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Wpisany przez iDrake 360
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wtorek, 12 stycznia 2010 15:56 |
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Gordon Van Dyke na oficjalnym blogu serii Battlefield opublikował listę zmian w becie Battlefield: Bad Company 2 na PC w porównaniu z beta testami które odbyły się w grudniu na PlayStation 3. Pełną listę poprawek w języku angielskim znajdziecie w rozwinięciu newsa. Liczymy na to że nadchodzące testy będą równie owocne.
Lista poprawek: - Completely reskinned the weapons and scopes for much improved visual quality. - The reddot sight no longer has a FOV penalty compared to iron sights. - Pistols now have the same FOV level as other weapons in iron sights. - Tons of weapon tweaks to improve the balance of play. - Increased accuracy when stationary and aiming for better first shot accuracy. - Decreased accuracy when moving and aiming, especially for sniper rifles. - Several gun specific balance tweaks to bring them in line with the other weapons of that class. - Lowered the damage of the XM8 and F2000 at close range. - Lowered the damage of the AN94 at long range. - Raised the accuracy of the M16's burst. - Lowered the damage of the Type88 LMG. - Raised the damage of the MG3. - Raised the damage of the M249. - Fixed the recoil of the M249 when equipped with a reddot sight. - Lowered the damage of the SMGs and Carbines at extreme range. - Lowered the accuracy on the move for the SCAR-L, AKS-74u, and the XM8c. - Raised the damage of shotguns, especially for the pump shotguns and slugs. - Semiauto and Auto snipers and slug shotguns cannot 1 shot headshot at extreme range. - Fixed the Knife's stab animation and improved the reliability of Knife attacks. - Lowered the long delay between Knife attacks. - Fixed the animation speed for switching to the grenade launcher on assault rifles. - Fixed the too huge blood splatter effect for sniper shots at long distance. - Fixed the minimap disappearing if you switched weapons while aiming a sniper rifle. - Removed the fade to and from black when aiming a sniper rifle. - Adjusted graphics for sniper rifles and RPGs when zoomed. - Bolt action sniper rifles will chamber the next round if the trigger is pressed twice while zooming. - Fixed the close range damage of bolt action sniper rifles. Now a 1 hit kill on unarmored infantry in 5m. - Raised the damage of the VSS but lowered accuracy when moving. - Grenade carry limit with the Grenade Vest lowered to 2 hand grenades and 4 40mm grenades.
- Tweaked the airstrike missile called in by the UAV so it gives a longer warning to victim vehicles. - Exiting the UAV now also exits the UAV ground station. - The UAV station no longer self destructs when the attacker's base changes. - The UAV station can no longer be destroyed by friendly fire if friendly fire is off. - Lowered the direct and splash damage of UAV's airstrike. - Lowered the damage of the UAV's alternate fire LMG. - UAV station screen shows offline when the UAV is waiting to respawn. - Many additional UAV bug fixes.
- Lowered the splash damage of tank rounds. 1 shot kill radius is smaller now. - Raised the damage of the gunner's 50caliber machine gun and added a visual effect when it overheats. - Tweaked the damage tanks take to be more consistent. Tank front armor especially is more consistent. - It takes 2 to 5 RPGs to kill a tank with no specializations. (was 3 to 8) - Tanks should no longer get stuck on destroyed terrain or inclines. - Increased the precision of tank turrets. - All armored vehicles have new engine sounds. - Added environment specific camouflage to all vehicles.
- New vehicle control layout: R2 and L2 for accel and brake, fire on L1 and altfire on R1. - Or lefty vehicle control layout: fire on R1 and altfire on L1. - BFBC style vehicle controls are still available as an alternate.
- Jeeps now burn when hit by tank shells instead of instantly detonating. This effect is the same as with RPGs. - Raised the damage of the jeep HMGs and added a visual effect when it overheats.
- Shielded heavy machine guns now have a bullet proof glass front. Flank these guns or blow them up. - Raised the damage of the stationary HMGs and added a visual effect when it overheats.
- Fixed the name of the UH-60 and corrected the caliber description of the miniguns.
- Raised the launch speed of the RPG7's missile for better long distance shots and less drop. - Raised the splash damage of all infantry launched Rockets and 40mm grenades. - Improved the visual feedback for locking onto tracer darted vehicles, this is be much clearer now. - Note that TOW/Kornet and M136 missiles are wire guided and cannot lock on to tracer darts. - Fixed wire guided missiles sometimes going erratic (even though this was realistic yet unintentional).
- Improved the trail and blinking effect of Tracer Darts so they are more visible. - Vehicle Smoke Launchers and 40mm smoke remove tracer darts and spots on friendlies in the effect. - Targets which have been unspotted by smoke are immune to spotting for a few seconds.
- Added a short cooldown to the Repair Tool after repairing 50% of a tank's health. - Lowered the repair speed of the Repair Tool but raised its range. - The Repair Tool can only repair or damage vehicles and stationary weapons.
- The Mortar Strike is now called in via a pair of binoculars. - Lowered the number of shells in the Mortar Strike barrage, but raised the damage of each shell. - Raised the effectiveness of the Mortar Strike against armored vehicles. - Fixed a bug where the Mortar Strike would fail to begin to reload. - Switching kits no longer instantly reloads the Mortar Strike.
- Fixed a bug where the Defibrillator would not reload unless held in the player's hands. - The Defibrillator icon on downed squad members now appears in green. - Soldiers who suicide from the menu cannot be revived.
- Lowered the amount of Motion Sensors carried to 2 and limited each soldier to 1 deployed sensor at a time. - Deploying a new Motion Sensor before the previous sensor expires will replace the previous sensor. - Motion Sensors no longer detect players and vehicles sitting perfectly still. - Motion Sensors now beep when deployed and detecting a target.
- The Vehicle Motion sensor now beeps for all occupants of the vehicle when it detects a target. - Vehicle Motion Sensors on the UAV and other Airborne vehicles now detect targets at all altitudes.
- Fixed an exploit where players could deploy unlimited Ammo Boxes, Medkits, C4 and Mines. - Fixed a bug where players could detonate Detpacks placed the previous life upon respawning. - Detpacks can still be detonated if player's kit is picked up with in 10 seconds of his death. - Lowered the damage Detpacks do to crates.
- Fixed AntiTank Mines not detonating when driven over at medium speeds. - AntiTank Mines should now properly persist after the player has died.
- The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion Sensor are now unlocks for each class. - Players new to Battlefield will be introduced to these teamplay items when they are unlocked. - Battlefield Veterans will automatically have these teamplay items unlocked from the start.
- Lowered the duration of spotted targets. Aiming at a close target will refresh the spot timer automatically. - Lowered the effectiveness of the Sniper's Spotting Scope, targets must be tracked longer before spotting. - Fixed so the player can properly spot from the UAV. - Added an overheat to spotting to prevent spot and order spamming. - Spotting now requires the player be aiming significantly closer to the target.
- Added Destruction 2.0 to the Guard Towers around the first Defender Base on Arica Harbor (and all other maps). - Fixed buildings collapsing without any warning sound or effects. - Moved M-COM station A into a Garage at the second Defender Base on Arica Harbor. - Fixed collision issues on the Patio in the upper level of the Town. - Fixed sometimes spawning underneath the Patio in the Town. - Fixed the collision problems with the Train Car containing M-COM stations on Arica Harbor's 3rd and 4th base. - Train Cars now have more specific destruction zones to encourage mouse hole tactics. - The Attacker's first base is now a protected spawn zone that defenders cannot enter. - Added additional alternate spawn points to all bases for both Attackers and Defenders to counter spawn camping. - Added a system that disables individual spawn points if enemies are within 20m. Does not apply to Squad Spawn. - Players can still spawn at a base if all spawns points at that base are blocked. - Spawn protection will be disabled if the player aims or fires during the short timer. - Wrecked civilian cars now have secondary explosions when hit with explosive weapons.
- The Attackers now recieve 75 reinforcement Tickets to start instead of 100. - Taking a base restores the attackers to 75 Tickets instead of adding 60.
- Improved soldier collision vs objects, especially for crouching under obstacles. - Fixed issues with certain objects popping into view as the player approached. - Reduced the amount of screen blur when in ultralow health. - Increased the visual and audio feedback for low health, healing, and returning to full health. - Out of Combat healing now starts sooner but takes longer to fully heal. - Slightly increased the healing power of medkits to increase their usefulness.
- Improved the sensitivity of soldier controls. Adjusting sensitivity should have a much greater effect now. - Sensitivity when aimed is now consistent across all weapons. - Turning while sprinting is now more responsive. - Reduced forward input needed to sprint to 50% from 90% to smooth the transition to sprint. - Tweaked aiming and turning curves to be more responsive from the hip and more precise when aiming. - Fixed several issues with switching weapons and being unable to shoot or aim. - Fixed the player's control setup reverting to default when entering and exiting vehicles. - Fixed bugs when going to swim while sprinting. - Sped up the deploy and undeploy animations for the parachute. - Improved the precision for switching weapons on the Dpad.
- Fixed several stats padding exploits. - Fixed various awards that did not work as designed. - Tweaked rank and class unlock progression based on data gathered in the beta. |
Komentarze
To jest to, nie będzie już akcji typu: Z DUPY Q..A!!!!!!
- BFBC style vehicle controls are still available as an alternate.