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CatPee
Member
(07-11-2012, 01:37 AM)
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I've been (occasionally) abusing the hipfire bug with LMGs.

Shit's ridiculous.
Sethos
Banned
(07-11-2012, 01:41 AM)
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Originally Posted by CatPee

I've been (occasionally) abusing the hipfire bug with LMGs.

Shit's ridiculous.

What bug?
CatPee
Member
(07-11-2012, 02:26 AM)
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Originally Posted by Sethos

What bug?

The one that allows you to hipfire with ADS accuracy for a few shots. For the large LMGs, it's more accurate than ADS over a long burst, and that combined with their damage makes it super deadly. :\
Sethos
Banned
(07-11-2012, 02:39 AM)
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Originally Posted by CatPee

The one that allows you to hipfire with ADS accuracy for a few shots. For the large LMGs, it's more accurate than ADS over a long burst, and that combined with their damage makes it super deadly. :\

Oh great. Something like that would explain a dodgy ass guy I was playing against tonight who basically sniped with his M60. It was driving me up the wall :/
adamsappel
Member
(07-11-2012, 05:20 AM)
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Originally Posted by CatPee

The one that allows you to hipfire with ADS accuracy for a few shots. For the large LMGs, it's more accurate than ADS over a long burst, and that combined with their damage makes it super deadly. :\

I guess I mentioned something like this in my post above.

Originally Posted by adamsappel

Squeeze off a quick hipshot on the run and I often get a pure-luck headshot.

I didn't realize it was a bug, just figured it was one of those crazy, lucky rolls of the dice. Yeah, a quick burst from the hip and I'd often get a headshot.
CatPee
Member
(07-11-2012, 05:25 AM)
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Originally Posted by adamsappel

I guess I mentioned something like this in my post above.

I didn't realize it was a bug, just figured it was one of those crazy, lucky rolls of the dice. Yeah, a quick burst from the hip and I'd often get a headshot.

No, you're actually just getting lucky headshots.

This requires "preparation".
Martian
Member
(07-13-2012, 02:13 PM)
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I just purchased Close Quarters, awesome expansion!

I like the map layout; Yes, they are smaller, but now you're fighting in 3 dimensions, which gives the game a whole new feel.

I like gunmaster, it's almost exactly like GunGame from Counter-Strike, but unfortunately it's not reverse, which makes it a bit lame for late-joiners.

15 euros well-spent!
Spl1nter
Member
(07-13-2012, 03:47 PM)
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Hype!!!

Inside DICE: Building our biggest Battlefield map ever
DICE Designer Inge Jøran Holberg tells the story of how we created Bandar Desert, the biggest map in Battlefield history. He also provides some playing tips for surviving in this harsh environment once the Armored Kill expansion pack appears in September.

Hi everyone. My name is Inge Jøran Holberg, and I’m one of the Designers here at DICE. When Battlefield 3 had just been released [in October 2011], me and the other Designers were approached by the Operations team Producer Björn Johnsson. He wanted to know if we had any ideas for “Xpack 3”, the third expansion pack for Battlefield 3 that would follow up the infantry focused Close Quarters.

Me and my colleagues had already discussed how cool it would be to re-create Atacama Desert and Arica Harbor from Battlefield: Bad Company 2 in the ever improving Frostbite 2 engine. Even if I was the designer of those maps and would love to see them get the Frostbite 2 treatment, I figured they would really only classify as medium sized maps in Battlefield 3 and I was certain there were still loyal Battlefield fans whose needs we hadn’t met yet – those who loved to play on the very biggest of maps in Battlefield 1942 and Battlefield 2 [such as El Alamein and Fushe Pass].

Reading a number of posts by these players in our forums, I personally agreed that even with maps like Operation Firestorm, Kharg Island and Caspian Border, Battlefield 3 lacked a couple of extra-large maps with huge distances and lots of capture points that they have experienced in some of the maps in earlier Battlefield titles to complete the range.

Seeing as the tight infantry focused Close Quarters was already in progress, I felt that it was high time we delivered on the expectations from our loyal fan base in this department. So we promptly agreed to try and convince the management to let us go big on expansion pack three and make it all about all-out vehicle warfare and extra-large maps. The day after our pitch, Producer Björn Johnsson came back with the good news: “Let’s go Big!”

Bandar Desert — The inspiration
Since Iran was a major area of operations in Battlefield 3, it felt natural to get inspiration from there as a first step in creating some maps in “Xpack 3”. Seeing the desert scenery from the real Bandar Desert area, I really got inspired, and immediately knew we could create something really exciting out of it. When it comes to gameplay, we here at DICE have been enjoying Atacama Desert in Battlefield: Bad Company 2 a lot, just like many of our players. I started thinking about how the best parts of the gameplay on Atacama could make the transition to a new map like Bandar Desert.

Some of the things I like in Atacama and that I wanted to carry across into Bandar Desert is the mix between the built up village areas with lots of destruction and the barren desert where tanks and other vehicles were in their strongest element. Out there, vehicles could duke it out between the sand dunes, using them in large strategic maneuvers to hide or partially hide, protecting the lower parts of the tank when firing. There were also always a few areas where infantry could have the upper hand at times without making it hard for vehicles to enter the area.

With extra-large maps though, some of the additional possibilities I wanted to implement were: Being able to plan ahead when encountering enemy tanks (without always being able to hit them directly as they would be too far away)
Having a better chance to retreat and regroup
Being able to dig in if opposition is too strong
Perform large flanking maneuvers or get support from friendly air units
Size and gameplay

In Bandar Desert, supporting 64 players and jets, everything would have to be larger and build much more on vehicle gameplay on a grand scale than Atacama Desert. At the same time it should be scalable for consoles with fewer players without it leading to compromises for the 64 player version.

These were a few of the major requirements that I set for Bandar Desert. It should:

Support grand scale vehicle gameplay with freedom of movement at long range
Provide exciting dogfight gameplay for jets in huge mountain ranges
Contain diversity in gameplay and intensity between different themes
Offer a great visual diversity both in terms of palette and character
Support all game modes without compromise
Differ from the other three maps in the expansion both visually and in gameplay (I knew what the other maps would be after initial design discussions)


One day I was sitting in the editor environment, adding placeholders for the different capture points to test different layouts on the work in progress terrain. It dawned on me that this could potentially be the biggest official Battlefield map yet to be created. When I started thinking about it, there was no reason not to – especially in this expansion pack with its theme of grand scale vehicle combat.

Playing the first versions of Bandar Desert in our daily play tests was almost like re-discovering the classic Battlefield. Standing in the middle of that desert,looking around at the vast expanse with tanks approaching in the far distance and jets flying overhead was a Battlefield moment on its own.

The challenge with designing a huge map like this is that the size mustn’t lead to it becoming boring and uneventful. There must be no endless, generic travel between point to point like a pointless merry-go-round that never changes speeds. Another challenge is to enable different player kits in the map – there should not be one kit that rules the entire map. Diversity in gameplay across the map would have to be implemented.

With different distances between flags and big differences between the themes in different parts of the level, you will find yourself in varying environments and gameplay characteristics as you go from the mountain, across the desert and into the more urban areas. All asking you to adapt your play style in order to win the bigger battle.

The difference in pacing and environments will make sure you get a very different overall experience every time you play the map, but it will also accommodate the different soldier kits by building on the strengths of them depending on where you are on the map.

For example: Trying to hold the urban areas will require a greater mix of your team’s different soldier kits than the desert area. You can for example be very useful with med kits, ammo bags or a sniper rifle in the urban areas, while anti-tank weapons will be more favored in the desert areas.

All soldier kits have different pros and cons in the different areas of Bandar Desert. This is the case for the Battlefield 3 map Operation Firestorm as well, but on Bandar Desert you will have smaller but more houses with good options for vehicles to get around, and you will also have more destruction in the infantry focused areas so vehicles can get more involved in those kind of environments as well.

Tanks are not lost even in the village, but watch out. A soldier with an antitank weapon could be aiming at you from a window.

It’s official: The biggest map yet
In Conquest Large, Bandar Desert is stretching as far as 1,900 meters from U.S. to Russian deployment, not counting the airstrip at the very end of the ground forces combat area. This is even longer than Fushe Pass from Battlefield 2. Bandar Desert is about as wide as it is long at the middle flags – it measures 1,900 meters from the mountain base furthest from the sea all the way to the beach at the south edge of the map.


As a comparison, Caspian Border is roughly 1,100 meters between the U.S. and Russian deployments — around 800 meters difference both in width and length. Should you count the distance between your spawned jet and the enemy spawned jet, you will end up with 2,400 meters on Bandar Desert. From the closest capturable flag to the furthest capturable flag, you are looking at around 1,200 meters. For Caspian Border, the equivalent distance is just about 400 meters.

Surviving in the desert
Working together with others in your team will greatly improve your chance of survival in combat.

If you want to play your best on Bandar Desert, I would say that you should try to be effective with different kits, so that you can be at your best where you are needed at all times, and to get to know the vehicles that you will find on this map. Also make sure to use teamwork to overcome enemy forces – stick together with team mates to improve your chances against enemy tanks.

If you haven’t been very active with vehicles before, Bandar Desert is a good reason to get on with the training. Join an empty or nearly empty server at first and test every vehicle’s strengths and weaknesses. It will help you take enemy vehicles out when you are under live fire. In addition, you can discover where you best can dig in when you encounter enemy vehicles.

Try this for example: Drive a tank up on the plateaued dug out sand in the desert army outpost, covering most of your tanks chassis. This gives you the possibility to reverse just a little to hide your entire tank for repairs, only to moments later drive up and shoot again when fully repaired. In this manner, this base is a lot more defendable from the inside with vehicles than the army base at Operation Firestorm.

Holding different flags on Bandar Desert will keep your enemy from valuable assets like tanks, helicopters, transport vehicles, and artillery to a larger degree than on the base game maps, so don’t feel safe with just holding four flags in Conquest Large. If you hold just the town and one more flag, the enemy will still have more valuable vehicles than you have if they hold the most outpost flags, making it difficult for you to hold that majority of the flags for long.

Building Bandar Desert has been a great experience. I want to thank in particular the level artists Simon Barsky and Andrew Hamilton for an excellent job on making Bandar Desert come to life and look amazing. I also want to thank the community for all your constructive feedback on Battlefield 3.

Working on a game where the community makes itself heard is very inspiring. I hope you will love Bandar Desert as much as we do here at DICE. Thanks for reading.

Inge Jøran Holberg
Designer

Battlefield 3: Armored Kill releases this September. Look out for more previews leading up to the launch. It is one of the five expansion packs included in Battlefield 3: Premium.

Last edited by Spl1nter; 07-13-2012 at 03:50 PM.
Anton Sugar
Member
(07-13-2012, 06:19 PM)
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Originally Posted by Spl1nter

Hype!!!

It’s official: The biggest map yet
In Conquest Large, Bandar Desert is stretching as far as 1,900 meters from U.S. to Russian deployment, not counting the airstrip at the very end of the ground forces combat area. This is even longer than Fushe Pass from Battlefield 2. Bandar Desert is about as wide as it is long at the middle flags – it measures 1,900 meters from the mountain base furthest from the sea all the way to the beach at the south edge of the map.

As a comparison, Caspian Border is roughly 1,100 meters between the U.S. and Russian deployments — around 800 meters difference both in width and length. Should you count the distance between your spawned jet and the enemy spawned jet, you will end up with 2,400 meters on Bandar Desert. From the closest capturable flag to the furthest capturable flag, you are looking at around 1,200 meters. For Caspian Border, the equivalent distance is just about 400 meters.

The Faceless Master
(07-13-2012, 07:11 PM)
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Holding different flags on Bandar Desert will keep your enemy from valuable assets like tanks, helicopters, transport vehicles, and artillery to a larger degree than on the base game maps, so don’t feel safe with just holding four flags in Conquest Large. If you hold just the town and one more flag, the enemy will still have more valuable vehicles than you have if they hold the most outpost flags, making it difficult for you to hold that majority of the flags for long.


flags with a purpose! yes!
Veezy
que?
(07-13-2012, 07:17 PM)
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What's the optimal player number for the CQ maps? I have some fun playing in the larger number pools, but it eventually hits a point where there's just fucking chaos everywhere.
Spl1nter
Member
(07-13-2012, 07:19 PM)
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Originally Posted by Veezy

What's the optimal player number for the CQ maps? I have some fun playing in the larger number pools, but it eventually hits a point where there's just fucking chaos everywhere.

16 to 24. I think 24 is optimal but 32 is too many.
Divius
Member
(07-13-2012, 07:22 PM)
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Originally Posted by Veezy

What's the optimal player number for the CQ maps? I have some fun playing in the larger number pools, but it eventually hits a point where there's just fucking chaos everywhere.

64 all day everyday. So many people to kill.

edit: just realised SQ = CloseQuarters, not ConQuest.

Disregard my previous statement.
Last edited by Divius; 07-14-2012 at 12:16 AM.
Donos
Member
(07-13-2012, 11:03 PM)

Originally Posted by Veezy

What's the optimal player number for the CQ maps? I have some fun playing in the larger number pools, but it eventually hits a point where there's just fucking chaos everywhere.

24 is good. More and the spawns really fuck up. It still chaos and alot of action. 64 and you get constant revive/death/revive/death. Scrapmetal is ok with more but the other maps are nasty with more than 24. Sometimes it's fun for a short while but it gets ugly fast.
Donos
Member
(07-13-2012, 11:05 PM)

Originally Posted by Anton Sugar

Nice. But please put more than 3 jeeps and 2 tanks into the bases. Quads and buggy's would serve well.
Anton Sugar
Member
(07-13-2012, 11:06 PM)
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Originally Posted by Donos

24 is good. More and the spawns really fuck up. It still chaos and alot of action. 64 and you get constant revive/death/revive/death. Scrapmetal is ok with more but the other maps are nasty with more than 24. Sometimes it's fun for a short while but it gets ugly fast.

Really? I feel like 16 is best with Scrap Metal--it gets too hectic for me with more. 24 is best for the others, although the three-level office building feels okay with 32.
Donos
Member
(07-13-2012, 11:19 PM)

Originally Posted by Anton Sugar

Really? I feel like 16 is best with Scrap Metal--it gets too hectic for me with more. 24 is best for the others, although the three-level office building feels okay with 32.

If personally perceive Ziba, Donya and Operation way smaller. Even if they actually are bigger i can navigate way faster between the cap points compared to Scrapmetal.
Last edited by Donos; 07-13-2012 at 11:21 PM.
Hejdlond
Junior Member
(07-15-2012, 07:18 PM)
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THE TANK AND THE CASPIAN: HILLTOP DRIFT

goodfella
Member
(07-15-2012, 08:48 PM)
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I've been playing this a bit lately after not for a while.

Is it just me, or is one team always dominating in every game?
EatChildren
Chico is Quiet
(07-16-2012, 12:47 AM)
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Tides have turned. I've had a good few games lately. Even when we've lost, and badly, I've played pretty well.

This is probably due in part to my decision to shift to support, a class I play less than assault and engineer. I must say, a LMG equipped with a bipod is an exceptional defence weapon. If you keep moving position you can really pin down enemies. I've been using the Pecheneg with a bipod and have been out snipering snipers and mowing down infantry that tries to get close to capture points. The accuracy is fantastic.

Works nicely with C4 too. Firestorm is particularly enjoyable, when they roll in tanks to take a flag I'm defending. It's pretty easy to quickly sneak up to a distracted tank, plant a C4 or two, dash around a corner and blow them to bits.
CatPee
Member
(07-16-2012, 01:43 AM)
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Originally Posted by EatChildren

Tides have turned. I've had a good few games lately. Even when we've lost, and badly, I've played pretty well.

This is probably due in part to my decision to shift to support, a class I play less than assault and engineer. I must say, a LMG equipped with a bipod is an exceptional defence weapon. If you keep moving position you can really pin down enemies. I've been using the Pecheneg with a bipod and have been out snipering snipers and mowing down infantry that tries to get close to capture points. The accuracy is fantastic.

Works nicely with C4 too. Firestorm is particularly enjoyable, when they roll in tanks to take a flag I'm defending. It's pretty easy to quickly sneak up to a distracted tank, plant a C4 or two, dash around a corner and blow them to bits.

Good... another bipod convert. :D
Khal_B
Member
(07-16-2012, 07:19 PM)
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Bought the Close Quarters expansion last week and I've really been enjoying it. After work it's perfect to just jump in, take a few games and then head to bed. The maps are really visually impressive as well.

Also, funny video I came across for Elpresador fans: http://youtu.be/606O35CUkIU

I give it a week until he hates BF3 again lol.
Arucardo
Member
(07-16-2012, 07:20 PM)
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Wasn't sure if this was thread worthy.

DICE gave some info on the new "biggest bf map ever" coming with the next Armored Kill expansion/DLC: http://www.battlefield.com/uk/battle...field-map-ever. I imagine this map is going to suck on consoles, heh.



Last edited by Arucardo; 07-16-2012 at 07:22 PM.
The Faceless Master
(07-16-2012, 07:41 PM)
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Originally Posted by Khal_B

Bought the Close Quarters expansion last week and I've really been enjoying it. After work it's perfect to just jump in, take a few games and then head to bed. The maps are really visually impressive as well.

Also, funny video I came across for Elpresador fans: http://youtu.be/606O35CUkIU

I give it a week until he hates BF3 again lol.

:lol
lawful
Banned
(07-16-2012, 07:45 PM)

Originally Posted by Arucardo

I imagine this map is going to suck on consoles

I predict there being enough vehicles on map to make up for a lack of player count
SirButterstick
Banned
(07-16-2012, 10:08 PM)
I haven't played this in three weeks. Oh summer, why do you need to be so summery!

EDIT: Wait, the Beast Supreme likes BF3? Cats and dogs living together . . . .
Donos
Member
(07-16-2012, 10:30 PM)
played alot with the AKS-74U recently but in the last two weeks i couldn't kill shit with it. Changed back to G36C and it wasn't really better. Then i picked M4A1 which is still n1 on my "most kills" list. And daaaamn why did i every leave this beauty. Wonderful handling in close combat or in mid range. Never change a winning team fits pretty well in this case.
CatPee
Member
(07-16-2012, 10:52 PM)
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Originally Posted by Donos

played alot with the AKS-74U recently but in the last two weeks i couldn't kill shit with it. Changed back to G36C and it wasn't really better. Then i picked M4A1 which is still n1 on my "most kills" list. And daaaamn why did i every leave this beauty. Wonderful handling in close combat or in mid range. Never change a winning team fits pretty well in this case.

Booooo

AKS-74U >>>>>>>> M4A1 >>>>>>>>>>>> everything else.
Donos
Member
(07-16-2012, 11:53 PM)
In close encounters the fire rate is just to low. It's still good on midrange. Have to test a bit more with different optics. What optics are you using on the AKS ?
CatPee
Member
(07-17-2012, 01:01 AM)
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Good old PK-A 3.4.

I find it to be an incredible gun at all ranges (especially mid/long-range) and an excellent anti-recon/prone enemy gun with than scope and heavy barrel if you know the bullet drop. Its distinguishing feature is how quick it settles after firing a shot so you can unload single-shots faster than the rest. It still does great at close quarters with hipfire.
TheSeks
Blinded by the luminous glory that is David Bowie's physical manifestation.
(07-17-2012, 07:53 PM)
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Originally Posted by Donos

In close encounters the fire rate is just to low. It's still good on midrange. Have to test a bit more with different optics. What optics are you using on the AKS ?

Protip: Hipfire.

AKS-74U is godly no matter the range. You just have to adjust.

In fact, I really like the AKS-74U and AK-47(er-74M) in the default kit selections. Really nice controlling guns.
haikira
Member
(07-17-2012, 08:56 PM)
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Originally Posted by Arucardo

Wasn't sure if this was thread worthy.

DICE gave some info on the new "biggest bf map ever" coming with the next Armored Kill expansion/DLC: http://www.battlefield.com/uk/battle...field-map-ever. I imagine this map is going to suck on consoles, heh.



Corky
Nine out of ten orphans can't tell the difference.
(07-17-2012, 09:46 PM)
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Gaf I really want to like this game, maybe got 40h or so played in MP I guess but I just can't... I don't know if I'm really that atrocious or if this game has some of the worst hit detection I've seen...

I can't shake that god damn feeling of "why... why does it seem like my weapon seem like a peashooter and whoever I'm shooting at for 10min straight just turns around and muuurders me in one shot".
Spl1nter
Member
(07-17-2012, 09:55 PM)
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Originally Posted by Corky

Gaf I really want to like this game, maybe got 40h or so played in MP I guess but I just can't... I don't know if I'm really that atrocious or if this game has some of the worst hit detection I've seen...

I can't shake that god damn feeling of "why... why does it seem like my weapon seem like a peashooter and whoever I'm shooting at for 10min straight just turns around and muuurders me in one shot".

What gun are you using? Are you just holding down fire? What attachements are you using?

While people complain about BF3 hit detection being wonky it is in fact extremely reliable and consistent. Because it is client base however it levels the playing field much more for players playing with a higher ping. Reason you will get killed behind 'cover' or seems as if you put bullets into somone in a 1v1 but dont damage them is because you are already dead and your client hasnt been notified yet.
Corky
Nine out of ten orphans can't tell the difference.
(07-17-2012, 10:01 PM)
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Originally Posted by Spl1nter

What gun are you using? Are you just holding down fire? What attachements are you using?

While people complain about BF3 hit detection being wonky it is in fact extremely reliable and consistent. Because it is client base however it levels the playing field much more for players playing with a higher ping. Reason you will get killed behind 'cover' or seems as if you put bullets into somone in a 1v1 but dont damage them is because you are already dead and your client hasnt been notified yet.

I don't even know which one to use it feels like I'm shit with all of them... got a couple of weapons with service stars but again I haven't found something that I feel I'm good with. As for accessories I usually stick to RDS, silencer and foregrip on shortrange weapons and use acog and heavy barrel on my assault rifles.

I rarely just hold down the button, I switch to single fire mode but seeing the hit indicator pop up 10 times in a row and them not dying while using single fire mode really really feels grrreaaaaat...

Yeah, I hate that, I hate the fact that I die around corners behind cover and other impossible ways to die. I realize I'm already dead by then but it still doesn't help the sense of unbridled rage everytime that happens.
TheSeks
Blinded by the luminous glory that is David Bowie's physical manifestation.
(07-17-2012, 10:08 PM)
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Start with the basics. Don't use training wheels (AKA: scopes) until you're comfortable with the guns at base level.

I'd suggest:

Medic/Assault: AK-74M
Engineer: AKS-74U
Assault/Support: RPK/M27 (either/or, they're both good)
Recon: PDW (but you probably won't have these unlocked if you're low level): MP7, PDW-R, P90 (too high level though so not good for starters), the starting snipers aren't good unless you're good with your aim and like being on the front lines. PDW's better fits that role though.

Now, AK's are RU side until you complete the class-kit unlocks for the class(es) you're unlocking stuff with.

After that attachments: I don't run with any because I don't like modifying my damage/accuracy/etc unless the gun dictates it (like the Heavy Barrel on the KH2000). But:

Silencer post-patch: Good for close-range, not good for mid-range.
Flash suppressor: Good for mid-range, not good for long-range or close-range (IIRC)
Heavy Barrel: Not good for close-range. Good for mid-range.
Extended Magazine: Good for any gun you feel like using it on that has it.

Forgetting other attachements (either because they're shit or broken [sup Flashlight I win button!?]).

But there you go.

Oh, right:

Foregrip post-patch: Good for close-range, not good for mid-range (why? DICE BALANCE!)

Also never use the fire mode. At all. EVER. It's a completely pointless thing and the only use for it is LOOOOOOOOOOOOOOOOOOOOONG range sniping with the non-sniper guns and only if you're not in range and you've spotted a person so someone can take them out before you fast-fire single-shot mode.
Spl1nter
Member
(07-17-2012, 10:27 PM)
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Well than, I would stick to playing only the assault and engineer class. The weapons to use would be AK-74, M16, M416 for assault and M4A1, G36, ACW-R for engineer.

For the attachments, use the red dot/kobra or holo sight. The larger sights obstruct your view too much to be useful and you never really need the added range.

Use heavy barrel if you aim down sights a lot and laser sight if you hip fire a lot. Only time to really use hipfire is 5m range or less, 10m with laser sight. Most good players run with heavy barrel all the time.

Dont use any other attachments on these guns. (no foregrip, unless using AEK) Keep your gun always in full auto. If your target is more than 15m away than fire in quick 5-6 round bursts.

Try to use the same gun consistently as you will get a better feeling on how to properly burst fire the gun. So m416 and G36 since they are not team dependant. Learning the feel of the gun is the most important thing in a battlefield game.

I'm assuming you are on pc. On console doesnt matter as much, just make sure auto aim is on.
Last edited by Spl1nter; 07-17-2012 at 10:31 PM.
Anton Sugar
Member
(07-17-2012, 10:30 PM)
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Originally Posted by Spl1nter

Most good players run with heavy barrel all the time.

What are you trying to say, bro?
Corky
Nine out of ten orphans can't tell the difference.
(07-17-2012, 10:50 PM)
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Thanks for the tips, gonna try and fix this because the time I've spent playing today has been 98% agony 2% enjoyment.

Also, I've been out of many patch loops apparently, infantry are immune to RPGs? Ran around as engi on donya with rpg and explode perk and unless I hit someone pointblank straight in the chest people just shrugged off rpgs as if they were candy. Nerfed much?
Anton Sugar
Member
(07-17-2012, 10:54 PM)
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Originally Posted by Corky

Also, I've been out of many patch loops apparently, infantry are immune to RPGs? Ran around as engi on donya with rpg and explode perk and unless I hit someone pointblank straight in the chest people just shrugged off rpgs as if they were candy. Nerfed much?

I know when the game first launched, there was a "infantry splash damage range activation" factor or something, so it wouldn't do much damage until it had traveled a certain distance. They also nerfed it in a recent patch vs infantry.

Although it can cause some "WTF" situations, I think it has really helped keep the CQ maps from being GL/RPG spamfests, though the map design helps.

Metro 64 is defined purely by explosives.
Spl1nter
Member
(07-17-2012, 11:28 PM)
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Originally Posted by Anton Sugar

What are you trying to say, bro?

Nothing. You first have to play the game to be considered bad, average, good.
goodfella
Member
(07-17-2012, 11:40 PM)
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Originally Posted by TheSeks

Silencer post-patch: Good for close-range, not good for mid-range.
Flash suppressor: Good for mid-range, not good for long-range or close-range (IIRC)
Heavy Barrel: Not good for close-range. Good for mid-range.
Extended Magazine: Good for any gun you feel like using it on that has it.

Forgetting other attachements (either because they're shit or broken [sup Flashlight I win button!?]).

But there you go.

Oh, right:

Foregrip post-patch: Good for close-range, not good for mid-range (why? DICE BALANCE!)

See, that's the information we need, I wish Dice put this in the game.

The foregrip is bad for midrange? I assumed it would just increase accuracy/reduce recoil.
Anton Sugar
Member
(07-17-2012, 11:47 PM)
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Originally Posted by goodfella

See, that's the information we need, I wish Dice put this in the game.

The foregrip is bad for midrange? I assumed it would just increase accuracy/reduce recoil.

The weapon designer/developer actually put out an article that essentially provides this info.

But yeah, it should be in-game.
Corky
Nine out of ten orphans can't tell the difference.
(07-18-2012, 12:26 AM)
Corky's Avatar
Damn... following youz guyz's tips and I'm already getting better results.

1) don't focus too much on accessories, removed scope, going iron sights with my ak 74m
2) sticking to the aforementioned weapon and really trying to learning its' properties
3) sticking to one class
4) don't use single-fire mode, instead using short round bursts

thanks gaf <3
Anton Sugar
Member
(07-18-2012, 12:27 AM)
Anton Sugar's Avatar

Originally Posted by Spl1nter

Nothing. You first have to play the game to be considered bad, average, good.

Mr Nightman
Member
(07-18-2012, 12:40 AM)
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anyone else not able to see the premium camo assignments? mine never show up
RibbedHero
Member
(07-18-2012, 01:39 AM)
RibbedHero's Avatar
If you've got a good ping (sub 10) then put the Network Smoothing Factor slider in the options menu all the way down. Makes a huge difference in perceived hit detection IMHO.
doomed1
Banned
(07-18-2012, 01:51 AM)
doomed1's Avatar

Originally Posted by Mr Nightman

anyone else not able to see the premium camo assignments? mine never show up

You need to finish your current Premium assignments before you can do the new ones. If you haven't finished those, you're going to need to do that before the new ones unlock.
TheSeks
Blinded by the luminous glory that is David Bowie's physical manifestation.
(07-18-2012, 03:48 AM)
TheSeks's Avatar

Originally Posted by RibbedHero

If you've got a good ping (sub 10) then put the Network Smoothing Factor slider in the options menu all the way down. Makes a huge difference in perceived hit detection IMHO.

I keep forgetting if that's on consoles or not. I should play around with that when my connection is shit one day and see if it makes a noticeable/playable on shitty connection difference.
Mr Nightman
Member
(07-18-2012, 04:22 AM)
Mr Nightman's Avatar

Originally Posted by doomed1

You need to finish your current Premium assignments before you can do the new ones. If you haven't finished those, you're going to need to do that before the new ones unlock.

but they should still show up even locked, next to the first set

they show my progress at the end of rounds as well, just doesnt show up right on battlelog I guess

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