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Offizielle Changeliste für Spielmechanik und Fahrzeuge!

BF News

GENERAL GAMEPLAY FIXES:

-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.

VEHICLE FIXES:


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

Posted by admin on Donnerstag, Februar 23 @ 18:07:20 MET (0 reads)
(comments? | Score: 0)


Kommendes BF3 Feintuning

BF News

1. Damage changes

Assault Rifles:
545x45mm bullet minimum damage (All assault rifles except G3A1)

  • 17 -> 18.4 {Buff}

G3A1

  • Min Damage 20 -> 22 {Buff}
  • Max damage 30 -> 34 {Buff}

Carbines

SCAR-H

  • Min Damage 17 -> 20 {Buff}

LMGs
M60 & M240B

  • Max damage 30 -> 34 {Buff}
  • Min damage 20 -> 22 {Buff}

PKP

  • Min damage 20 -> 22 {Buff}

M249, M27IAR, RPK-74M

  • Min damage 17 -> 18.4

Sniper rifles
All sniper rifles:

  • Upper chest damage multiplier 1 -> 1.25 {Buff}

M98B

  • Max damage 95 -> 80 [Nerf]
  • Dropoff start dist. 20 -> 15 [Nerf]
  • Dropoff end dist. 75 -> 120 {Buff}

All other bolt-action sniper rifles

  • Max damage 75 -> 80 {Buff}
  • Min damage 55 -> 59 {Buff}
  • Dropoff start dist. 20 -> 15 [Nerf]
  • Dropoff end dist. 75 -> 100 {Buff}

All semiautomatic sniper rifles except SKS:

  • Min damage: 34 -> 37.5 {Buff}
  • Dropoff start distance 12 -> 15 {Buff}

SKS

  • Dropoff end distance 50 -> 60 {Buff}

2. Attachments

Fore grip

  • 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

  • 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

  • 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.
  • 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

  • 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

3. Accuracy changes

Assault rifles

AEK971

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

AK74M

  • Recoil up 0.3 -> 0.28 {Buff}
  • FirstSRecoilMul 2 -> 1.5 {Buff}

AN94

  • Recoil up 0.45 -> 0.3 {Buff}
  • FirstSRecoilMul 1.5 -> 2 [Nerf]

F2000

  • Recoil up 0.3 -> 0.26 {Buff}

FAMAS

  • Recoil left 0.6 -> 0.35 {Buff}
  • Recoil right 0.6 -> 0.5 {Buff}
  • Recoil decrease 15 -> 18 {Buff}
  • FirstSRecoilMul 2 -> 2.6 [Nerf]

G3A1

  • Recoil up 0.55 -> 0.45 {Buff}
  • FirstSRecoilMul 1.2 -> 1.8 [Nerf]

L85A2

  • Recoil left 0.4 -> 0.3 {Buff}
  • Recoil decrease 22 -> 18 [Nerf]
  • Min spread, ADS, not moving 0.4 -> 0.2 {Buff}

M416

  • FirstSRecoilMul 2 -> 2.4 [Nerf]

Carbines
AKS74u

  • Recoil up 0.3 -> 0.28 {Buff}
  • FirstSRecoilMul 2 -> 2.2 [Nerf]

HK53

  • Recoil up 0.3 -> 0.28 {Buff}
  • Recoil left 0.3 -> 0.2 {Buff}
  • Recoil right 0.5 -> 0.35 {Buff}
  • Recoil decrease 22 -> 18 [Nerf]

SCAR-H

  • Recoil decrease 15 -> 13 [Nerf]

SG553

  • Recoil up 0.3 -> 0.25 {Buff}
  • FirstSRecoilMul 2.5 -> 2.2 {Buff}

QBZ-95B

  • Recoil left 0.5 -> 0.335 {Buff}
  • Recoil right 0.5 -> 0.335 {Buff}
  • Recoil decrease 22 -> 18 [Nerf]
  • Min spread, ADS, not moving 0.4 -> 0.5 [Nerf]

LMGs
M240

  • FirstSRecoilMul 1 -> 1.7 {Buff}

M249

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

M60

  • FirstSRecoilMul 2 -> 1.5

MG36

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

PKP

  • Recoil up 0.75 -> 0.65 {Buff}
  • Recoil decrease 7 -> 13 {Buff}
  • FirstSRecoilMul 1 -> 1.5  [Nerf]
  • Max spread, ADS, not moving 1 -> 3  [Nerf]

Type88

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

RPK

  • Recoil decrease 15 -> 13  [Nerf]
  • FirstSRecoilMul 2 -> 1.8 {Buff}

QBB-95

  • Recoil up 0.45 -> 0.37 {Buff}
  • Recoil left 0.1 -> 0.4  [Nerf]
  • Recoil right 0.3 -> 0.4  [Nerf]
  • FirstSRecoilMul 1 -> 2  [Nerf]
  • Recoil decrease 15 -> 13  [Nerf]

PDWs
AS VAL
Recoil left 0.2 -> 0.25 [Nerf]
Recoil right 0.3 -> 0.45 [Nerf]
Recoil decrease 22 -> 18 [Nerf]

PDW-R
Recoil decrease 22 -> 18 [Nerf]
FirstSRecoilMul 2.5 -> 2 {Buff}
Min spread, ADS, not moving 0.4 -> 0.5 [Nerf]
Min spread, ADS, moving 0.6 -> 0.8 [Nerf]
Min spread, HIP, not moving

  • Standing 1.5 -> 2 [Nerf]
  • Crouching 1 -> 1.5 [Nerf]
  • Prone 0.75 -> 1 [Nerf]

Min spread, HIP, moving

  • Standing 2 -> 2.5 [Nerf]
  • Crouching 1.5 -> 2 [Nerf]
  • Prone 1.25 -> 1.5  [Nerf]

MP7

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

P90

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

PP-19

  • Recoil decrease 25 -> 20 [Nerf]
  • FirstSRecoilMul 2.5 -> 2 {Buff}
  • Min spread, HIP, not moving, prone & crouching 0.75 -> 1.2 [Nerf]
  • Min spread, HIP,moving, prone & crouching 1.25 -> 1.5 [Nerf]

PP2000

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

UMP45

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

Pistols
G18

  • Recoil up 0.7 -> 0.5 {Buff}

M9

  • RecoilDecrease 15 -> 30 {Buff}

M93R

  • Recoil up 0.5 -> 0.4 {Buff}
  • Recoil left 0.4 -> 0.2 {Buff}
  • Recoil right 0.4 -> 0.2 {Buff}
  • FirstSRecoilMul 2.5 -> 2 {Buff}

.44 Magnum

  • Spread increase 0.6 -> 0.3 {Buff}

Quelle:egmnow.com

Posted by admin on Montag, Februar 20 @ 15:06:21 MET (2 reads)
(comments? | Score: 0)


Neuigkeiten

Eine kleine Sammlung von Informationen über kommende Änderungen in BF3.

- die Nachladezeit der M320 soll verlängert werden
- separate Taste zum Aufstellen des Bipod
- 44. Magnum soll auf Entfernung stärker werden
- die Famas könnte genervt werden
- "One Hit - One Kill" für Repetiergewehre bis 15 Meter auf jede Trefferzone
- verbesserte ComRose 2.0
- Bipod lässt sich schneller aufstellen, Streuung und Rückstoß wird weiter verringert
- Foregrip wird beim zielen genervt und aus der Hüfte genauer
- Schalldämpfer soll noch leiser werden, dafür ungenauer
- Mündungsfeuerdämpfer soll den Rückstoß mehr verringern
- der schwere Lauf bekommt weniger Streuung beim gezielten feuern

Posted by admin on Freitag, Januar 20 @ 16:42:28 MET (0 reads)
(comments? | Score: 0)


Änderungen fürs nächste Update

BF News

Dice will die derzeit weniger beliebten Waffen und Upgrades populärer machen.

Das eher wenig beliebte Zweibein (Bipod) soll sich schneller aufbauen lassen und den Rückstoß sowie Streuung der Waffe noch etwas mehr verringern. Im Gegenzug plant man den Foregrip, der die Präzision beim Feuern aus der Hüfte verbessert, dafür aber die Genauigkeit beim gezielten Schießen verringert, um 20 Prozent abzuschwächen.

Die Entwickler wollen so verhindern, dass Sturmgewehre, die besonders gerne mit dem Foregrip ausgerüstet werden, gegenüber anderen Waffen nicht zu stark sind.

Der Schalldämpfer hingegen soll verbessert werden und die Lärmentwicklung beim Schießen noch weiter verringern. Dafür soll sich aber etwas an der Zielgenauigkeit ändern. Weitere Änderungen werden den Laser Pointer (schlechter erkennbar), den Mündungsfeuerunterdrücker (Reduzierung des Rückstoßes) sowie das »Heavy Barrel« (zusätzliche Präzision bei gezielten Schüssen) betreffen.

Quelle:gs.de

Posted by admin on Donnerstag, Januar 05 @ 16:30:24 MET (0 reads)
(comments? | Score: 0)


Frohe Weihnachten!

News

Frohe Weihnachen und einen guten Rutsch ins Neue (BF3 reiche) Jahr 2012!

Posted by admin on Samstag, Dezember 24 @ 18:00:49 MET (2 reads)
(comments? | Score: 0)




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