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

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M0oG0oGaiPan

Diamond Member
Dec 7, 2000
7,858
2
0
digitalgamedeals.com

dyndragon

Member
Jan 9, 2006
124
0
0
A big part of it is laser designated attacks utilize the top-down attack mode. As we know, this is currently glitchy. They have trouble hitting moving targets and often miss for no reason. Thankfully, it's getting addressed in the patch.



I have noticed that this approach might contribute to the shell missing, but this is pretty pointless for me to comment on until they actually fix top-down hits in the next patch.

I find that if you swing your gun away quickly before firing, it seems to miss the target more.

That said, CITV station plus guided shell from the hilltop point in Caspian is amazing. You can be anti-heli, and be hitting tanks from a high position. Good times to be had. Can't wait to unlock it for myself.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
I find that if you swing your gun away quickly before firing, it seems to miss the target more.

That said, CITV station plus guided shell from the hilltop point in Caspian is amazing. You can be anti-heli, and be hitting tanks from a high position. Good times to be had. Can't wait to unlock it for myself.

you can do it on K Island as well but its boring as hell to play that way IMO.

and its really easy to take them out with C4 as they are almost never paying attention to that

i actually drove up to 2 of them the other day in a jeep C4ed them both. blew them up and then drove away
 

dyndragon

Member
Jan 9, 2006
124
0
0
You guys see this??
http://forums.electronicarts.co.uk/battlefield-3-pc/1454675-better-sharper-custom-fxaa-injector.html

Remove the shitty blue tint!!

Some people I think have their settings way over saturated and it looks bad though (at least on my calibrated U2410).

Here are my settings. In that thread, almost no one posts final settings they find work well.

Code:
/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
//#define USE_BLOOM *NOT WORKING
//#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.62; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.113; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0312; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.5
#define Sharpen_val0 1.2


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 0; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 0; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.15 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.2
#define Exposure 0.00
#define Saturation 0.0 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach 0.01 // Bleach bypass, higher = stronger effect
#define Defog 0.02 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Maroon // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.00 // lower values = stronger radial effect from center
#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;

My settings remove the vignette settings, set the tonemap to have no blue tint, and modify the FXAA smoothing to be a bit stronger.
 

Worthington

Golden Member
Apr 29, 2005
1,432
17
81
had some good rounds with Paqster et al on the TLB server last night... until the drink took over and I had to log.

fun rounds.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
Bug Fixes:
• Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
• Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
• Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
• Fixed stat references on several dogtags
• Fixed for surveillance ribbon not counting TUGS
• Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
• Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
• Fixed a problem where placing C4 with the russians soldier was playing US faction VO
• Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
• Fixed a problem when attempting to fire lock on weapons without a target
• Tweaked the chat, it should now be a bit easier to read
• Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
• Fixed the G17 Supressed Laser not working properly
• Added alternate HUD colors to help colorblinds
• Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.

• Increased the Spawn protection radius on TDM
• Fixed a problem with smoke on land vehicles, Missiles should now miss more often
• Fixed a problem where users could end up with IRNV scope in any vehicle
• Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
• Fixed several crashes and increased general stability
• Fixed a problem where the user was unable to revive two players that have the bodies one over the other Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
• Fixed a problem with the Kill camera acting up when suiciding from parachute
• Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
• Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
• Fixed a problem where you could get green flashes on screen
• You can now reassign cycle weapons
• Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle

• Fixed a problem where the parachute would stay stuck in air if the owner was killed

• Balance Tweaks:
• Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
• Tweaked Tactical Light so it is not as blinding over longer ranges.
• Tweaked the IRNV scope so it is limited to usage only at close range.

• Reduced heat masking effectiveness of Spec Ops Camo.
• Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
• Increased the number of additional 40mm grenades from Frag spec.
• Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it’s in JIRA).
• Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.

• Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
• Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
• Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
• Reduced the effectiveness of Stealth on Air Vehicles.
• Reduced the effectiveness of Beam Scanning for Jets.
• Reduced the damage done to Armored Vehicles and Infantry from AA guns.
• Increased the damage RPGs and Tank shells do to AA vehicles.
• Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.

• Increased the effective accuracy of long bursts for LMGs when using a bipod.
• Slightly increased the range of the 44magnum bullets.
• Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
• Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
• Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
• Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
• Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
• Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
• Decreased the power of Miniguns against Jets and Helicopters.
• Increased the power of Stingers against Jets.
• Flares reload times for Jets and Helicopter Gunners have been increased.
• Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.

• Added Single Shot to the AN94 as an available fire mode.
• Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
• Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
• Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
• Tweaked the Gas station Capture area on Conquest on Caspian Border
• Tweaked the max vehicle height on Noshahar Canals

patch notes, patch goes live tomorrow

big ones(IMO) bolded

huge changes in the airwarfare stuff

not sure how I feel about it, will reserve judgement till I have personal experience.

AA to rank damage nerf was needed but will ruin some of my fun
 
Last edited:

skipsneeky2

Diamond Member
May 21, 2011
5,035
1
71
patch notes, patch goes live tomorrow

big ones(IMO) bolded

huge changes in the airwarfare stuff

not sure how I feel about it, will reserve judgement till I have personal experience.

AA to rank damage nerf was needed but will ruin some of my fun

I found the damage the mini gun to be little to nothing against a jet...now its gonna be worst?

See zero stability and performance notes in that patch...got beef right now with stupid battlelog and connection issues still but in game has been good for the most part.
 

Canbacon

Senior member
Dec 24, 2007
794
4
91
patch notes, patch goes live tomorrow

big ones(IMO) bolded

huge changes in the airwarfare stuff

not sure how I feel about it, will reserve judgement till I have personal experience.

AA to rank damage nerf was needed but will ruin some of my fun

YAY for Canals flight ceiling. Though now we need the C-RAM on the US side to be moved further back. Some one spamming it can cover points A-C, not to mention when an aim botter gets in it...
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
hate having to change burst modes while playing. i rarely change modes. usually it's because I'll hit the key by accident and then I'll be screwed in a cq fight.

I find I'm always changing modes.

I also have it mapped to one of the thumb buttons on my G700 mouse.

If I'm running around and expect to more likely stumble upon somebody in CQB range versus a distant enemy, I try to make sure I'm on auto/burst (depending on weapon). If I have eyes on distant enemies and find it more advantageous to try and hit them from afar versus running up into their area, I make sure I'm on semi.

Of course, this approach also means I do from time to time discover I've not switched fire modes... typically it's finding out I'm still on semi and I'm facing one or more hostiles at CQB range.
 

M0oG0oGaiPan

Diamond Member
Dec 7, 2000
7,858
2
0
digitalgamedeals.com
I find I'm always changing modes.

I also have it mapped to one of the thumb buttons on my G700 mouse.

If I'm running around and expect to more likely stumble upon somebody in CQB range versus a distant enemy, I try to make sure I'm on auto/burst (depending on weapon). If I have eyes on distant enemies and find it more advantageous to try and hit them from afar versus running up into their area, I make sure I'm on semi.

Of course, this approach also means I do from time to time discover I've not switched fire modes... typically it's finding out I'm still on semi and I'm facing one or more hostiles at CQB range.

Hmm, actually come to think of it I'm probably wasting bullets with some of the guns when I'm going full auto from range. Might have to rethink my strat. I do notice that a number of guns have very limited recoil even if you hold the trigger down. AEK for sure.

I have thumb buttons but I really haven't gotten used to using them yet. I'll need to start practicing with them.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
I found the damage the mini gun to be little to nothing against a jet...now its gonna be worst?

See zero stability and performance notes in that patch...got beef right now with stupid battlelog and connection issues still but in game has been good for the most part.

if you were aimed right and a jet did a broadside pass you could kill it in one or two goes

YAY for Canals flight ceiling. Though now we need the C-RAM on the US side to be moved further back. Some one spamming it can cover points A-C, not to mention when an aim botter gets in it...

yes they need to move the carrier our further, like Kharg maybe?
 

skipsneeky2

Diamond Member
May 21, 2011
5,035
1
71
if you were aimed right and a jet did a broadside pass you could kill it in one or two goes



yes they need to move the carrier our further, like Kharg maybe?

Decent pilot is like finding a needle in a hay stack i find myself now avoiding the mini guns....main gunner in the apache for me
 

96Firebird

Diamond Member
Nov 8, 2010
5,714
316
126
After watching those videos... Where can I find players like that? I'd be ranked so much higher than I am right now!
 

Inferno0032

Golden Member
Mar 26, 2007
1,107
0
71
YAY for Canals flight ceiling. Though now we need the C-RAM on the US side to be moved further back. Some one spamming it can cover points A-C, not to mention when an aim botter gets in it...

I haven't played alot of canals, what's the issue with the flight ceiling (or lack thereof) at the moment?
 
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