Post: Future Balance Updates
11-30-2011, 07:56 PM #1
SYN1ST3R
< ^ > < ^ >
(adsbygoogle = window.adsbygoogle || []).push({}); "Battlefield 3 multiplayer is deep and diverse, with tons of tactics and factors that can determine the outcome of a match. At DICE we strive to ensure that the game remains Balanced and fresh by monitoring the game and the community’s feedback and providing Balance updates. We know the wait for Balance updates can be killer, and that occasionally we may make a Balance change in an update that is controversial. Rather than waiting until we launch these updates for feedback, today I would like to give you, the Community, a peak into the Balance testing that we are doing here at DICE.

It’s important to note:
• This list is provided as a way for the Community to give us feedback on potential Balance changes to the game.
• This list is specifically focused on Balance changes. Feature requests and bug fixes are purposefully absent from this list.
• There is no guarantee that any of these Balance changes will make it into a future update at all, nor is this list a guarantee that there will be future updates.

Now that the lawyers are happy… bring on the feedback!

Alan “Demize99” Kertz
Core Gameplay Designer, Battlefield 3

Vehicles:
Increased the locking distance for Jets when locking on laser designated targets.
Increased the damage the MBT's primary weapon does to other main battle tanks.
AA Missiles should no longer kill the pilot instead of the vehicle.
Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
Using flares too early will no longer distract missiles fired at long range. The missile must be approaching the vehicle in order to reliably be distracted by flares.
Attack Helicopter Guided Rockets will now only track ground targets, as originally intended.
Reduced the direct damage done by helicopter gunners vs armor.
Slightly increased the blast radius of the rounds fired by helicopter gunners vs infantry.
Vehicle weapons should now suppress correctly.
Increased the direct hit damage of the APFSDS rounds for the IFVs.
Miniguns and Helicopter Gunners now more quickly destroy parked cars.

Weapons:
Significantly increased the damage of Laser Guided Top Attack missiles.
Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.
Slightly reduced the repair speed of the repair tool.
Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.
Reduced the total number of RPG and SMAW missiles carried from 5 to 4.
Slightly reduced the locking time of all weapons vs Laser Designated targets.
Slightly reduced the effective blast radius of the RPG and SMAW projectiles against infantry.
Reduced the recoil of the SKS rifle and slightly increased its power at close range.
Semiautomatic sniper rifles, Assault Rifles, and LMGs now have more consistent damage over long range.
Increased the close range damage maximum range of 9x39mm ammo.

Soldiers:
Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
Spawn protection will no longer be canceled by the player looking around.
Slightly increased the speed at which a player can shoot again after sprinting."

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The following 2 users say thank you to SYN1ST3R for this useful post:

192.168.1.1, Peirau
11-30-2011, 09:22 PM #2
wtf with mk11 seem to take 4 shots to kill
11-30-2011, 09:36 PM #3
ResistTheSun
In Flames Much?
No news on buffing slugs on shotguns
Nice list anywho........just wish they should nerf the thermal on vehicles as they nerfed the IR scope
12-01-2011, 08:32 PM #4
himpmund
E-Dubble <3
Originally posted by ResistTheSun View Post
No news on buffing slugs on shotguns
Nice list anywho........just wish they should nerf the thermal on vehicles as they nerfed the IR scope

No thank you..I LOVE IT stare
12-01-2011, 09:32 PM #5
j3w15h_n4z1
Little One
Whyve they nerfed SMAW/RPG? They were hardly effective against infantry in the first place
12-01-2011, 09:47 PM #6
himpmund
E-Dubble <3
Originally posted by n4z1 View Post
Whyve they nerfed SMAW/RPG? They were hardly effective against infantry in the first place

Because all the kids whined about engineers spamming rockets with expl + smaw/rpg :/
12-02-2011, 01:41 AM #7
SYN1ST3R
< ^ > < ^ >
I always laugh at the people who use rpgs/smaws against infantry, especially the people who spam them. They can't aim with a gun so they rely on the splash damage of rockets to kill. I played in a room last night that 1 of the guys on the other side only used rockets the entire game, pretty sad actually.

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