Announcement

Collapse
No announcement yet.

BC2 weapons balancing

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    BC2 weapons balancing

    from another forum:

    "Ch ch ch Changes!
    BY: Demize99 POSTED: Apr 21, 2010, 07:10AM COMMENTS: 49
    As requested by the community, here is the exhaustive all inclusive change list of all balance updates made in the R10 Server update for PC.

    Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
    Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.

    Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
    Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
    Decreased the damage of the PKM over long range to balance it with other LMGs.
    Increased the base damage of the Type88 LMG to balance it with other LMGs.

    Slightly reduced the base damage of the M16 and G3 to balance the increased range.
    Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.

    Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
    Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
    Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.

    Reduced the base damage of the PP2000 to balance the increased range.
    Increased the damage of the 9A91 over long range to balance its lower magazine size.

    Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
    Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
    Increased the damage of the MP412 over long range to balance its low rate of fire.
    Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.

    Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
    Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
    Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
    Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
    Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
    Slightly increased the Health of soldiers in Hardcore for better Kit Balance.

    Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
    Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
    Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.


    Fixed a bug where the BMD3 would take extra damage to the front armor.
    Reduced the explosive damage from Attack Helicopter cannons.
    Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.

    These changes will eventually make their way to the 360 and PS3 as we work with our partners Microsoft and Sony to continue to support BFBC2 on all platforms.

    With <3, Demize99."

    #2
    They Neared the game for me, Also Since the update the game is lagging like hell.
    Last edited by Ghost_Rain; 22 Apr 2010, 04:27 AM.

    Comment


      #3
      Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.


      I love the AN-94!!!

      Comment


        #4
        Originally posted by MTJ=DK= View Post
        Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.


        I love the AN-94!!!
        I will have to give it a try now that it has the extra damage distance. I enjoyed using that one until I unlocked the M16.

        I really didn't notice too much difference last night with either the weapons or the lag. Unfortunately the VOIP is still buggy I really hope they make it a priority now that they have worked on some of the other issues.
        [img]https://farm5.staticflickr.com/4373/35734799443_53cb20ef13_z.jpg[/img]


        Killed by CLRs since 2004. WOOT!
        Support Cainslair. Donate here! [url]http://www.cainslair.org/billspaypal.php?[/url]

        Comment


          #5
          I hope the sniper damage they reduced at long range is not that much of an issue. I do like the AN-94 increased accuracy, but i dont like the m1911 reduced fire rate.

          Comment


            #6
            Originally posted by Reconsnipe1 View Post
            but i dont like the m1911 reduced fire rate.
            True, lol. How does one reduce the speed of a semi-auto weapon? Put in a squishier spring?

            Comment


              #7
              Actually, this "broke" alot of weapons to me.

              The Ns2000 for instance. due to the long fire rate of the gun, the decrease in damage at longer range WITH the slugs mages it a virtually useless weapon unless your standing on someone and they get the drop on you.

              The increase in damage to the LMG's to bring them inline also makes the spray and pray tactic much more viable to just fire willy nilly, and a much more effect close and mid range strafing weapon.

              when i can empty near a clip in burst into a CQ medic, while he's playing rambo really pisses me off. i tried this standing still, strafing, iron sighted, and red dot sighted with the XM-8 and AN-94 with the added weapon damage, and found the type 88, PKM and M249 SAW to all be for more effective.

              The change to the increase in health for HC made the VSS Special no longer a 2 shot weapon with bonus damage, now requiring 3-4 shots. The change to automatic weapons fire also altered the rate at which it can fire making it alot less usefull in the sniper rifle class of weapons. This is now only one less shot than on normal mode. With the limited ammunication capacity, this is now an inferior weapon. On regular mode, it's fate was sealed by requiring 5-7 shots to kill a target to begin with.

              The G3 was a sad weapon to use to begin with, the "adjustments have made it more useless than ever.

              I'll adjust, but the balances went too far. and have imbalanced the game far more than fixed it.

              Comment


                #8
                They still not fixed the M1 bug

                Comment


                  #9
                  Originally posted by darth_nevus View Post
                  Actually, this "broke" alot of weapons to me.

                  The Ns2000 for instance. due to the long fire rate of the gun, the decrease in damage at longer range WITH the slugs mages it a virtually useless weapon unless your standing on someone and they get the drop on you.

                  The increase in damage to the LMG's to bring them inline also makes the spray and pray tactic much more viable to just fire willy nilly, and a much more effect close and mid range strafing weapon.

                  when i can empty near a clip in burst into a CQ medic, while he's playing rambo really pisses me off. i tried this standing still, strafing, iron sighted, and red dot sighted with the XM-8 and AN-94 with the added weapon damage, and found the type 88, PKM and M249 SAW to all be for more effective.

                  The change to the increase in health for HC made the VSS Special no longer a 2 shot weapon with bonus damage, now requiring 3-4 shots. The change to automatic weapons fire also altered the rate at which it can fire making it alot less usefull in the sniper rifle class of weapons. This is now only one less shot than on normal mode. With the limited ammunication capacity, this is now an inferior weapon. On regular mode, it's fate was sealed by requiring 5-7 shots to kill a target to begin with.

                  The G3 was a sad weapon to use to begin with, the "adjustments have made it more useless than ever.

                  I'll adjust, but the balances went too far. and have imbalanced the game far more than fixed it.
                  I haven't played much, but from what I've seen most guns are 7-10 shot kills, even tank turrets...which is kinda why I don't play so much.

                  Comment


                    #10
                    Well one nice thing is I don't CTD all of the time. The browser seems more robust although CLR server is permanently grayed out. Since I mostly play Recon with the Gol I haven't noticed much of a change

                    Comment

                    Cain's Lair Forums Statistics

                    Collapse

                    Topics: 26,182   Posts: 269,814   Members: 6,176   Active Members: 3
                    Welcome to our newest member, 28Farrell8.

                    Today's Birthdays

                    Collapse

                    There are no members with birthdays today.

                    Top Active Users

                    Collapse

                    There are no top active users.
                    widgetinstance 184 (More Posts) skipped due to lack of content & hide_module_if_empty option.
                    Working...
                    X