**OFFICIAL** AT Battlefield 3 FAQ and News Thread

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Oct 25, 2006
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Is there a reason wire guided handheld missile launchers are not in the game? Did they think being able to hit tanks from a distance reliably was OP or something? It's insane that the only choices are between the RPG which is near useless at range, unless I spend the first 2-3 shots figuring out the drop, or the Javelin, which can be easily countered. BAD COMPANY had the AT4 launcher, which was overshadowed by the magnetic marker, which I always carried, if the marker isn't in this game, why not the AT4.

Also, putting turrets in the worst possible spots ever doesn't balance them, it just makes them pointless. Case in point, the AA turret on the Devland Peak(I think that's what it was), is behind a rock. A full 270 degrees of movement shows you absolutely nothing but rock, 60 degrees is half rock, half part of the defending basem and the rest is open sky that no heli pilot would ever get near. If a pilot just doens't rise up above a hundred feet or so, that turret will NEVER see him. What an amazing spot to put it in

The AT turret on checkpoint on firestorm. is behind a damn container. And can't see the major road where most of the tanks come from. It can't even shoot out to the field because of the barrier in the way.

These little things are just so damn annoying and incomprehensible.
 

VulgarDisplay

Diamond Member
Apr 3, 2009
6,188
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Is there a reason wire guided handheld missile launchers are not in the game? Did they think being able to hit tanks from a distance reliably was OP or something? It's insane that the only choices are between the RPG which is near useless at range, unless I spend the first 2-3 shots figuring out the drop, or the Javelin, which can be easily countered. BAD COMPANY had the AT4 launcher, which was overshadowed by the magnetic marker, which I always carried, if the marker isn't in this game, why not the AT4.

Also, putting turrets in the worst possible spots ever doesn't balance them, it just makes them pointless. Case in point, the AA turret on the Devland Peak(I think that's what it was), is behind a rock. A full 270 degrees of movement shows you absolutely nothing but rock, 60 degrees is half rock, half part of the defending basem and the rest is open sky that no heli pilot would ever get near. If a pilot just doens't rise up above a hundred feet or so, that turret will NEVER see him. What an amazing spot to put it in

The AT turret on checkpoint on firestorm. is behind a damn container. And can't see the major road where most of the tanks come from. It can't even shoot out to the field because of the barrier in the way.

These little things are just so damn annoying and incomprehensible.

Yeah, it's incomprehensible that they didn't let the INDESTRUCTIBLE gun with UNLIMITED ammo be able to shoot the entire map, and into the enemy spawn.

It's incomprehensible that you would not be able to figure out the reason why the range on those AA guns is limited. They are on the maps to stop air based spawn rape. That's it, and I'm sorry you can't sit in one and pick off infantry across the map.
 
Oct 25, 2006
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Yeah, it's incomprehensible that they didn't let the INDESTRUCTIBLE gun with UNLIMITED ammo be able to shoot the entire map, and into the enemy spawn.

It's incomprehensible that you would not be able to figure out the reason why the range on those AA guns is limited. They are on the maps to stop air based spawn rape. That's it, and I'm sorry you can't sit in one and pick off infantry across the map.

Wait, AA guns are indestructible? The hell? Why?

It's not about range, if you can't figure out how to put in something without making it next to impossible to use, don't put it in the first place.

If you would read, you would notice I never said anything about range, it's simply about the fact that they placed these many of these turrets in places where they could almost never be used without the enemy player being dumb and simply driving up to the exact area that the emplacement is in and standing still and letting you take potshots at it. Or flying slowly in the 30 degrees of sight you get on open sky.

And yes, I think that if you're driving straight at an objective across a completely open field, you SHOULD be able to be punished with some well placed guided AT rocket fire.
 

VulgarDisplay

Diamond Member
Apr 3, 2009
6,188
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Wait, AA guns are indestructible? The hell? Why?

It's not about range, if you can't figure out how to put in something without making it next to impossible to use, don't put it in the first place.

If you would read, you would notice I never said anything about range, it's simply about the fact that they placed these many of these turrets in places where they could almost never be used without the enemy player being dumb and simply driving up to the exact area that the emplacement is in and standing still and letting you take potshots at it. Or flying slowly in the 30 degrees of sight you get on open sky.

The only reason they are there is to protect spawns from air vehicles. They do that job quite well. They don't need to see any more of the sky to perform that job.
 
Oct 25, 2006
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The only reason they are there is to protect spawns from air vehicles. They do that job quite well. They don't need to see any more of the sky to perform that job.

They fail at that job too. I have never EVER been shot down by stationary AA. Also, when they can barely see the sky around spawn, you know something is wrong. The game literally forces you to look at a small area of sky. Half the time, it can't even stop spawn killing because the heli pilot can simply stay in the 200 degrees of area that the AA turret can't see because the devs thought it would be so amazing at range.

Hell, BF2 had stationary AA EVERYWHERE. I think that Gulf of Oman had one at almost every single point. No one ever complained about the AA, everyone said that Air was OP even with the AA defense, and the AA had clear open lines of sight to most the sky at every point.

Even Bad Company 2, Heavy Metal, has a stationary kill everything AA turret in the middle of the map, with open sky everywhere and clear lines of sight to 90% of the approaches through the air AND ground. It wasn't that big of an issue because most people would destroy it before any pilot would dare get near that if the enemy had it.

And at range, the dispersion is so great you would have been very lucky and gotten a headshot to get a kill with stationary AA. The first reaction to anyone seeing stationary AA/AT fire is "kill it fast, kill it now". It creates a dynamic, rather than simply having them in places where they will never get used in the first place.

And your point still doesn't address the equally poorly placed stationary AT which is not just at spawn, but at many points.
 
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Termie

Diamond Member
Aug 17, 2005
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www.techbuyersguru.com
They fail at that job too. I have never EVER been shot down by stationary AA. Also, when they can barely see the sky around spawn, you know something is wrong. The game literally forces you to look at a small area of sky. Half the time, it can't even stop spawn killing because the heli pilot can simply stay in the 200 degrees of area that the AA turret can't see because the devs thought it would be so amazing at range.

Hell, BF2 had stationary AA EVERYWHERE. I think that Gulf of Oman had one at almost every single point. No one ever complained about the AA, everyone said that Air was OP even with the AA defense.

Even Bad Company 2, Heavy Metal, has a stationary kill everything AA turret in the middle of the map, with open sky everywhere and clear lines of sight to 90% of the approaches through the air AND ground. It wasn't that big of an issue because most people would destroy it before any pilot would dare get near that if the enemy had it.

And your point still doesn't address the equally poorly placed stationary AT which is not just at spawn, but at many points.

Ok, but you're forgetting something...BF2 did NOT have stingers/javelins/soflam. The air rape in BF3 isn't nearly as bad as in BF2, which at a certain point made the game essentially unplayable if you were on the ground.

BF3 is better. Play it some more and you'll see.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
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Is there a reason wire guided handheld missile launchers are not in the game? Did they think being able to hit tanks from a distance reliably was OP or something? It's insane that the only choices are between the RPG which is near useless at range, unless I spend the first 2-3 shots figuring out the drop, or the Javelin, which can be easily countered. BAD COMPANY had the AT4 launcher, which was overshadowed by the magnetic marker, which I always carried, if the marker isn't in this game, why not the AT4.

Also, putting turrets in the worst possible spots ever doesn't balance them, it just makes them pointless. Case in point, the AA turret on the Devland Peak(I think that's what it was), is behind a rock. A full 270 degrees of movement shows you absolutely nothing but rock, 60 degrees is half rock, half part of the defending basem and the rest is open sky that no heli pilot would ever get near. If a pilot just doens't rise up above a hundred feet or so, that turret will NEVER see him. What an amazing spot to put it in

The AT turret on checkpoint on firestorm. is behind a damn container. And can't see the major road where most of the tanks come from. It can't even shoot out to the field because of the barrier in the way.

These little things are just so damn annoying and incomprehensible.

Well, I'm with you on the AT4. It was very satisfing to use successfully.

Wepons requiring individual skill were taken out and replaced with no-skill weapons that require team smarts.
 
Oct 25, 2006
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Well, I'm with you on the AT4. It was very satisfing to use successfully.

Wepons requiring individual skill were taken out and replaced with no-skill weapons that require team smarts.

But instead of making it so that the SOFLAM locks on to paint the target, why not a target painter that doesn't lock but allows missiles to lock onto its "point" and the painter can freely put the point anywhere he chooses to guide the missile.

That combines both teamwork and individual skill.

But other than that, its aggravating how gimped I feel as a Engineer when I can't take out tanks reliably at medium range. It's already hard enough to deal with tanks at close range because of the 3D targeting. I fire off a shot, and he can track me through the walls, blowing me up behind cover when I'm attempting to relocate to fire off another shot, but at medium range I either get lucky with that first shot, or he sees me attempting to range him. And good luck at long range. It's probably not happening.

I don't like the Javelin because every tank worth his salt uses IR smoke, and SOFLAM is not guaranteed. I rather use my trusty always fire missile launcher.

Also, does the weak spot in BF2 exist in BF3? Good players in BF2 could guide their missiles into the gap between the turret and hull and it would do obscene damage.
 
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skipsneeky2

Diamond Member
May 21, 2011
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Had to stop playing air based maps,idk but some of the jet pilots are very touchy and cocky and very whiny.

Especially if i roll around in a tank,get blasted back to hell by a stinger,i respawn and rape them with mobile a aa,they whine first that i use the mobile aa while they are going 40/3 raping the sky's and ground then a entire map round attempt to ram me most times failing,some times succeeding but about 9 out of 10 jet pilots get royally pissed off about the aa.
 

chucky2

Lifer
Dec 9, 1999
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But instead of making it so that the SOFLAM locks on to paint the target, why not a target painter that doesn't lock but allows missiles to lock onto its "point" and the painter can freely put the point anywhere he chooses to guide the missile.

That combines both teamwork and individual skill./QUOTE]

This would be awesome. I'd much rather have to keep the target painted manually, and ever more preferably manually control when the SOFLAM is lasing, than what it does now.

This would be so useful it'd ensure teamwork was being encouraged. One could paint snipers on the hilltop, in the cranes, even in the spire potentially (that one would need to be tested out). Along with basically anything else, yet, teamwork would be required as Recon doesn't have the missles.

This would be awesome.
 

Childs

Lifer
Jul 9, 2000
11,313
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Ok, but you're forgetting something...BF2 did NOT have stingers/javelins/soflam. The air rape in BF3 isn't nearly as bad as in BF2, which at a certain point made the game essentially unplayable if you were on the ground.

BF3 is better. Play it some more and you'll see.

In BF2 you could use the stationary AA to prevent air rape, not just base rape. Same with 1943, BFBC2, Desert Combat, etc. I agree with Nik, the implementation in BF3 is retarded. The way it is now it shouldn't even be in the game, and they should just make the enemy base off limits to air vehicles by having it out of bounds. It was fine in BFBC2. You can use the stationary AA to battle air vehicles, and they could take you out as well. It was also repairable.
 

GullyFoyle

Diamond Member
Dec 13, 2000
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Battlefieldo.com - Blackout Battlefield

Discussion in 'News & Updates' started by PR3SIDENT, Today at 2:38 PM.

It may come to this...



The real issue with Battlefield 3 isn’t the game itself believe it or not. The great thing about a game is it can be patched, fixed, corrected and enhanced where needed… and whose job is that you wonder? DICE, the game developer and the people who should be running the Battlefield community, not some marketing/publisher powerhouse with nothing but dollar signs and stock projections in mind… why am I talking about this you may ask? It’s because the loyal, dedicated, veterans of this game know and understand that DICE is working their ass off to fix the game, and the issues we demand, but Electronic Arts worried about nothing but money. This community has been neglected since the launch of the game in October. No information on patches until release date, and no communication at all from the studio and developers on issues.

As a longtime battlefield player, community manager, and a person who knows what is going on with this community on a daily basis, I’m frustrated, you’re frustrated… Shouldn’t we expect better? At least acknowledge the existence of the issues we present, and have a very long list of things to work on. Yet... we know none of this information have that communication now do we? You wonder why I assume of course, why is it that the studio who developed the game, cannot communicate with the followers, fans, and community that the very game they built? The answer of course is Electronic Arts… We can’t get information, or even acknowledgement about the issues we raise, patching schedules, game updates, or even hints at Downloadable content. Electronic Arts is too concerned with releasing information based on their precious yet inaccurate numbers that calculate the best times to release game updates and DLC. Not the community, not you, and certainly not me.

DICE after all, is owned by EA… this isn’t all EA’s fault to be honest; some of the blame lies with DICE as well. Obviously there are some issues that are currently in the game that exist as problems because of the failure to QA said problems. (USAS-12, MAV Elevators, etc…) We can assume that a lot of these instances with weapons being so severely unbalanced and blatant issues with map glitches such as the MAV situation are because of the rush to push the game out to compete with Modern Warfare 3. Nevertheless, we’re kept in the dark with no patch schedule, no details, and not even direct responses from DICE, at all.

So… this is what we’re going to do… as a community. We’re going to give Electronic Arts until Friday, March 2nd to announce the next major patch and the fixes that they have made, or are currently making. SOME acknowledgement of the outcry about the issues that is currently wrong with the game right now, today… Or we’re going to black out the entire battlefield community for 1 day, 24 hours, no playing, no posting, and no tweeting. Silence fed right back into the mouths of those who have chosen to give us the very same silence. We’ll be waiting for you to give us our community back EA, and put it in the very capable hands of the people who developed, and made the game. Please, we beg you, allow us to communicate, get information, and answers from the game developers, not bullshit responses on twitter from @Battlefield telling them to contact a game advisor.

We’d just like to also clarify that we love and appreciate all the DICE developers, and enjoy very much interacting with them, sharing ideas and planning events with them. However, we are a community site, and we carry the voice and speak for the community, right now, the community needs your attention, communication, and a little more transparency as to what’s going on with the game.

Stay updated here, and across all our sites for motivation and movement to Black Out the entire Battlefield community should it come to that… Follow the @dontrevivemebro and @Battlefieldo twitters for more information on the #BF3Blackout , should it come to this… hopefully it does not.
PR3SIDENT, Today at 2:38 PM #1

==================================================

More info...Mp1st.com - Battlefield 3 Community Initiates #BF3Blackout Movement

David VeselkaFebruary 22, 2012Battlefield, Battlefield 3, News

Communication is key to building a strong community, especially when millions of players are involved. Battlefield/Digital Illusions CE has one of the most dedicated following in the FPS genre – rightly earned thanks to their support for those who love playing their games.

Battlefield 3, one of DICE’s/EA’s most important launches ever, has been out on shelves for almost 5 months now. While it wasn’t graced with the smoothest launch ever, things are slowly but surely looking up. Unfortunately, despite the amount of work we know DICE is putting into Battlefield 3 – polishing and ridding it of bugs and and other annoyances, frustration is rapidly building within the community and is caused by that key strength DICE once possessed: Communication, or the lack thereof.

While many factors could possibly be contributing to this decay, be it EA’s rigidity of release date announcements or unwillingness to allow open dialogue between players and developers, one thing is for sure: The Battlefield 3 community has been kept in the dark for too long. While we’re not asking for a patch or DLC right this very instant, a little bit of transparency can go a long way.

Earlier today, community website, Battlefieldo, who recently merged with community podcast, Don’t Revive Me Bro, have taken the first steps in a plan to show EA that the Battlefield community is no longer willing to accept these standards of communication. Cory “Pr3esident” Niblett says it best in a recent article: “As a longtime battlefield player, community manager, and a person who knows what is going on with this community on a daily basis, I’m frustrated, you’re frustrated… Shouldn’t we expect better? At least acknowledge the existence of the issues we present, and have a very long list of things to work on.” He added, “we’re kept in the dark with no patch schedule, no details, and not even direct responses from DICE, at all.”

So, what exactly is going to be done about it? Cory explains, “So… this is what we’re going to do… as a community. We’re going to give Electronic Arts until Friday, March 2nd to announce the next major patch and the fixes that they have made, or are currently making. SOME acknowledgement of the outcry about the issues that is currently wrong with the game right now, today… Or we’re going to black out the entire battlefield community for 1 day, 24 hours, no playing, no posting, and no tweeting. Silence fed right back into the mouths of those who have chosen to give us the very same silence. We’ll be waiting for you to give us our community back EA, and put it in the very capable hands of the people who developed, and made the game.”

Battlefield 3 Community Manager, Daniel Matros, has officially responded, sympathizing with the Battlefield community: “I completely understand the motives behind it.” He continued, “I support the BF community in any way I can and if you express your opinions like this, I must understand it.” Gameplay Designer, Tim Kjiell rightfully added, “Staying in touch with community and having a transparent workflow is key to the lifetime of a game. I understand and agree. Will do what I can to push for more direct comm.”

So, if you love Battlefield 3 and DICE, join the movement and show your support for #BF3Blackout on Twitter. We know MP1st will!
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
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Air rape in BF3 isn't less because of stingers, those are useless against choppers when both the gunner and pilot have ECM/flares or flares/flares. Jets were nerfed back to the stone age, that's why they don't rape(stingers ARE effective against jets because jets don't have nearly overlapping double countermeasures).

Chopper rape is curtailed because of Javelins and SOFLAM. when SOFLAM is working, it's 100% effective and zero skill. On the other hand, if the pilot is in a position where they can fly past a tree every few seconds, SOFLAM is 0% effective.

Also, uncap attacks are 100% legit and bases should not be out of bounds. Of course, that applies to when we actually have good map design. and we don't, in BF3. Some of the larger maps are close, but the uncaps are designed way too shoddy and with packed in spawn points. That provides an excuse for the out of bounds in BF3, but not an excuse for outlawing uncap attacks in general.

BTW, over at Mordor we learned about something that renders excuses for uncap rules completely invalid - apparently some shooters out there have dynamic free spawn point selection, ie for BF purposes, this means you can select ANY point within say 50m of a controlled flag. If you could do this in BF you'd always be able to spawn away from or even behind uncap attackers, no more excuses for uncap rules.

But instead of making it so that the SOFLAM locks on to paint the target, why not a target painter that doesn't lock but allows missiles to lock onto its "point" and the painter can freely put the point anywhere he chooses to guide the missile.

That combines both teamwork and individual skill.

I agree. The SOFLAM should work just like the BC2 UAV, except that it calls in missiles that come from other players and not from an offscreen deus ex machina.
 
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Zargon

Lifer
Nov 3, 2009
12,218
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Air rape in BF3 isn't less because of stingers, those are useless against choppers when both the gunner and pilot have ECM/flares or flares/flares. Jets were nerfed back to the stone age, that's why they don't rape(stingers ARE effective against jets because jets don't have nearly overlapping double countermeasures).

Chopper rape is curtailed because of Javelins and SOFLAM. when SOFLAM is working, it's 100% effective and zero skill. On the other hand, if the pilot is in a position where they can fly past a tree every few seconds, SOFLAM is 0% effective.

choppper + ecm can counter javelins just fine

Also, uncap attacks are 100% legit and bases should not be out of bounds. Of course, that applies to when we actually have good map design. and we don't, in BF3. Some of the larger maps are close, but the uncaps are designed way too shoddy and with packed in spawn points. That provides an excuse for the out of bounds in BF3, but not an excuse for outlawing uncap attacks in general.

BTW, over at Mordor we learned about something that renders excuses for uncap rules completely invalid - apparently some shooters out there have dynamic free spawn point selection, ie for BF purposes, this means you can select ANY point within say 50m of a controlled flag. If you could do this in BF you'd always be able to spawn away from or even behind uncap attackers, no more excuses for uncap rules.

oh god not more of this.

let people spawn for gods sake. its a video game and the worst part of BC2 was assholes camping the spawns and c4ing people ETC when they repsawn.

it makes it 100% less fun. BF3's are a bit......excessive, but BC2s lack of built in at all made it way less fun on some servers, and I loved servers that regulated the douchebaggery some


and what forum is mordor?
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
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choppper + ecm can counter javelins just fine



oh god not more of this.

let people spawn for gods sake. its a video game and the worst part of BC2 was assholes camping the spawns and c4ing people ETC when they repsawn.

it makes it 100% less fun. BF3's are a bit......excessive, but BC2s lack of built in at all made it way less fun on some servers, and I loved servers that regulated the douchebaggery some


and what forum is mordor?

Mordor is EA UK forums.

And if there was a free spawning system where you could spawn anywhere within 50m of your base, as you choose, then "let people spawn" becomes a bit of a meaningless plea, doesn't it? Because while I grant you that it's not fun to get shot the instant you spawn, if that is taken away, then what's the excuse? Seriously, free spawning like that would completely eliminate the ability to spawn trap people. You attack a base, and people will start respawning just outside of it and shoot you in the back.
 
Oct 25, 2006
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At the moment, Operation Firestorm is the map that makes me angry the least and might actually be sort of fun, the points are somewhat spaced and the buildings at least produce some sort of flow. Followed by Kharg Island

Caspian border is a center of brooding rage. Nothing is worse than a map that pretends to be big when it's really actually tiny. The spawn points are like a 20 second walk from each other.


Maps that I hate.

Metro, Grand Bazzar. These are quite possibly the worst maps I've ever seen. Corridor fighting everywhere. Who the hell thought that designing a map that funnels people into a single alleyway where a team of 32 can spend 25 of those soldiers running into a perpetual meat grinder was a good idea?

Metro is similar on a larger scale. Seine might as well be Metro v1.1.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
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At the moment, Operation Firestorm is the map that makes me angry the least and might actually be sort of fun, the points are somewhat spaced and the buildings at least produce some sort of flow. Followed by Kharg Island

Caspian border is a center of brooding rage. Nothing is worse than a map that pretends to be big when it's really actually tiny. The spawn points are like a 20 second walk from each other.


Maps that I hate.

Metro, Grand Bazzar. These are quite possibly the worst maps I've ever seen. Corridor fighting everywhere. Who the hell thought that designing a map that funnels people into a single alleyway where a team of 32 can spend 25 of those soldiers running into a perpetual meat grinder was a good idea?

Metro is similar on a larger scale. Seine might as well be Metro v1.1.

Worst of all, people try to justify these maps by saying "well play them with 32 players or less". I was hoping Battlefield's player count and map size would increase(hell they talked about 128 players back in the BF2 development days), not decrease. Stragetic and tactical aspects of the game increase as map size and player counts go up.
 

DeadFred

Platinum Member
Jun 4, 2011
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I am sensing that BF3 is not quite the game Maniacalalpha1-1 and NikolaeVarius had hoped for.

I like all of the maps except for Grand Bazzar, the only thing Ive found it good for is sniper spawnkilling and racking up mortar kills playing TDM, as a conquest map it totally blows.
 
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Childs

Lifer
Jul 9, 2000
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I prefer 64 players on Metro, Davamand, Seine and Bazaar. I don't care if there are 20 people on a bridge or in an alleyway or stairway, I intend to repeatedly kill most of them anyways. That way I don't have to hunt them down.
 
Oct 25, 2006
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Also the idea of regenerating health for vehicles is fundamentally the most flawed thing in the history of shooters. Team work? What teamwork when the regen removes half the reason classes exist in the first place.

Tanks RUN away from engineers repairing because they know in the time it takes for them to get to another base, they will be fully regenerated. People have no incentive to throw down med packs because of the regen.

I can't think of a single reason as to why regenerations should happen on vehicles. It adds absolutely nothing to the game. Bring back flying over base to repair on jets and helis. It actually forces them to be vulnerable instead of derping around while they repair in the air. Also, the repair tool needs a nerf. Halve the time it takes to run out, double the recharge time after its been extinguished. It's too damn long. 2 engineers can active tank 4 others.

Also, fucking give me points for damaging tanks. It's insane that shooting NEAR the enemy gets you points for "suppression" but continually damaging a tank while its being repaired nets me a total 0 points. I've spent more than 5 minutes single handedly dueling 2 tanks with my 9 RPG shots. Hit them with every single one on side shots.

Total points, 0. Great.

Also, base regeneration needs to be lowered on humans. We're talking like 1hp every 5 seconds. There is no reason for it to be set this high. I don't care if "regen slows while surpressed". In a non chokepoint game, NO ONE, if they know they are fired at, stays suppressed. They freaking run away to another piece of cover (of course 3d spotting prevents that from being useful in many cases, yayy for inbuilt wallhack) so, they heal up by the time you find them because the healing is pretty insanely fast.

Drop the damn inbuilt heal, increase medic box heal.

Also, does the timer for the IR smoke happen to be shorter than a full javelin reload and fire, I swear the tank I was firing at was shooting off smoke faster than I could fire him. I swore off the Javelin if that kind of shenanigans was happening. I'm much more accurate with the RPG.
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
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Also, does the timer for the IR smoke happen to be shorter than a full javelin reload and fire, I swear the tank I was firing at was shooting off smoke faster than I could fire him. I swore off the Javelin if that kind of shenanigans was happening. I'm much more accurate with the RPG.

I don't know about the timers, but if a tank pops IR smoke, then comes OUT of the smoke where they can see to shoot you, he'll still be protected by it. You'll be able to lock on and fire, but the missile will veer away when it gets close. The tank should at least have to remain within the smoke.

However, I suspect that by the time the smoke wears off it's available again...
 
Oct 25, 2006
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I don't know about the timers, but if a tank pops IR smoke, then comes OUT of the smoke where they can see to shoot you, he'll still be protected by it. You'll be able to lock on and fire, but the missile will veer away when it gets close. The tank should at least have to remain within the smoke.

However, I suspect that by the time the smoke wears off it's available again...

The idea that the missile veers off when it loses lock is retarded, it should keep going straight.

Shooting head on at a tank with the launcher at close range, and seeing the missile take a 90 degree turn upward when he pops smoke ridiculous. He should have to do SOME work.
 
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