Armored Kill - download

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Thu, 09/13/2012 - 06:18 (Reply to #31)
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sleepInsom wrote:

On consoles, maps are too big in conquest and the AC-130 dominates the defending team too hard on rush. I appreciate the effort DICE, but did you guys even playtest the game for consoles? I'm not saying AK is bad or anything, but large, open maps is the bread and butter of BF3 yet AK is the least fun expansion so far. Hopefully I'm feeling this way because I'm just unfamiliar with the new maps.

Toofat says there is already a patch coming to hopefully balance the AC-130. The way it is now, it's the most overpowered weapon I've ever seen in any FPS ever. A definite gamebreaker. As for the map size, it would be nice if people could wait a few seconds for teammates to board vehicles. The way it seems to be most times is vehicles always leave the spawn with only a driver, while guys are close by on foot chasing the vehicle as it drives away. C'mon people. No one wants to spend 90% of their game time running to objectives.
Thu, 09/13/2012 - 17:51 (Reply to #32)
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xqqqqme wrote:
sleepInsom wrote:

On consoles, maps are too big in conquest and the AC-130 dominates the defending team too hard on rush. I appreciate the effort DICE, but did you guys even playtest the game for consoles? I'm not saying AK is bad or anything, but large, open maps is the bread and butter of BF3 yet AK is the least fun expansion so far. Hopefully I'm feeling this way because I'm just unfamiliar with the new maps.

Toofat says there is already a patch coming to hopefully balance the AC-130. The way it is now, it's the most overpowered weapon I've ever seen in any FPS ever. A definite gamebreaker. As for the map size, it would be nice if people could wait a few seconds for teammates to board vehicles. The way it seems to be most times is vehicles always leave the spawn with only a driver, while guys are close by on foot chasing the vehicle as it drives away. C'mon people. No one wants to spend 90% of their game time running to objectives.

 

The patch simply increases respawn time for the AC-130 from 60 to 90 seconds. So...you basically get an extra 30 seconds to live. Do defenders even have air support as in jets and helos in AK rush? I didn't seem to notice them last night.

Fri, 09/14/2012 - 08:39 (Reply to #33)
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Post fail. My bad. See below.
Fri, 09/14/2012 - 08:37 (Reply to #34)
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sleepInsom wrote:

The patch simply increases respawn time for the AC-130 from 60 to 90 seconds. So...you basically get an extra 30 seconds to live. Do defenders even have air support as in jets and helos in AK rush? I didn't seem to notice them last night.

You get an extra 30 seconds if you can get out of the spawn. The problem is that you can't stay alive long enough to lock on & fire a stinger/igla. It would have been better if they had increased the reload time for the main cannon. I think I'll just pass on playing rush on AK maps.
Thu, 09/13/2012 - 06:15
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That's soley a rush issue. In conquest, the AC-130 doesn't stay in the sky very long

Thu, 09/13/2012 - 07:51 (Reply to #36)
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YEM wrote:

That's soley a rush issue. In conquest, the AC-130 doesn't stay in the sky very long

 

AMEN to this!! ^^

In conquest you have multiple choppers and planes to get the AC130 outta the sky.. but then again, if you're playing on a server of Timmy's, no one goes after the AC130 and it can just rape!

Thu, 09/13/2012 - 08:27
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God Damn Mother fucking AC130!! Thanks for listening. That is all.

Thu, 09/13/2012 - 08:52 (Reply to #38)
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EVILCLAW wrote:

God Damn Mother fucking AC130!! Thanks for listening. That is all.

I got to practically memorize the spawn screen last night because I would spawn to die in the games.  I think that about a third of my deaths came from the sky (AC-130). 

I hate that fucking AC-130 Godship! 

 

Thu, 09/13/2012 - 09:03
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Play conquest, then you'll call it the AC-130 paper plane 106

Thu, 09/13/2012 - 10:28 (Reply to #40)
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YEM wrote:

Play conquest, then you'll call it the AC-130 paper plane 106

Yep.  I was palying, and we even won a few rounds of conquest without the control of the AC-130.  It helped when we had it, but it was not the 'king of the ring' like it is on Rush. 

 

Thu, 09/13/2012 - 10:41
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Yea the AC130 can be a pain.....but if at least one squad stays on it, you can handle it pretty easy. In conquest anyways

Fri, 09/14/2012 - 14:49
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oddly enough, the games i played where the opposing team had the AC 130 it wasnt  too big of a deal. i got killed more by the tank destroyers and rocket trucks than the Gunship.

Wed, 09/19/2012 - 10:13
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Gunship balancing in server update R31 on September 20th (all formats)
• Stationary and mobile AA cannon damage has been reduced by 30% versus the gunship.
Rationale: This fixes an issue where it was too easy for players to use stationary or mobile AA to shoot down the gunship from the other side of the map.

• Jet cannon damage has been reduced by 50% versus the gunship.
Rationale: In Conquest mode, jets have been able to single-strafe a gunship and destroy it. This re-balance will require more skill from pilots to take it down.

• The delay before moving the gunship forward to a new base in Rush mode has been increased from 15 to 30 seconds.
Rationale: Previously, the gunship was moved to the next base so quickly that it was possible to parachute from it into the base before defenders were able to prepare. This tweak will give defenders time to fall back and protect the valuable M-COM stations as intended.

• The Delay between gunship spawns has been increased from 90 to 120 seconds in Rush mode.
Rationale: After destroying the gunship in Rush mode, it reappeared too quickly to be well-balanced. With a 50% increase in spawn time for the gunship, defenders will now have more time to focus on the crates and less of a constant overhanging threat from the gunship.

• Initial delay before the gunship spawns in Rush mode has been increased from 15 to 60 seconds.
Rationale: Before this update, the gunship gunners could find the enemy before the round and instakill them when the pre-round timer ran out. Now, it will take a full minute before the gunship will spawn, giving defenders ample time to prepare.

Other changes in the server update
• Fixed a bug where a new squad leader wasn’t chosen when the current squad leader left.

• Fixed so that MK1A3 uses flechette rounds instead of frag rounds in Gun Master mode for Premium members (non-Premiums already have flechette rounds).

• Fixed a bug with Squad Rush on Sharqi Peninsula where the user was spawned outside the combat area if they deployed shortly after the first M-COM was destroyed.

 

per - http://battlelog.battlefield.com/bf3/news/view/2832654785919456813/

Wed, 09/19/2012 - 14:06 (Reply to #44)
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fatLUNCH wrote:

 

Gunship balancing in server update R31 on September 20th (all formats)
• Stationary and mobile AA cannon damage has been reduced by 30% versus the gunship.
Rationale: This fixes an issue where it was too easy for players to use stationary or mobile AA to shoot down the gunship from the other side of the map.

Jet cannon damage has been reduced by 50% versus the gunship.
Rationale: In Conquest mode, jets have been able to single-strafe a gunship and destroy it. This re-balance will require more skill from pilots to take it down.

Other changes in the server update
• Fixed a bug where a new squad leader wasn’t chosen when the current squad leader left.

per - http://battlelog.battlefield.com/bf3/news/view/2832654785919456813/

Two Major updates for Conquest and then fixing the Squad Leader issue. 

Sounds like Rush got the short end of the stick with the first release.

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