS3 Releases on Feb 28

Along with Elite’s two map drops and  patch 1.09, which adds 5 new prestige levels and in-game support for Clan Operations, PS3 users can expect a free Elite theme released exclusively on the platform.

Modern Warfare 3 players on PS3 with paid Elite subscription have been waiting for the first two Elite drops for a quite a while now. Xbox 360 users received the two drops on January 24th, and have since received another drop yesterday. In attempt to sweeten the deal for PS3 owners, Beachhead studios is tossing in a free theme for all PS3 players. On the official Facebook page, the statement reads. “Charge those Bluetooth headsets – PS3 Call of Duty Elite Premium members get the first two MW3 Content Drops, Liberation and Piazza, on February 28. We’ll also be releasing this ELITE theme, free to all PS3 owners.”

It’s unclear whether the theme is dynamic or not, but here’s an image:

Fahed Jaradat

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Treyarch Looking for a Designer to Take Levels “from Design to Completion”

Treyarch posted a job listing on the studio’s website looking for a Level Builder/Designer, preferably with Call of Duty modding experience.

Earlier this month, Activision confirmed that there will be a new Call of Duty releasing this year. While 2012’s CoD has yet to be subtitled, several reports, retail leak and domain registration, point to the name Black Ops 2, which Treyarch should be the studio behind it.

As we near the final stretch before the reveal of the next Call of Duty, Treyarch is looking for a designer to finalize the game’s levels. The posting reads,”we are looking for self-motivated designers with intense creative vision and fresh ideas for gameplay. Our Level Designers collaborate with the level team to take a game level from design to completion.”

As it’s been the case with previous Call of Duty titles, it is expected that multiplayer maps in conjunction with single-player levels. The listing mentions that the candidate must “have strong hands-on experience, with a mod team or preferably a published title, with single player or multiplayer level creation.” The mod tools experience, which Sledgehammer seems to value as well, was reiterated at the bottom of the listing, “a build test utilizing Call of Duty mod tools may be required depending on previous experience.”

It’s worth noting that Activision promised this year’s title will bring “meaningful innovation to the franchise

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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MW3 – Bowling Wants to Give You Classic Maps for Free, “Keep it Outside the DLC Model”

Infinity Ward Creative Strategist, Robert Bowling, comments on the design philosophy of the recently released content drop, Overwatch, and gives fans a glimpse into what direction the team is headed in when it comes to future MW3 DLC. It’s safe to say many will love what Bowling has to say on the subject of free content.

During a Machinima Respawn live stream, Bowling sat down with the crew and discussed what went into developing Overwatch, a brand new MW3 map currently available on the Xbox 360. Bowling reveals that “Overwatch was really meant to be something for everyone, you know – have those areas where you can do the ‘run-and-gun’ and have plenty of cover points throughout most of the map. But then, also still have those really long sight lines. Give [snipers] some good ‘overwatch’ areas.” Hence the name.

When it came time to talk about future DLC plans, obviously, Bowling couldn’t reveal too much. What he could reveal is the focus of the maps: “What you’ll notice is that there’s two things we’ve been focusing on with DLC, and a lot of it all boils down to variety and, like, maps like [Liberation, Piazza and Overwatch] are all about variety of gameplay. But then, moving forward, we’re also looking at variety of just location – just places that you’ve never seen before in Call of Duty that are just meant to be beautiful, awesome places to play in. Some of the content drops we have coming up that we haven’t announced yet are places like that.” He went on to mention that maps set in exotic locations (like Piazza, for example) tend to be the most fun to develop as well as the most fun to play on.

Speaking of the purposes of upcoming maps, Bowling revealed that “there’s some stuff we’re talking about that I think is going to be refreshing – different styles of maps that are not meant to be that “everybody” map. We’re looking at some map designs that have very specific purposes.” He specifically mentioned maps based on 2 vs 2 gameplay, harkening back to one of CoD4’s most beloved maps, Shipment.

Revealing his more passionate side, Bowling also detailed his philosophy on throwback maps and playlist updates, something that’s been hinted at before and that the community is definitely excited about. “If you’re going to do throwback maps – if you’re going to do classic maps, keep it outside the DLC model. For DLC, if you’re paying for stuff – if it’s included in your subscription, it should all be new content. If we’re going to do a throwback map, let that be outside the DLC model, let it be free, let it for everyone. Don’t let it be restricted by contracts, partnerships, and all that fucking money stuff. Let it just be there.”

If you remember, we reported earlier that CoD4 and MW2 map file names were found in Modern Warfare 3.

While this is no confirmation of a throwback map pack, it’s nice to know that if it ever were to come to fruition, at least Infinity Ward’s Creative Strategist is fighting for a price tag of $0.00. He added, “I feel like, right now, we’re in a fucking era where everyone’s so focused on subscriber numbers and all that stuff – that we need to get back to what I feel we did so much better in the old days – on just plain goodwill. Let’s focus on, you know, stuff that we can just give out to everyone. That’s what I love – when I can do, like, playlist updates, and I have free reign and I’m not restricted by release dates or when it has to come out or any of that stuff, and we can just do it and it’s fun. That’s the stuff I love and that’s the stuff I want more of.” It goes without saying that the community could definitely get behind that.

Let us know in the comments below – are you enjoying the new map, Overwatch? What style of maps and locations would you like to see in future DLC? Do you think we’ll see free throwback maps in the future?

Make sure to follow MP1st on Facebook and Twitter for more up-to-date Modern Warfare 3 news!

Featured image by EdwardElric88

David Veselka

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Borderlands 2 Coming This September, Awesome Trailer Released

Gearbox Software has announced the release date of Borderlands 2 with an awesome “wub wub” trailer.

  • 4 player co-op: check
  • 96.5 more wub wub: check
  • 870 gazillion more guns: check
  • 1000 degrees hotter: check

Check out the trailer below.

[youtube id=”MCWJUSulnro” width=”600″ height=”350″]

Borderlands 2 is set to release in North America on September 18th and internationally on September 21st for Xbox 360, PS3, and PC.

Thanks Luke for the tip.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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Ubisoft Creative Director Explains Gap Between Latest Ghost Recon Titles

Ghost Recon Future Soldier‘s Creative Director, Jean-Marc Geffroy, answers a question on many Ghost Recon fans’ mind; “Why so long since Ubisoft’s last Ghost Recon game: Advanced Warfighter 2“, and talks about the setting in which GRFS takes place.

“When we wanted to renew the brand, we needed to iterate. We made some iterations that led us to a wall. Spending months [developing] and then saying it doesn’t work,” stated Geffroy in an Q&A session in the March issue (#238) of Edge Magazine as he described the earlier stages of developing Ubisoft’s newest entry into the Ghost Recon series. He continued, “The E3 demo of 2010 was a little bit too sci-fi. All this technology wasn’t easily understandable or real, the setting wasn’t exactly what we wanted, we went too far with the exoskeleton and stuff like that.” He also mentioned having to re-write some of the AI, especially in GRFS‘s 4-player co-operative mode: “If we had a player-centric, scripted AI, it was impossible with four players.” This contributed to the long wait for GRFS.

Geffroy also spoke of the setting GRFS takes place in: “The technology of tomorrow in the world of tomorrow is science fiction – it doesn’t show how Ghosts are unique today. So the world of Future Soldier is the world of today.” Judging by the success of many recent shooters, the contemporary setting seems to fit well when it comes to multiplayer. Ubisoft would be wise to stick closer to its roots avoid the more unrealistic, sci-fi settings. After all, Geffroy also mentioned, “we wanted to bring back the flavour of the original Ghost Recon.

Comparing the earlier build to the more recent version of Ghost Recon Future Soldier, which one do you prefer? Do you prefer the more futuristic setting for the Ghost Recon series, or something a little more current? Let us know in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber

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Modern Warfare 3 Patch 1.09 Live on Xbox 360, Next Week on PS3 – Patch Notes

Earlier today, a new Elite content drop was released for Modern Warfare 3 on Xbox 360, but shortly after, patch 1.09 went live on the platform adding new five prestige levels and the ability to view players’ Clan Rank in-game.

When you fire up Modern Warfare 3 on Xbox 360, you’ll be greeted with a 5MB patch. This new update is mandatory for all users, not just Elite premium members, as it adds two new features for console players. (PC received the new prestige levels earlier this month, and Elite is not available for PC players.)

Title update #9 notes:

  • 400 new ranks included in 5 new prestige levels.
  • Also adds the ability to view Clan Rank on player card in-game when enlisted in a clan on Call of Duty: Elite.

Patch 1.09 is now live on Xbox 360, but PS3 users will have to wait until February 28th to receive the patch along with the first Elite content drops, Piazza and Liberation.

In-game adjustable music and theater mode HD uploads fix (only for PS3) might have been delayed until the next patch. We reached out to Infinity Ward’s creative strategist for clarification.

Be sure to follow MP1st on Twitter and Facebook for the latest on Modern Warfare 3.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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CS:GO Beta “Will Keep Growing”, Fake Scam Sites Arise, Servers Mixed Up Weekly

The Counter-Strike: Global Offensive Beta is currently underway and being enjoyed by a number of active community members. If you’ve missed out on the details, find out how to get your key here. As for additional details, the team behind CS:GO recently answered some questions from the community which gives some insight as to what the team is working on.

First, a word of warning: csgobeta.com does not hand out beta keys. According to the CS:GO team, “that is a fake scam site.”

With that out of the way, many fans have been urging the developers to release the beta to the general public. (At the moment, only top community members can earn access to the beta, with more opportunities on the way.) The official CS:GO Twitter handle explains the reasoning behind keeping a tight lid on the beta: “We need to grow the beta in stages. The beta really is about testing, not promotion. But don’t worry, it will keep growing.”

Fans have also been asking devs to let the servers rotate through the maps so that players aren’t stuck in one particular location. It was clarified that the they “will be mixing up the beta every week,” which should hopefully ease some worries.

Of course, many are wondering if the beta will ever make its way to the PS3 or Xbox 360, platforms which will currently only see the retail version of CS:GO. The team clarified, “the beta is for PC only.” As for the Mac version, they clarified that a “Mac version is coming [as well] but for the beta, we need to be more nimble to react. Isolating the beta to one platform lets us do that.”

Hopefully that should answer a few of the questions that many CS fans have been dying to know. For more details about the beta and about the game itself, stay tuned to MP1st by following us on Twitter and Facebook!

David Veselka

Musician, Gamer, Geek. Subscriber

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Specs Ops: The Line Gets a Release Date, Multiplayer Pre-order Bonus Trailer

2K Games announced today the release date for Spec Ops: The Line, and revealed the multiplayer pre-order bonuses.

Spec Ops: The Line is a third person shooter being developed by Yager Development, and is set in a “sandstorm-ravaged Dubai.” Spec Ops: The Line will be released on June 29 for PC, PS3, and Xbox 360.

In terms of pre-order bonuses, if you pre-order the game, you will receive a copy of the premium edition, which packs in the following:

  • First Week Double XP. During your first week, you’ll get double the XP for every match you play.
  • AK-47. The popular AK-47 will be yours at rank 1.
  • Officer Class. You’ll be able to play as the “Officer” class from the very beginning, which gives your team advantages such as reduced damage and increasing the effectiveness of other classes.
  • FUBAR Pack. You get unique accessories to customize your character’s appearance.

[youtube id=”qkyO9h0YJlA” width=”600″ height=”350″]

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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[Update #2] Modern Warfare 3 New Elite Map Drop Now Live on Xbox 360

Update #2: PS3 users will receive the 5 new prestige levels in the next patch on Feb 28th

Update #1: Robert Bowling announced that along with Overwatch, “5 new prestige levels for all players”  were added to Modern Warfare 3 on Xbox 360. The patch size is 5MB.

After receiving two maps in January, Piazza and Liberation, Modern Warfare 3 has received its third and only Elite drop for the month in the new map, Overwatch.

Overwatch is now available for paid Elite members on Xbox 360. In order to download it, you have to access the multiplayer portion of the game to select the ‘store’ option, then select Download Elite Content. The download size of the new map is 89.11MB.

The new map has been added to the Elite playlists’ map rotation. The following gamemodes are available as it was the case since January:

  • Elite TDM
  • Elite Kill Confirmed
  • Elite Domination
  • Elite Search and Destroy
  • Elite Objectives
  • Elite Hardcore Ricochet Mosh Pit

PS3 premium Elite members will be getting the first two drops, Piazza and Liberation, on February 28th. Overwatch hasn’t been dated yet on PS3.

Non-Elite subscribers will be able to buy the first collection of DLC in March, which will pack in multiple drops.

Read more about March’s Elite drops for Xbox 360 paid Elite memebers.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

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Starhawk – Welcome to the Beta, New Map Coming in Patch 1.3, and More

LightBox Interactive is readying up Starhawk for a full open beta later today, some new information regarding patch 1.3, a new vehicle, and much more.

Later today, everyone with access to the PSN will be able to download the official Starhawk beta off the PlayStation Store. Previously, the beta was only open to those who had a PSN voucher code from either winning it or receiving the code from Uncharted 3. You’ll also be able to discuss current bugs and issues with the beta at the official Starhawk Beta Forums. And, please remember that this is a BETA, it does not represent the final product of the game.

Beta Patch 1.3’s release date is still unknown, but LightBox Entertainment recently stated that the patch will go live “when we are happy with it”. In this update you can expect plenty of bug fixes that are currently being reported on the forums along with a brand new multiplayer map called The Planet Dust. This brand new map will feature massive 32 players fight.

Down below are some screen shots of the new map.  

Video preview showcasing the new map and vehicle.

[youtube id=”0QQDZIvW9Ds” width=”600″ height=”350″]

Also, on Starhawk’s facebook page,  LightBox clarifed, “for those of you the got Twisted Metal…the Starhawk Sweet Tooth skin will not work in the Starhawk Beta. Its only for the full retail game.” So, expect the code to go live sometimes in May when Starhawk launches.

Since the Beta will now be open to everybody, expect to hear more news in the coming weeks including patch notes, impressions, and even new videos. Till then, I’ll see you all online.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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[Updated] Battlefield 3 Developer Reveals Further Patch Details and Updates

You may have seen a recent list of upcoming weapon changes making its way to Battlefield 3 floating around. If not, check it out right here. However, there are still some other patch details you may not yet know. Luckily, we’ve gathered a number of fresh pieces of info straight from Senior Gameplay Designer, Alan Kertz, as well as some updates to the already existing tweaks.

It was brought up via a reddit conversation that the jet guns vs helicopters should be nerfed. Added to this statement was the concern of a jet’s ability to simply ram into the helicopter if it happens to be unsuccessful with its cannon. Thankfully, Kertz responded that “both issues are addressed.” In response, one fan mentioned that both aircrafts being destroyed in the crash would be great. Kertz answered, “bingo.”

Speaking of the usefulness of the underbarrel grenade launcher attachment, some agreed that there’s currently not enough of a time difference in switching to the launcher between a weapon that has the underbarrel attached, and one that doesn’t. However, Kertz clarified, “not after this update it’s not.” Meaning, the switch to the underbarrel grenade launcher will likely see an increase in speed in the next update.

When it comes to weapon stat updates, Kertz mentioned that he “found a way to keep 95 damage on the M98B without making it OP.” (These numbers are soon to be updated in the tweak list.) One fan asked, “what makes a bolt gun with 5 round mag cap so OP you have to nerf it?” Kertz answered, “new mechanics. But it wasn’t ever a nerf and now it won’t look that way either.”

Few have been worried about the SCAR-H carbine, which is to receive an accuracy buff in the next update. Before some of the latest patches, this weapon was considered to be rather over-powered and it is hoped that it will not end up being the case again. It was asked if the SCAR-H would keep its current max damage which is at 30. Kertz clarified, “it stays at 30. When it was at 34 it was clearly superior to other carbines. It’s more accurate, has longer range, and with the recoil buff it’s more controllable.”

This is just a few updates of many more to come. Make sure to stay tuned to MP1st by following us on Twitter and Facebook as we find out more about the upcoming patch.

Let us know your thoughts and concerns about the recent tweaks in the comments below!

Update: Players may have also noticed that the FAMAS will be receiving a number of buffs, something contrary to what many have been hoping for. However, Kertz clarified that though it may look like it’s being buffed, it will translate differently in-game. “The supposed FAMAS ‘buff’ is anything but. The FAMAS will pull to the side when shooting, a behavior much more difficult to control.” What are your thoughts? Leave them in the comments below!

David Veselka

Musician, Gamer, Geek. Subscriber