Confirmed Fixes and tweaks so far
Hello everyone!
We would like to share some of the confirmed fixes and
tweaks that we have been working on to the Community.
Note that this is still not a full update list and there
will be more information on this as we go forward. Also
please remember that the content in this list might be
changed but of course, we will also keep you in the loop
about this. While there still is no ETA on the patch,
we're still working on improving online gameplay for all
of our dear community members. So far, this list is for
all three platforms (Xbox 360, PS3 and PC)
GENERAL GAMEPLAY FIXES:
-Players should no longer take fall damage from short
falls.
-Players now get up from Prone slightly faster, allowing
better odds of getting away from a grenade or threat
when prone.
-Fixed some situations that would unintentionally make a
player unrevivable.
-Reduced the black screen fade in time on spawn. The
fade is still necessary for properly streaming in
loading content at spawn, but it has been substantially
reduced.
-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.
-Increased the speed at which a player regains accuracy
when aiming after moving for a more responsive
experience. Firing before fully zoomed will still result
inaccurate fire.
-Increased the inaccuracy and recoil added when a player
is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less
suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds
to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357
magnum, and the 5.8x42mm DAP88 rounds from the Type88
sniper.
-Attempting to Crouch (like Prone) will now properly
interrupt Sprint.
-Increased the effectiveness of Suppression Resist
Specialization.
-Parachutes now respond to turn and throttle inputs more
quickly.
-Switching from primary weapons to sidearms and back now
takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer
deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on
top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially
for thin railings.
-The Knife now only takes two swipes to kill when
attacking from a position where a takedown is not
possible.
-CRAM weapons on Carriers now count towards stationary
weapon awards.
VEHICLE FIXES:
-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly
destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT's primary weapon does to
the front and side armor of other main battle tanks.
Primarily this means 1 less shot to the front, and very
good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored
vehicles.
-Increased the rate of fire and minimum damage of the
Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at
long range.
-Increased the power of the repair tool when killing
soldiers or destroying vehicles slightly.
-Fixed a problem when locking on to two nearby targets,
the locking should no longer jump rapidly between
multiple targets. This applies to all locking weapons
and Laser Designators.
-Increased the damage of the Javelin and Air to Ground
missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do
more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs
Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for
Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets
to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to
make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that
is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially
for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds
again, except for the gunner, which remains unchanged at
20sec.
-AA Missiles are more difficult to dodge in Jets, this
was unintended behavior that created an imbalance
against skilled pilots.
-AA Missiles should no longer kill the pilot instead of
the vehicle.
-AA Missiles should no longer detonate before hitting
their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower
rate of fire than other vehicles.
-The IGLA and Stinger now lock on much more quickly and
disable an attack aircraft in 1 hit, but have
significantly reduced range. This should allow Stingers
to mount an effective close range point defense, without
dominating an entire airspace.
-Increased the speed of the Helicopter AA missiles lock
on to reduce the tedious nature of Helicopter dogfights
and improve the Helicopter's defensive abilities vs
Jets.
-Slightly reduced the damage of Jet cannons against
Aircraft. Damage is now only slightly higher than it was
originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as
originally intended.
-Reduced the direct damage done by Attack Helicopter
gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter's Rocket
Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter's
Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to
prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and
yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did
not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1
gun.
-Increased the direct hit damage of the APFSDS rounds
for the IFVs.
-Decreased the locking time of the IFV Guided Missile to
make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly
destroy parked cars.
-Increased the power of explosions from cars and other
explosive static objects.
-Dying from the explosion of a car or other explosive
static object should now correctly credit the player who
caused the explosion.
-Adjusted the F35's Center of Mass and Hover Engine for
more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with
the other Jets.
-The F35 will now only attempt to enter Hover at low
altitudes, though it will maintain the hover until
forward flight is resumed, even if it reaches high
altitude.
-The F35 and SU35 now properly have Ejection seats to
prevent players from being killed when exiting the
vehicle.
-Changed the Kornets to TOW launchers on Wake Island and
moved the spawn position of the AAV to a more level
position.
-Fixed several bugs with air vehicles colliding with
objects at high speeds and taking no damage.
-Players will no longer receive suicides or team kills
if they crash their vehicle (dying is punishment
enough).
-The MAV will no longer destroy vehicles that run into
it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly
result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a
decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary)
do to infantry.
-The carrier based CRAM stations are now properly
tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air
Radar equipped by default.
-Improved the sound feedback for damage to help players
better understand the amount of damage their vehicle is
taking.
-The A10's extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed
to help escape to cover after being disabled.
-The T90's crosshair now more accurately represents the
trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier
controlled turrets on jeeps, transport helicopters,
boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the
turret.
-Tweaked the AAV's turret controls to be more useful
when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of
Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the
Wake Island lagoon completely submerged.
WEAPONS:
-Added Extended Mags to the ASVAL. The Extended Mags can
be unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its
maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be
consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds
now do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more
effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight
when mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause
an animation glitch.
-9x39mm rounds no longer benefit from the Sniper
headshot bonus.
-Increased the damage of the 9x39mm rounds at long
range.
-Fixed the AKS74u damage at max range, it was
incorrectly higher than other carbines.
-Increased the damage of the .357 and .44 magnum rounds
at max range.
-All semiautomatic and bolt weapons, including all
shotgun slugs, now have their maximum damage out to 15m.
-Semiautomatic weapons will no longer "jam" if the
player presses fire faster than the weapon is capable of
shooting. Some semi-automatic weapons have had their
rates of fire adjusted to fit this change.
-Bolt action sniper rounds now have a chance to kill at
close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and
shotgun slugs now have more consistent damage over long
range. At maximum range shots to the legs will not
require more hits to kill.
-The spread for Flechette rounds has been reduced
slightly on all shotguns.
-The spread for Buckshot has been reduced on the M1014,
DAO-12, and S12k. These weapons have an accuracy
advantage over the USAS12 but are not as accurate as the
870.
-Zooming shotguns with Buckshot and Flechette loads will
now result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts
slightly. Attacks with the knife drawn are still
significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are
equipped with FRAG rounds. All other shotguns correctly
had a reduced rate of fire with frags, except the USAS
and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is
equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer
automatically begin reloading if the weapon is zoomed
when the clip is empty. This allows players to see where
the slug lands before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26
MASS.
-The underslung grenade launchers for Russian rifles now
properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as
FRAG in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes
through soldiers and unbroken objects before it
detonates.
Several weapons have had recoil or accuracy adjusted
in order to balance these weapons in effectiveness and
also increase the feeling of individuality in each gun
effectiveness and also increase the feeling of
individuality in each gun.
M27 IAR: No change. The M27 is a heavier version of the
M416, giving it good all-around performance though it
has worse performance on the move.
RPK-74M: Reduced the initial recoil and
vertical recoil. The RPK-74M is a more stable firing
platform than the comparable M27, though it lacks the
M27's higher rate of fire.
M249: Added an initial recoil. The M249
is the fastest firing belt fed LMG, giving it superior
suppressive and damage abilities. The initial recoil
makes it a bit harder to run and gun, while making
little overall impact on performance.
Type-88: Slightly increased the initial
recoil, reduced muzzle drift. The Type88 fires the
slowest of the medium caliber LMGs, though what it lacks
in rate of fire it makes up for in controllability.
PKP: Reduced recoil but added a slight
initial recoil, increased damage at max range. The
Pecheneg has a heavy vertical recoil with a hard hitting
round and little drift, this makes it excellent at
sustained fire.
M60: Reduced the initial recoil,
increased damage at all ranges. The M60 has a very low
rate of fire that makes it the most controllable with
the powerful 7.62x51mm round.
M240B: Added an initial recoil, increased
damage at all ranges. The fastest firing medium MG, the
M240 has a substantial muzzle kick and drift that makes
all that power difficult to control.
QBB-95: Reduced the total recoil but
increased muzzle drift and initial recoil. The QBB-95
should now kick harder but settle into full auto fire
better, combined with the bullpup hip fire bonus this
makes the QBB-95 a highly mobile LMG.
MG36: Added an initial recoil. The MG36
fires at a fast 750rpm and makes a nice middle ground
between the controllability of a clip LMG and the
sustained firepower of a belt fed LMG.
870: No change. The 870 is a popular and
highly effective weapon.
DAO-12: Reduced the total pellets fired
from 12 to 9. The DAO-12 has a high magazine capacity
with a slow reload that makes it a solid all around
shotgun.
M1014: Increased the rate of fire from
200 max to 210 max. Reduced the total pellets fired from
12 to 9. The M1014 was underperforming compared to the
USAS12 and 870, it should now be more viable in CQB
thanks to a higher rate of fire.
S12k: Increased extended mag from 8
rounds to 10 rounds. Reduced the total pellets fired
from 12 to 9. The S12k larger extended magazine but
slower rate of fire should make it stand out against the
M1014, while the DAO-12 has a higher capacity over all,
but a slowe reload.
MK3A1: Increased magazine capacity to 8
and 12 for normal and extended mag respectively. Reduced
the total pellets fired from 12 to 9. The MK3A1 has a
lower ROF than the USAS12, giving it slightly more ammo
makes this an edge vs the USAS.
USAS-12: Increased the initial recoil.
Reduced the total pellets fired from 12 to 9. The USAS
12 has a higher ROF than other shotguns, this recoil
change better balances that advantage and the pellets
balance its damage output.
M4A1: No Change. Well-rounded carbine,
with good rate of fire and controllable recoil.
M4: Increased vertical recoil, reduced
horizontal recoil. The Burst only M4 should now feel
different to its automatic sibling, the reduced
horizontal recoil emphasizes the greater control you
have in burst fire.
AKS-74U: Reduced initial recoil and vertical recoil. The
AKS-74u's low rate of fire is paired with great
controllability. The overall increase in sustained fire
control should help this carbine stand out, while the
first kick gives it character.
SG553: Reduced initial recoil and
vertical recoil. The SG553 is a lower rate of fire
carbine with greater controllability than the G36C. The
change to initial recoil should better highlight this
difference.
A91: No Change. The A91's high rate of
fire and bullpup from the hip accuracy is offset by a
poor controllability on full auto.
G36C: Reduced initial recoil. The G36C is
a well-rounded carbine, with a medium rate of fire and a
medium recoil. The 2 round burst mode gives this weapon
an edge at mid-range.
SCAR-H: Increased damage at maximum range
and increased max range. The SCAR-H fires a heavier
round than all other carbines, giving it better stopping
power at range at the cost of a low fire rate that
penalizes it in CQB.
G53: Reduced recoil and drift, recoil
settle times now similar to other carbines. The HK53 is
a short carbine with a lot of initial kick but a stable
recoil pattern and a medium rate of fire. The changes
give it more character compared to the G36.
QBZ-95B: Reduced muzzle sway, recoil
settle times now similar to other carbines. A bullpup
like the A91, the QBZ-95B is steady on the move with a
lower rate of fire for controllable shots at longer
range. The built in foregrip is now properly reflected
in the weapon's stats.
AK-74M: Reduced initial recoil and
vertical recoil. The AK-74M sacrifices rate of fire for
controllable automatic fire, the initial recoil was
negatively affecting the feeling of controllability.
M16A3: No Change. The M16 (both A3 and
A4) provide a well-rounded stable firing platform with a
high rate of fire that is relatively controllable.
M16A4: Increased vertical recoil, reduced
horizontal recoil. The Burst only M16A4 should now feel
different to its automatic sibling, the reduced
horizontal recoil emphasizes the greater control you
have in burst fire.
M416: No change. The M416 is the middle
ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil,
reduced aimed accuracy slightly. The AEK has a very high
rate of fire, and also a large muzzle drift that makes
control difficult. The low initial recoil allowed a
player to kill before the weapon's weaknesses kicked in
while the reduced accuracy highlights its close range
role.
F2000: Reduced vertical recoil, increased
zoomed accuracy slightly. As a bullpup, the F2000 has a
bonus to accuracy on the move and from the hip while its
high rate of fire sacrifices controllability for
saturation. The previous changes were an overreaction,
this is a corrective update.
AN94: Reduced vertical recoil. The AN94's
2 round burst mode is incredibly accurate, but it
suffers from a low rate of fire on fully automatic. The
recoil in full auto has been reduced somewhat to offset
this penalty and make the AN94 more attractive.
G3A3: Increased damage at all ranges,
reduced vertical recoil. The G3A3's heavy recoil and
heavy round are offset by a low rate of fire and a small
magazine. The G3A3 was clearly outclassed at all ranges.
KH2002: No Change. The KH2002 is locked
to burst fire, with a high rate of fire and a large
muzzle drift the weapon favors accurate mid-range fire.
L85A2: Increased accuracy, reduced muzzle
drift. The L85 differs from other bullpup style ARs by
having a low rate of fire, the accuracy and
controllability were too low to offset the rate of fire.
FAMAS: The FAMAS combines an extreme rate
of fire with extreme recoil making it very difficult to
use at anything other than close quarters combat. Due to
update restrictions, the FAMAS had different stats on
all 3 platforms. The FAMAS is now uniform on all
platforms and now has the correct 25 round magazine.
PP2000: Reduced the initial recoil. The
PP2000 has a lower ROF than other PDWs and needed the
controllability to be balanced.
UMP45: Reduced accuracy loss during full
auto. The UMP45 hits hard and has a controllable recoil
at the cost of a heavy initial recoil kick.
MP7: No Change. The MP7 has a very low
recoil and a high muzzle drift that favors longer bursts
than the P90.
AS VAL: Increased vertical recoil,
reduced first shot recoil, reduced accuracy on the move.
The AS VAL fires a long range, highly accurate, high
damage projectile that favors short bursts or single
fire when stationary. While still quite good from the
hip, the AS VAL will suffer if fired while moving and
aimed.
PDW-R: Reduced the initial recoil. The
PDW-R has high recoil and favors burst fire, the added
initial recoil was making it less effective in small
bursts.
P90: Reduced the initial recoil. The P90
favors a run and gun play style using long bursts to
control muzzle drift, the initial recoil was making
bursting ineffective.
PP-19: Slightly reduced the initial
recoil when firing, increased base damage. The PP-19's
high initial recoil was over penalizing the burst fire
needed to be effective on the low damage, high capacity
weapon.
WEAPON ACCESSORIES:
SCOPES:
-Fixed the 7x scope not zooming to the full 7x on all
weapons.
-Corrected the M39's laser sight so it points at the
point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using
the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having
swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer
aiming picture and correct use of the integral front
sight.
-The L96 now properly shows scope glint when using the
8x, and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking
damage.
-Tweaked the IRNV zoom times and scope visible areas to
be the same across all weapons (some were faster than
others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use
the proper sniper reticule
BIPOD:
-The Accuracy increase and Recoil reduction of the Bipod
has been significantly improved for Assault Rifles and
Carbines.
-The Bipod now provides similar Accuracy and Recoil
benefits no matter if the weapon is fired while aiming
or without aiming for all weapons. Previously only LMGs
were worked this way. This especially improves the speed
at which snipers can make follow up shots, and also
allows effective unaimed suppressive fire with Assault
Rifles and Carbines.
-Increased the Speed at which a bipod is deployed,
allowing the user to obtain the bipod's bonus sooner
after the deploy has started and allowing the weapon to
be aimed in a far shorter time. The speed has been
increased 40-50%, depending on the weapon and animation.
HEAVY BARREL:
-The Vertical Recoil penalty of the Heavy Barrel has
been reduced. The value has been changed from a global
percent increase to a weapon specific value.
-A small Hip Accuracy penalty has been added to the
Heavy Barrel to represent the added weight of the
accessory, as well as focus the attachment on accurate
mid and long range fire. The exact penalty amount is a
weapon specific value.
-Several weapons with low default bullet speed now have
their bullet speed increased when the Heavy Barrel is
equipped. This is in effect for the A91, G3A3, AKS-74u,
G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds
which increase the maximum range of the weapon. The
minimum and maximum damage are unchanged, weapons with
the Heavy Barrel will be more effective in mid range.
-The Aimed Accuracy bonus provided by the Heavy Barrel
has been increased. This will increase the effectiveness
of the Heavy Barrel for small bursts, as originally
intended.
IRNV FIXES:
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking
damage.
-Tweaked the IRNV zoom times and scope visible areas to
be the same across all weapons (some were faster than
others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use
the proper sniper reticule.
FOREGRIP:
-The Horizontal Sway reduction has been changed from a
global percent reduction to a weapon specific value
reduction. For most guns this means very little change,
for guns which have a large horizontal recoil the change
is more substation. The FAMAS, F2000, and AEK971 are
most effected, the AK-74, M16, and M416 are nearly
unchanged.
-A small long range Aimed Accuracy penalty has been
added to the foregrip. Players who generally find
themselves fighting at mid to long range may want to
change their accessory, while players fighting in CQB
will go largely unaffected. Combining the Foregrip with
a Silencer or a Heavy Barrel will offset this penalty.
LASER SIGHT:
-The Hip Accuracy bonus provided by the Laser Sight has
been increased. Some PDWs have had their crouch and
prone base stats adjusted to prevent hip firing being
more accurate than aimed fire when using a laser sight.
-The bonus is now a weapon specific value instead of a
global percentage, some guns receive larger or smaller
bonuses, though all bonuses are better than they were
previously.
SUPPRESSOR:
-The Suppressor no longer reduces the maximum damage of
a weapon when equipped. Instead the Suppressor reduces
the minimum and maximum range of the weapon, making it
ideal for CQB and Stealth. This change will make the
Suppressor slightly more effective at long range, where
the bullet drop and speed makes shots difficult already,
and reduces the power of the suppressor at mid range
slightly.
-The Suppressor's recoil bonus remains unchanged at a
global 10% decrease. This is less than the Flash
Suppressor's bonus for all weapons.
-The Hip Accuracy penalty of the Suppressor has been
changed from a global percentage to a per weapon value.
Generally this penalty is higher now, but not for all
weapons. Specifically, the belt LMGs and bolt Snipers do
not have any additional hip fire penalty, as their
penalty is already at the maximum possible value.
-Reduced the Aimed Accuracy bonus of the Suppressor from
50% to 25%. A Suppressor and Foregrip combo will have
similar accuracy to a weapon without any Accessories, at
the penalty of worse Hip Fire Accuracy and Range and
with the benefit of much improved Stealth and reduced
Recoil.
FLASH SUPPRESSOR:
-The Flash Suppressor no longer reduces accuracy for
Automatic Fire.
-The Flash Suppressor now also works as a recoil
compensator, reducing the Vertical Recoil by a weapon
specific value. This bonus is larger than the bonus
provided by the Suppressor.
-A small Hip Accuracy penalty has been added to the
Flash Suppressor to represent the added weight of the
accessory. The exact penalty amount is a weapon specific
value.
GADGETS:
-Reduced the spot times on C4 and Claymore projectiles
from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to
improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and
SOFLAM should now be much easier to deploy.
-The MAV will now be destroyed when running into a
soldier or vehicle at high speed. It is still possible
to strategically sacrifice your MAV on a soldier; it
will be destroyed in the process.
-The MAV now properly shows up in the Kill Feed.
Previously it simply displayed "KILLED."
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on
the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD
bots after they are deployed.
-Players may now use their knife to destroy enemy
equipment.
-C4 will no longer be detonable after a player respawns,
if the player is revived within 5 seconds he can still
detonate his C4.
-The player may now have a maximum number of mines which
will persist after the player's death. Deploying more
than the maximum of 6 mines will remove a previous mine
from the world.
-Claymores now live up to 5 seconds after a player dies,
the player can have a max 2 claymores planted at the
same time.
-Claymores can now detonate from vehicles and can be
used to disable jeeps or kill the passengers in light
jeeps. Claymores will not do any damage to heavy
vehicles.
-Ammobags now stay until the user redeploys them like
Medkits.
-Ammobags resupply bullets more quickly, but explosives
resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG,
SMAW, and 40mm grenade projectiles against infantry.
-Reduced the total number of RPG and SMAW missiles
carried from 5 to 4. Players desiring more rockets will
want to use the Explosive spec.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch
Toggle key. (PC)
-The M224 Mortar can no longer be deployed in an area
that is out of combat for another team like a home base
or other protected spawn.
-Tweaked M224 exit points so the player faces in the
direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will
now only appear on the minimap when spotted by a
teammate.
TEAM DEATHMATCH
-Fixed a bug where players would spawn close to the
enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is
now the same as the Squad Deathmatch set up. Spawn
points have been tweaked, and an extra spawn zone has
been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a
bigger playable area and new cover objects. Spawn points
have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to
improve player flow. Spawn points have been tweaked to
improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to
optimize player movement. Spawn points have been tweaked
so players spawn more safely.
-Seine Crossing spawn zone set up has been improved.
There is a new spawn zone by the alleyway to the
northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.
SQUAD DEATHMATCH
-Fixed a bug where players would spawn close to the
enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been
tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north
of the footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed
unsafe spawn points in the Northeast corner, and in the
middle of the container area to the Southwest.
Note: Please keep in mind that this update is still
subject to change!