**Potential** Future BF3 Balance Updates

Vertago

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Source:http://battlelog.battlefield.com/bf3/forum/threadview/2832654489491100463/

I will just bold the notes I like most.

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.:w00t:
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.
 
Aw but i thought the AA missile killing the pilot was kind of funny
 
they keep buffing the dmg of helo gunners vs infantry, I think it's fine where it's at, 1 direct hit will still kill any infantry guy, no need to buff it's blast radius. People should just learn to aim and lead their targets more effectively. No need to buff it's radius.
 
I have zero problem with any of these changes, I hope they all get implemented.
 
I really hope some of these changes get implemented... Specifically the flare/missile range debuff and the Javelin Missiles could use a damage increase. I also wish they would make the repair tool fix vehicles at a slower rate; in their current state it can make it near impossible to kill tanks at a range (Not to mention that Helicopter Passengers can repair a helicopter in air making stingers/strelas useless)
 
I really hope some of these changes get implemented... Specifically the flare/missile range debuff and the Javelin Missiles could use a damage increase. I also wish they would make the repair tool fix vehicles at a slower rate; in their current state it can make it near impossible to kill tanks at a range (Not to mention that Helicopter Passengers can repair a helicopter in air making stingers/strelas useless)

not when Guilded shell and lazer designed
 
My top 3

1. Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs
2. Significantly increased the damage of Laser Guided Top Attack missiles.
3. Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.

1. I wonder how much 45% to side, 55% to rear (oh I do hope so)
2. Oh I wonder how much again? (
3. This is the worst problem when I am using Heat Seekers in the chopper. I am glad this will be fixed sometime soon

Now I wonder where are the SOFLAM buffs? Because it's odd that they say "without laser targeting" I wonder what would happen with?

What is not on the list?
1. 1911 buff, it still takes to long to kill for its deadly power
2. F2000 balancing
3. M249 balancing
4. 12G Frag round dmg deduction (or not)
5. SMAW/RPG vs Humvee/Vodnik: 1 shot disable 2 shot kill (unless repaired)
6. SOFLAM Buffs
7. Mortar Trajectory fixes ( you should not be able to aim at someone on the opposite side right near the building - Seine Crossing, Grand Baazar)
8. Metro Conquest map layout changes
9. ETC. anything else you guys think of.

Nice find Vertago very nice

P.S. My favorite quote from the article "Now that the lawyers are happy… bring on the feedback!"
 
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Why increase spawn protection when spawn locations are still terrible? I still have nabs spawning behind me in conquest and tdm.
 
they keep buffing the dmg of helo gunners vs infantry, I think it's fine where it's at, 1 direct hit will still kill any infantry guy, no need to buff it's blast radius. People should just learn to aim and lead their targets more effectively. No need to buff it's radius.

not if you have a bad pilot that dives constantly, hard to keep on target.
Also increasing the damage of the sks and reducing recoil....making it even more OP :)
 
Abakan's second shot needs to go waaay closer to the first. Recoil is significantly greater than the scar, ffs
 

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