"Tentative future update Balance changes and Fixes"

h987654321

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Here is a list of potential fixes for a future update. I've been scouring the feedback from Battlelog, Symthic, Reddit, Twitter and other places. As usual, this is not exhaustive, nor is this a guarantee we will perform these changes. Instead this is a request for feedback from our community. Currently I cannot see any substantial reason to make balance changes the weapons added in Close Quarters. The only weapon that has received substantial OP/UP feedback is the M417, which I feel is working exactly as it is intended: a good mid range run and gun weapon which lacks the long range accuracy of the MK11/SVD and has worse mobility than the SKS.

On to the Changes:

*A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon.
*Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
*Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7, M4A1
*Short reload reduced: FAMAS, M39 EBR, M416, PP-19, QBU-88;
*Short and long reload increased: ASVal
*Long reload increased: P90


*Belt Fed Machine guns are now more accurate when standing and firing while aiming: M240, M249, Type88, and Pecheneg
*Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
*Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
*Increased the min damage of the M1911 to make it fit better between the Magnums and the M9/MP443
*Reduced the M93R's damage and range, as it was an obvious goto pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
*Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
*SG553: Horizontal recoil reduced to help make this weapon more controllable.
*MG36: Vertical recoil reduced to make this weapon more controllable.
*M416: Vertical, Horizontal, and First Shot recoil have all be reduced to make this weapon clearly different from the M16A3.
*44 Magnum: Rate of fire reduced slightly to highlight this sidearm's role as a slow firing heavy hitter and differentiate it from the MP412 REX.
*M16A3: Recoil amounts slightly increased.
*M4A1: Recoil amounts slightly increased.
*G36: Vertical and First Shot recoil amounts reduced.
*The bonuses provided by a number of bipods have been increased: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
*Added Burst Fire to the M5K as an available option.
*Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
*Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
*Slightly reduced the range penalty for the suppressor on the SCAR-H.
*The radius for maximum damage of the 40mm LVG has been slightly increased. The overall damage level and range remain the same.
*Fixed the SCAR-L heavy barrel not increasing recoil when zoomed and standing.
*Fixed Jets not getting bonuses on Laser Designated targets.
*Fixed the AUG’s M320 smoke having an incorrectly high projectile velocity.


*Fixed helicopter weapons being unable to destroy equipment with splash damage.
*Increased the damage helicopter and jet rockets do to helicopters and jets and infantry.
*Increased the damage helicopter gunners and IFVs do to helicopters and jets.
*Slightly increased the damage of the AA vs infantry, AA is significantly less effective than even the coaxial LMG on tanks, making it extremely vulnerable. AA should be effective against a single infantryman but not over powering.
http://battlelog.battlefield.com/bf3/en/forum/threadview/2832654625073392999/

So we may get a patch in the future that is going to fix some bugs and nerf and buff some weapons.

This looks pretty cool and nice to see some changes especially to assault rifles. I may be using the M416 in future.
 
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Looks pretty good. Will be interested to see what they actually end up changing.
 
think short is when you reload when your clip aint empty yet, long when its empty.

Yes that is why you never want to fully empty your gun because a full empty on say the AEK is like 3.72 seconds empty and with at least 1 bullet loaded it is 2.65 seconds
 
It's really noticable on Sub machine guns like the mp7 and the like, they have a totally different animation when they're empty.
 
Yes that is why you never want to fully empty your gun because a full empty on say the AEK is like 3.72 seconds empty and with at least 1 bullet loaded it is 2.65 seconds

This just seems backwards to me. With an empty clip you can just drop it and load a new one. With a partially empty clip to save rounds you would be putting the clip back in your pouch then grabbing a new clip.

But oh well. I never wait till I am out to reload if I can help it.
 
This just seems backwards to me. With an empty clip you can just drop it and load a new one. With a partially empty clip to save rounds you would be putting the clip back in your pouch then grabbing a new clip.

But oh well. I never wait till I am out to reload if I can help it.

I guess their explanation makes sense. With an empty clip you still have to chamber the next round before you can start shooting while with a partially full clip you'll still have a round chambered allowing you to skip that step.

Only exception I think would be most modern pistols, as the only thing I have to do to reload my gun after emptying, due to the slide locking back on it's own, is drop the slide back after putting the new clip in which takes like zero seconds.

Edit: Also in combat one would be saving their empty clips just as much as the partially full ones. It's a bad day when you return to the Master-at-Arms with less than he gave you, (at least it was like that in the Navy), cause you know wasn't like you could have been possibly under fire or anything....
 
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Clips, CLIPS?!....nevermind >_>. Only think I hope for that this won't take forever like the last HUGE patch...it broke things after it fixed things :(
 
Clips, CLIPS?!....nevermind >_>. Only think I hope for that this won't take forever like the last HUGE patch...it broke things after it fixed things :(

Mur... He said clip first so I just kind of kept using it as going into a semantics argument of the difference between a clip and a magazine seemed utterly pointless as well as irrelevant as the average civilian has no idea the difference anyway...

Only time I would take my time to properly call them what they are is if talking to a fellow ex/active military personnel or gun fanatic and even then probably only in real life as... well it's the internet and therefore doesn't matter.

Edit: For those who don't know the difference and would like to know. A clip is a device used to string rounds together to speed up loading but is not necessarily required for the weapon to function. For example, the M1 Garand uses an en bloc clip and the SG550 uses a stripper clip to load it's magazine, although I think you could load it manually I don't know though.

A magazine however is merely the ammo storage and feeding component of a gun, usually the magazine is separate item and typically almost fully enclosed. Sometimes the magazine is integrated into the weapon itself like the Winchester 1866 where when you're putting the rounds into the weapon you're actually putting it into the magazine.
 
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