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<title>Brotherhood of Pain - Quality Since 1998</title>
<link>http://www.bop-clan.de</link>
<description>Brotherhood of Pain - Quality Since 1998</description>
<language>en-us</language>

<item>
<title>Offizielle Changeliste für Spielmechanik und Fahrzeuge!</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=76</link>
<description>&lt;strong&gt;GENERAL GAMEPLAY FIXES: &lt;/strong&gt;
&lt;br /&gt;
&lt;br /&gt;-Players should no longer take fall damage from short falls.
&lt;br /&gt;-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
&lt;br /&gt;-Fixed some situations that would unintentionally make a player unrevivable.
&lt;br /&gt;-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.
&lt;br /&gt;-Increased the spawn protection time from 1sec to 2sec.  The 
protection will still be immediately canceled as soon as the player 
moves or shoots.
&lt;br /&gt;-Spawn protection will no longer be canceled by the player looking around.
&lt;br /&gt;-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.
&lt;br /&gt;-Increased the inaccuracy and recoil added when a player is fully suppressed.
&lt;br /&gt;-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
&lt;br /&gt;-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
&lt;br /&gt;-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
&lt;br /&gt;-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
&lt;br /&gt;-Increased the effectiveness of Suppression Resist Specialization.
&lt;br /&gt;-Parachutes now respond to turn and throttle inputs more quickly.
&lt;br /&gt;-Switching from primary weapons to sidearms and back now takes less time.
&lt;br /&gt;-Increased the effectiveness of explosive resistance.
&lt;br /&gt;-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
&lt;br /&gt;-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
&lt;br /&gt;-Fixed several issues with vaulting objects, especially for thin railings.
&lt;br /&gt;-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
&lt;br /&gt;-CRAM weapons on Carriers now count towards stationary weapon awards.
&lt;br /&gt;
&lt;br /&gt;&lt;strong&gt;VEHICLE FIXES:&lt;/strong&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;-The A10 properly gives Jet score again.
&lt;br /&gt;-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
&lt;br /&gt;-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.
&lt;br /&gt;-Slightly reduced the repair speed of the repair tool.
&lt;br /&gt;-Increased the damage done by TOW weapons to armored vehicles.
&lt;br /&gt;-Increased the rate of fire and minimum damage of the Coax HMG.
&lt;br /&gt;-Increased the damage mounted gunner .50cal HMGs do at long range.
&lt;br /&gt;-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
&lt;br /&gt;-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.
&lt;br /&gt;-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
&lt;br /&gt;-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
&lt;br /&gt;-Slightly reduced the locking time of all weapons vs Laser Designated targets.
&lt;br /&gt;-Laser Guided missiles can now be distracted by Flares.
&lt;br /&gt;-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
&lt;br /&gt;-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
&lt;br /&gt;-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
&lt;br /&gt;-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
&lt;br /&gt;-Flares now more reliably distract missiles, especially for Helicopters.
&lt;br /&gt;-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
&lt;br /&gt;-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
&lt;br /&gt;-AA Missiles should no longer kill the pilot instead of the vehicle.
&lt;br /&gt;-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
&lt;br /&gt;-Reduced the damage AA missiles do to jets to 45%.
&lt;br /&gt;-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
&lt;br /&gt;-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.
&lt;br /&gt;-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.
&lt;br /&gt;-Slightly reduced the damage of Jet cannons against Aircraft.  
Damage is now only slightly higher than it was originally at launch.
&lt;br /&gt;-Increased RPG and SMAW damage against aircraft.
&lt;br /&gt;-Guided Rockets will now only track ground targets, as originally intended.
&lt;br /&gt;-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
&lt;br /&gt;-Helicopter guns should now suppress correctly.
&lt;br /&gt;-Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided.
&lt;br /&gt;-Slightly increased the damage of Attack Helicopter's Rocket Pods vs Infantry and other Helicopters.
&lt;br /&gt;-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
&lt;br /&gt;-The Mi28 has received upgrades to its climbing and yawing abilities.
&lt;br /&gt;-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
&lt;br /&gt;-Improved the accuracy of the Mi28 gun to match the AH1 gun.
&lt;br /&gt;-Increased the direct hit damage of the APFSDS rounds for the IFVs.
&lt;br /&gt;-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
&lt;br /&gt;-Miniguns and Helicopter Gunners now more quickly destroy parked cars.
&lt;br /&gt;-Increased the power of explosions from cars and other explosive static objects.
&lt;br /&gt;-Dying from the explosion of a car or other explosive static object 
should now correctly credit the player who caused the explosion.
&lt;br /&gt;-Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes.
&lt;br /&gt;-Updated the F35 weapon systems to be consistent with the other Jets.
&lt;br /&gt;-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.
&lt;br /&gt;-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
&lt;br /&gt;-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
&lt;br /&gt;-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
&lt;br /&gt;-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
&lt;br /&gt;-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
&lt;br /&gt;-Jet and Helicopter collisions should now properly result in the death of both vehicles.
&lt;br /&gt;-You can now spot with the EOD bot.
&lt;br /&gt;-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
&lt;br /&gt;-Reduced the damage AA guns (both mobile and stationary) do to infantry.
&lt;br /&gt;-The carrier based CRAM stations are now properly tracked as stationary weapons.
&lt;br /&gt;-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
&lt;br /&gt;-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
&lt;br /&gt;-The A10's extinguisher should now function properly.
&lt;br /&gt;-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
&lt;br /&gt;-The T90's crosshair now more accurately represents the trajectory of the main gun.
&lt;br /&gt;-Toggle and Hold zoom settings now also apply to soldier controlled 
turrets on jeeps, transport helicopters, boats, and IFVs port guns.
&lt;br /&gt;-The AAV now has zoom and a 3P camera when using the turret.
&lt;br /&gt;-Tweaked the AAV's turret controls to be more useful when the vehicle is moving.
&lt;br /&gt;-The Z11w now properly functions with Below Radar.
&lt;br /&gt;-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
&lt;br /&gt;-Added Horns to all Jeeps.
&lt;br /&gt;-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.
</description>
</item>

<item>
<title>Kommendes BF3 Feintuning</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=75</link>
<description>&lt;p&gt;&lt;strong&gt;1. Damage changes&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Assault Rifles:&lt;/strong&gt;&lt;br /&gt;
545x45mm bullet minimum damage (All assault rifles except G3A1)&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;17 -&amp;gt; 18.4&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;G3A1&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min Damage 20 -&amp;gt; 22&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Max damage 30 -&amp;gt; 34&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Carbines&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;SCAR-H&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min Damage 17 -&amp;gt; 20&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;LMGs&lt;/strong&gt;&lt;br /&gt;
M60 &amp;amp; M240B&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Max damage 30 -&amp;gt; 34&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Min damage 20 -&amp;gt; 22&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;PKP&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min damage 20 -&amp;gt; 22&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M249, M27IAR, RPK-74M&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min damage 17 -&amp;gt; 18.4&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Sniper rifles&lt;/strong&gt;&lt;br /&gt;
All sniper rifles:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Upper chest damage multiplier 1 -&amp;gt; 1.25&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M98B&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Max damage 95 -&amp;gt; 80&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Dropoff start dist. 20 -&amp;gt; 15 [Nerf]&lt;/li&gt;&lt;li&gt;Dropoff end dist. 75 -&amp;gt; 120&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;All other bolt-action sniper rifles&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Max damage 75 -&amp;gt; 80&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Min damage 55 -&amp;gt; 59&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Dropoff start dist. 20 -&amp;gt; 15&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Dropoff end dist. 75 -&amp;gt; 100&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;All semiautomatic sniper rifles except SKS:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min damage: 34 -&amp;gt; 37.5&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Dropoff start distance 12 -&amp;gt; 15&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;SKS&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Dropoff end distance 50 -&amp;gt; 60&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;h4&gt;&lt;strong&gt;2. Attachments&lt;/strong&gt;&lt;/h4&gt;
&lt;p&gt;&lt;strong&gt;Fore grip&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Basically before it reduced the horizontal recoil by 50%, in these files it reduces h-recoil only ~20-33% depending on weapon.&lt;/li&gt;&lt;li&gt;It also increases the minimum spread 20% ~ 50% depending on stance and weapon.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Suppressor&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Suppressors will not reduce the damage anymore.&lt;/li&gt;&lt;li&gt;Now it will reduce the distance where damage starts/stops to drop off instead.&lt;/li&gt;&lt;li&gt;For most weapons it will decrease the min spread by 25% instead of 50%&lt;/li&gt;&lt;li&gt;Although looks like M60 will still have the same 50% effect.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Heavy barrel&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;For most of the weapons it decreases ADS min spread by 75 or 50% depending on weapon.&lt;/li&gt;&lt;li&gt;Recoil is still increased by 10 or 15% and HIP min spread by 20-25% depending on weapon.&lt;/li&gt;&lt;li&gt;It doesn&amp;rsquo;t make AN94 100% accurate anymore while aiming down the sight.&lt;/li&gt;&lt;li&gt;Reduces ADS min spread by 75% and only increases recoil by 10%, the hip fire penalty is 20% for AN94&lt;/li&gt;&lt;li&gt;G3A1 is same than AN94 except heavy barrel increases recoil 6.7% and hip fire is increased only 14.3%&lt;/li&gt;&lt;li&gt;For few weapons it also makes Spread increase per shot 10% higher.&lt;/li&gt;&lt;li&gt;It will also increase drop-off end distance by 50% making weapons 
more deadly at ranges between 50m and 90m, depending on weapon.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Flash suppressor&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Will decrease recoil by 17 ~ 25% depending on weapon.&lt;/li&gt;&lt;li&gt;For most weapons it increases hip min spread by 20~25% but some weapons don&amp;rsquo;t have any hip accuracy penalty.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Extended magazine&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;There seems to be extended magazine for AS VAL which didn&amp;rsquo;t exist before.&lt;/li&gt;&lt;li&gt;With ext mag it will have 30 bullets in a mag instead of 20&lt;/li&gt;&lt;/ul&gt;
&lt;h4&gt;&lt;strong&gt;3. Accuracy changes&lt;/strong&gt;&lt;/h4&gt;
&lt;p&gt;&lt;strong&gt;Assault rifles&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;AEK971&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil right 0.5 -&amp;gt; 0.3&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;ADS Min Spread, Not moving 0.2 -&amp;gt; 0.4&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;AK74M&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.3 -&amp;gt; 0.28 {Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 1.5&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;AN94&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.45 -&amp;gt; 0.3&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1.5 -&amp;gt; 2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;F2000&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.3 -&amp;gt; 0.26&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;FAMAS&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil left 0.6 -&amp;gt; 0.35&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil right 0.6 -&amp;gt; 0.5&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 18&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 2.6&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;G3A1&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.55 -&amp;gt; 0.45&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1.2 -&amp;gt; 1.8&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;L85A2&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil left 0.4 -&amp;gt; 0.3&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil decrease 22 -&amp;gt; 18&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, ADS, not moving 0.4 -&amp;gt; 0.2&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M416&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 2.4&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Carbines&lt;/strong&gt;&lt;br /&gt;
AKS74u&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.3 -&amp;gt; 0.28&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 2.2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;HK53&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.3 -&amp;gt; 0.28&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil left 0.3 -&amp;gt; 0.2&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil right 0.5 -&amp;gt; 0.35&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil decrease 22 -&amp;gt; 18&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;SCAR-H&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 13&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;SG553&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.3 -&amp;gt; 0.25&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2.5 -&amp;gt; 2.2&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;QBZ-95B&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil left 0.5 -&amp;gt; 0.335&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil right 0.5 -&amp;gt; 0.335&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil decrease 22 -&amp;gt; 18&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, ADS, not moving 0.4 -&amp;gt; 0.5&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;LMGs&lt;/strong&gt;&lt;br /&gt;
M240&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;FirstSRecoilMul 1 -&amp;gt; 1.7&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M249&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;FirstSRecoilMul 1 -&amp;gt; 2.2&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 12&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M60&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 1.5&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;MG36&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 13&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1 -&amp;gt; 1.8&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;PKP&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.75 -&amp;gt; 0.65&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil decrease 7 -&amp;gt; 13&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1 -&amp;gt; 1.5&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Max spread, ADS, not moving 1 -&amp;gt; 3&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Type88&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil left 0.4 -&amp;gt; 0.3&lt;/li&gt;&lt;li&gt;Recoil right 0.4 -&amp;gt; 0.3&lt;/li&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 12&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1.34 -&amp;gt; 1.5&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;RPK&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 13&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2 -&amp;gt; 1.8&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;QBB-95&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.45 -&amp;gt; 0.37&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil left 0.1 -&amp;gt; 0.4&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Recoil right 0.3 -&amp;gt; 0.4&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 1 -&amp;gt; 2&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Recoil decrease 15 -&amp;gt; 13&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;PDWs&lt;/strong&gt;&lt;br /&gt;
AS VAL&lt;br /&gt;
Recoil left 0.2 -&amp;gt; 0.25&amp;nbsp;[Nerf]&lt;br /&gt;
Recoil right 0.3 -&amp;gt; 0.45&amp;nbsp;[Nerf]&lt;br /&gt;
Recoil decrease 22 -&amp;gt; 18&amp;nbsp;[Nerf]&lt;/p&gt;
&lt;p&gt;PDW-R&lt;br /&gt;
Recoil decrease 22 -&amp;gt; 18&amp;nbsp;[Nerf]&lt;br /&gt;
FirstSRecoilMul 2.5 -&amp;gt; 2 {Buff}&lt;br /&gt;
Min spread, ADS, not moving 0.4 -&amp;gt; 0.5&amp;nbsp;[Nerf]&lt;br /&gt;
Min spread, ADS, moving 0.6 -&amp;gt; 0.8&amp;nbsp;[Nerf]&lt;br /&gt;
Min spread, HIP, not moving&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Standing 1.5 -&amp;gt; 2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Crouching 1 -&amp;gt; 1.5&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Prone 0.75 -&amp;gt; 1&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Min spread, HIP, moving&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Standing 2 -&amp;gt; 2.5&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Crouching 1.5 -&amp;gt; 2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Prone 1.25 -&amp;gt; 1.5&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;MP7&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min spread, HIP, not moving, prone &amp;amp; crouching 0.75 -&amp;gt; 1.2&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, HIP,moving, prone &amp;amp; crouching 1.25 -&amp;gt; 1.5&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;P90&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min spread, HIP, not moving, prone &amp;amp; crouching 0.75 -&amp;gt; 1.2&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, HIP,moving, prone &amp;amp; crouching 1.25 -&amp;gt; 1.5&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;PP-19&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil decrease 25 -&amp;gt; 20&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2.5 -&amp;gt; 2 {Buff}&lt;/li&gt;&lt;li&gt;Min spread, HIP, not moving, prone &amp;amp; crouching 0.75 -&amp;gt; 1.2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, HIP,moving, prone &amp;amp; crouching 1.25 -&amp;gt; 1.5&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;PP2000&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min spread, HIP, not moving, prone &amp;amp; crouching 0.75 -&amp;gt; 1.2&amp;nbsp;&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, HIP,moving, prone &amp;amp; crouching 1.25 -&amp;gt; 1.5&amp;nbsp;[Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;UMP45&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Min spread, HIP, not moving, prone &amp;amp; crouching 0.75 -&amp;gt; 1.2&amp;nbsp;[Nerf]&lt;/li&gt;&lt;li&gt;Min spread, HIP,moving, prone &amp;amp; crouching 1.25 -&amp;gt; 1.5 [Nerf]&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Pistols&lt;/strong&gt;&lt;br /&gt;
G18&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.7 -&amp;gt; 0.5&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M9&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;RecoilDecrease 15 -&amp;gt; 30&amp;nbsp;{Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;M93R&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Recoil up 0.5 -&amp;gt; 0.4&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil left 0.4 -&amp;gt; 0.2&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;Recoil right 0.4 -&amp;gt; 0.2&amp;nbsp;{Buff}&lt;/li&gt;&lt;li&gt;FirstSRecoilMul 2.5 -&amp;gt; 2 {Buff}&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;.44 Magnum&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Spread increase 0.6 -&amp;gt; 0.3 {Buff}&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Quelle:egmnow.com&lt;br /&gt;&lt;/p&gt;
	</description>
</item>

<item>
<title>Neuigkeiten</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=74</link>
<description>Eine kleine Sammlung von Informationen &amp;uuml;ber kommende &amp;Auml;nderungen in BF3.&lt;br /&gt;&lt;br /&gt;- die Nachladezeit der M320 soll verl&amp;auml;ngert werden&lt;br /&gt;
- separate Taste zum Aufstellen des Bipod&lt;br /&gt;
- 44. Magnum soll auf Entfernung st&amp;auml;rker werden&lt;br /&gt;
- die Famas k&amp;ouml;nnte genervt werden&lt;br /&gt;
- &amp;quot;One Hit - One Kill&amp;quot; f&amp;uuml;r Repetiergewehre bis 15 Meter auf jede Trefferzone&lt;br /&gt;
- verbesserte ComRose 2.0&lt;br /&gt;
- Bipod l&amp;auml;sst sich schneller aufstellen, Streuung und R&amp;uuml;cksto&amp;szlig; wird weiter verringert&lt;br /&gt;
- Foregrip wird beim zielen genervt und aus der H&amp;uuml;fte genauer&lt;br /&gt;
- Schalld&amp;auml;mpfer soll noch leiser werden, daf&amp;uuml;r ungenauer&lt;br /&gt;
- M&amp;uuml;ndungsfeuerd&amp;auml;mpfer soll den R&amp;uuml;cksto&amp;szlig; mehr verringern&lt;br /&gt;
- der schwere Lauf bekommt weniger Streuung beim gezielten feuern&lt;br /&gt;</description>
</item>

<item>
<title>Änderungen fürs nächste Update</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=73</link>
<description>Dice will die derzeit weniger beliebten Waffen und Upgrades popul&amp;auml;rer machen.&lt;br /&gt;
&lt;br /&gt;Das eher wenig beliebte Zweibein (Bipod) soll sich schneller 
aufbauen lassen und den R&amp;uuml;cksto&amp;szlig; sowie Streuung der Waffe noch etwas 
mehr verringern. Im Gegenzug plant man den Foregrip, der die Pr&amp;auml;zision 
beim Feuern aus der H&amp;uuml;fte verbessert, daf&amp;uuml;r aber die Genauigkeit beim 
gezielten Schie&amp;szlig;en verringert, um 20 Prozent abzuschw&amp;auml;chen. &lt;br /&gt;
&lt;br /&gt;Die Entwickler wollen so verhindern, dass Sturmgewehre, die 
besonders gerne mit dem Foregrip ausger&amp;uuml;stet werden, gegen&amp;uuml;ber anderen 
Waffen nicht zu stark sind.&lt;br /&gt;
&lt;br /&gt;Der Schalld&amp;auml;mpfer hingegen soll verbessert werden und die 
L&amp;auml;rmentwicklung beim Schie&amp;szlig;en noch weiter verringern. Daf&amp;uuml;r soll sich 
aber etwas an der Zielgenauigkeit &amp;auml;ndern. Weitere &amp;Auml;nderungen werden den 
Laser Pointer (schlechter erkennbar), den M&amp;uuml;ndungsfeuerunterdr&amp;uuml;cker 
(Reduzierung des R&amp;uuml;cksto&amp;szlig;es) sowie das &amp;raquo;Heavy Barrel&amp;laquo; (zus&amp;auml;tzliche 
Pr&amp;auml;zision bei gezielten Sch&amp;uuml;ssen) betreffen.&lt;br /&gt;&lt;br /&gt;Quelle:gs.de&lt;br /&gt;</description>
</item>

<item>
<title>Frohe Weihnachten!</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=72</link>
<description>&lt;div align=&quot;center&quot;&gt;&lt;em&gt;&lt;strong&gt;Frohe Weihnachen und einen guten Rutsch ins Neue (BF3 reiche) Jahr 2012!&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;img height=&quot;500&quot; border=&quot;0&quot; align=&quot;middle&quot; width=&quot;500&quot; src=&quot;http://fc07.deviantart.net/fs13/f/2006/357/6/1/the_christmas_skull_by_Monochrome_Clown.jpg&quot; alt=&quot;&quot; class=&quot;smshadow&quot; /&gt;&lt;/div&gt;</description>
</item>

<item>
<title>Neuer BF3 Trailer...</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=71</link>
<description>Zugegeben, so neu ist der Stoff nicht...aber am Ende des Videos gibts doch&lt;br /&gt;
ein paar neue Szenen zu sehen. Das Vid soll Facebook &amp;quot;likes&amp;quot; provozieren&lt;br /&gt;
um einen &amp;quot;richtigen&amp;quot; neuen Trailer freizuschalten.&lt;br /&gt;
&lt;br /&gt;&lt;a href=&quot;http://youtu.be/JdnA6y8yU9U?hd=1&quot; target=&quot;_blank&quot;&gt;http://youtu.be/JdnA6y8yU9U?hd=1&lt;/a&gt;&lt;br /&gt;


</description>
</item>

<item>
<title>Neues Design...</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=70</link>
<description>Gordon ist in den Ruhestand gegangen..kann aber unter &amp;quot;Account----&amp;gt;Themes&amp;quot; wieder zur&amp;uuml;ckgeholt werden.&lt;br /&gt;&lt;br /&gt;Das neue Design ist noch eine Baustelle, Grafiken, Fonts und Farben werden noch nachbearbeitet sobald ich dazu komme. &lt;br /&gt;&lt;br /&gt;Greetinx &lt;br /&gt;&lt;br /&gt;Shad&lt;br /&gt;</description>
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<item>
<title>LAN 2011</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=69</link>
<description>F&amp;uuml;r alle an denen die Diskussion im Forum vorbei gegangen ist, im LAN Thread f&amp;uuml;r 2011 wurde der Termin fixiert.&lt;br /&gt;</description>
</item>

<item>
<title>Battlefield 1943 - PC-Version kommt definitiv nicht</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=68</link>
<description>Die Ver&amp;ouml;ffentlichung der PC-Version zum Multiplayer-Shooters &lt;strong&gt;
&lt;a href=&quot;http://www.gamestar.de/spiele/battlefield-1943/44679.html&quot; title=&quot;Battlefield 1943&quot;&gt;Battlefield 1943&lt;/a&gt;
&lt;/strong&gt; wurde seit dem Release der Konsolenfassungen 2009 immer wieder
 verschoben. Damit ist jetzt schluss, denn das Spiel wird schlicht nicht
 mehr f&amp;uuml;r den PC ver&amp;ouml;ffentlicht. Dies teilte der DICE-Manager Karl 
Magnus Troedsson im offiziellen &lt;a target=&quot;_blank&quot; href=&quot;http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2011/02/03/looking-ahead.aspx##&quot; title=&quot;Entwickler-Blog&quot;&gt;Entwickler-Blog&lt;/a&gt; der Battlefield-Macher nun mit. Demnach wolle sich das Team voll auf die Arbeit am kommenden &lt;strong&gt;
&lt;a href=&quot;http://www.gamestar.de/spiele/battlefield-3/45612.html&quot; title=&quot;Battlefield 3&quot;&gt;Battlefield 3&lt;/a&gt;
&lt;/strong&gt; konzentrieren und habe schlicht nicht die Kapazit&amp;auml;ten f&amp;uuml;r das Projekt. Auch eine PC-Umsetzung des Koop-DLCs Onslaugt f&amp;uuml;r &lt;strong&gt;
&lt;a href=&quot;http://www.gamestar.de/spiele/battlefield-bad-company-2/44680.html&quot; title=&quot;Battlefield: Bad Company 2&quot;&gt;Battlefield: Bad Company 2&lt;/a&gt;
&lt;/strong&gt; wird es nicht mehr geben.&lt;br /&gt;&lt;br /&gt;Quelle: gs.de&lt;br /&gt;</description>
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<item>
<title>Neuer Black Ops Patch bring 12 Mann-Server</title>
<link>http://www.bop-clan.de/modules.php?name=News&amp;file=article&amp;sid=67</link>
<description>&lt;span class=&quot;Apple-style-span&quot;&gt;&lt;strong&gt;Call of Duty: Black Ops&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Improved threading performance on computers with only 2 cores.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Additional performance optimizations&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added an option to pre-cache all shaders during load time. This fixes hitching related to shader compiling on some video cards when viewing an area of the map for the first time.&lt;span class=&quot;Apple-converted-space&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fixed random freezes in certain computer configurations.&lt;span class=&quot;Apple-converted-space&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Allow Team Change on Ranked servers when it does not unbalance teams (this is a server admin option).&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Allow Team Change grace period at start of match (server admin option).&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added 4 more reserved slots (server admin option)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added /connect&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Improved quickmatch results (server side change)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fix for watching films through Combat Record&lt;span class=&quot;Apple-converted-space&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fixed compassSpectatorsSeeEnemies exploit&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fixed 3rd person fov exploit&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fix for infinite supply drop exploit.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fixed crosshair flickering when stereo is active.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Various spawn improvements&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Various sound improvements&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fix for Zombies &amp;ndash; Teammate shadows not displayed properly.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fix for radar not staying on in One in the Chamber when it should.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;In a Domination match, the Position Secured medal is no longer delayed.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;'Hardened: Equipment Shot' Challenge can now be completed by destroying a 'Camera Spike'.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Fix for choppy final killcam in dedicated servers.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Various map glitches fixed.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Weekly and Monthly leaderboards will now track all kills, deaths and assists properly (All Time leaderboards were not affected by this)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added mixed hardcore playlist&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added mixed barebones playlist&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Added 12 player versions of all playlists&lt;/li&gt;&lt;/ul&gt;&lt;/span&gt;</description>
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