Archive for October, 2010

Battlefield: Bad Company 2 Patch for PC to be Released Tomorrow!

Thursday, October 28th, 2010

Hi Battlefield fans! We are happy to announce the release of the new PC patch version R9 for Battlefield: Bad Company 2 on October 29th.

We examined the different issues submitted by the community in the thread called “My biggest issues” on the forum. Additionally we have collected feedback for some time now and incorporated a lot of community wishes, so we are really excited to release this.

Please note: All game servers will need to be taken down for updates. The maintenance period starts on Friday, October 29th at 06:00 AM GMT. Most of the servers should be back up by 10:00 AM GMT. The patch is roughly 900 MB in size.

How to get the game client updated
* If you are using Steam: the Steam client will automatically begin updating your game client once Oct 29th, 6:00 AM (GMT) has passed by.
* If you are not using Steam: then the game’s online updater will find the version online at the same hour and ask you to patch.
* If you are not using Steam: we will also publish an offline updater. Download links will be added to this blog post during the day.

Here is the complete fix-list for the patch
– All Weapons Bronze Insignia requiring an unobtainable bronze star for the tracer dart – requirement removed.
– Improved Hit registration made through several fixes and some of the hitboxes themselves have been changed. This will increase the accuracy of guns.
– Blue box chat window removed
– The 2 second immunity when spawning/being revived will now be immediately removed either by firing, zooming, or any movement (move, crouch, jump). A Spawning Player can still orient passively in the Game World..
– 3D vision fixed.
– Fixed slug shotgun zoom crosshair on PC so they better represent the long range accuracy. Crosshairs now close more on PC, similar to consoles.
– Reduced slug shotgun hip accuracy to require zooming for consistent long range accuracy. Hip accuracy is now on par with the semi automatic weapons.
– Fixed a bug on PC where the G3 would do less damage than intended.
– Fixed VADS turning sensitivity on PC so it performs like the ZU23.
– Reduced VADS push back and damage to balance it with the ZU23.
– Fixed a bug where vehicle countermeasures would fail to remove tracer darts at high speed.
– Reduced the reload time for vehicle countermeasures.
– Slightly increased the AT4’s damage vs armor to emphasize its anti vehicle role while keeping it balanced vs armor.
– Increased the AT4’s top speed and acceleration so users spend less time exposed when firing.
– Increased the AT4’s splash damage so it competes with other AT weapons vs infantry. The AT4 still has the least splash damage of all AT weapons.
– Reduced the splash damage of the Carl Gustav to bring it in line with other explosive weapons. The Carl Gustav still has the most splash damage of all AT weapons.
– Increased the 1 shot kill range of the M95 body shot to counter its lower rate of fire.
– Fixed a bug with the SVU that gave it better close range damage than other semi auto weapons.
– Reduced all weapon damage to the MCOM by 50%.
– Fixed an C4 vs MCOM exploit on Atacama Desert.
– Fixed a bug with FOV when aiming the M1911.
– Lowered the close range damage of the AN94 to highlight its long range role.
– Increased the accuracy of the F2000 on the move to highlight its role as a mobile AR.
– Increased the close range damage of the shotguns to give them a greater advantage vs slugs.
– Slightly lowered the damage of the M60 to balance its accuracy advantage vs other LMG’s.
– Slightly lowered the damage of the MG3 at close range to balance it with other high rate of fire weapons.
– Slightly increased the damage of the UH60.

Source: Battlefield Blog

Update for Bad Company 2 PC

Tuesday, October 26th, 2010

Posted on Twitter by zh1nt0:

Some fixes are coming for Bad Company 2 for PC, people!
Now.. we want to announce these first fixes we have made and let you know that these are just one part of a bigger list of updates that we are going to release very soon. This update will also require server downtime

This is what we can confirm for now:

One of the Insignia’s requiring an unobtainable Bronze star for the tracer dart – requirement removed.

– One of the Insignia’s requiring an unobtainable Bronze star for the tracer dart – requirement removed.

– Hit registration changes brought over from MOH to BC2; several bugfixes, the client<->server send rates have been increased, some of the hitboxes themselves have been changed. This will increase the accuracy of guns, but will not make much of a difference to the knife.
Removed the blue box behind the chat window.

– The 2-second immunity when spawning/being revived can will now be immediately remove either by firing, zooming, or any movement (move, crouch, jump). Merely looking around will not remove the invulnerability. In essence: If a person moves, he is never invulnerable.

– 3D vision fixed.

Source: EA Forums

Vietnam Hardware #2: Welcome to Phu Bai Valley Rice Fields

Friday, October 15th, 2010

As our blog series on Battlefield: Bad Company 2 Vietnam goes into episode 2, we take an in-depth look at Phu Bai Valley — a map that has been played extensively here at the DICE office. To give you a better idea exactly what this map has to offer, we talked with the guys and girls who built it to get their thoughts on everything from design to loadout and tactics for both sides.

 
Three bases to rule them all.

Hi team! What is the general design idea behind Phu Bai Valley?

— It’s the classic, open battlefield. It was originally custom-built for the Conquest game mode, and it’s all about capturing and holding base A. B, and C. If you want to win at Phu Bai Valley, you need to use sound tactics in an environment where the enemy can attack from all directions. A good mix of kits and efficient communication within your squad are the keys to success..

Would you say that the focus is on infantry or vehicles in this map?

— There are plenty of options if you like vehicles, with a number of armored vehicles, as well as helicopters. At the same time, the terrain is designed so that small infantry troops can move quickly between covers to get to mission critical areas.

What is the gameplay flow like on this map?

— It’s ususally a battle for the essential A base, which gives a spawn point with a short distance to both base B and C. The problem is that base A does not have too many vehicles, so you need to keep pressing on in order not to be overrun. The gameplay usually looks a bit different depending if you’re on the US or the NVA side, since their home bases don’t have the exact same loadout.

* * * P H U B A I V A L L E Y M I L I T A R Y I N T E L * * *

US base starting hardware: 1 x heli / 2 x tanks / 2 x jeeps
Note: Only side with a heli, although the NVA have more armor.

US tactics tip: Hold base A while you capture base B, so you can instantly get your second helicopter up in the air. If you keep both helis flying, you will be able to defeat the NVA armor by air superiority.

NVA base starting hardware: 3 x tanks / 2 x jeeps
Note: Ample supply of armor — you will need it to defend against the US chopper(s).

NVA tactics tip: Establish a strong foothold at either base B or C. That way you don’t have to start over from your home base every time you respawn. If you manage this, you will have the chance to use your armored vehicles to gain ground and push back the US side. Keep in mind that you can shoot down enemy helicopters with the machine gun mounted on top of your tank. Keep your tanks alive with engineers to defeat the air threat. Alternate, daredevil tactic: Steal the enemy choppers.

Source: Battlefield Blog

New Admins

Friday, October 8th, 2010

We want to welcome KordMarik and DJStorm to the admin ranks!