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Posted

"There is a Missile Feedback Beta starting today. Look for the Beta section to appear in the forums soon so you can get more information, join in, and give us your feedback!

 

~Violet

 

-----------------------------------------------------

 

Because of the major change to the anti-ship missile tracking system we would like all our players who enjoy flying gun ships and transports, or who enjoy shooting them down, to give us your thoughts on how good or bad the change is. With this change our goal is to implement consistency into ship to missile encounters across the board. With this in mind we are releasing a beta of the 1.25 update early specifically for feedback on this change. Please visit the forums at www. battlefield.ea.com or your local major forum to give feedback to us on this change.

 

•Fixed PAC Titan geometry exploit: Players may no longer sink into the hull of the PAC titan to freely attack defenders, consoles and the core.

 

•Fixed EU Titan geometry exploit: Players may no longer sink into the hull of the EU Titan to freely attack defenders, consoles and the core.

 

•Fixed Squad Leader Drone bug: The spawn placement of the SL drone has been raised to prevent instances where the drone would kill the Squad Leader.

 

•APM Tuning: The detection radius for Anti-Personnel Mines has been reduced. Players will need to walk much closer to APMs in order to set them off. The blast radius of the APM has also been decreased.

 

• Fixed radar grenade bug: The bug which caused the radar grenade to sometimes not appear on players’ mini-map has been fixed.

 

•Fixed Bridge at Remagen Exploit: Players will no longer be able to move inside the west facing slope on the bridge.

 

•Moding addition: Editing for ‘Physics. AirDensityZeroAtHeight’ has been added.

 

•Moding addition: The command ‘object.listObjectsofTemplate’ has been re- added to the rcon_invoke command list.

 

•Improved SAAW missile tracking: The SAAW will now consistently track all airborne targets. The missiles are now fire-and-forget but require a slightly longer lock on time.

 

•SAAW Missile damage increase: SAAW Damage per missile has been slightly increased.

 

•Improved Gunship missile tracking: The Gunship missiles will now correctly track all other airborne targets. Please note that the missile behavior when fired at ground targets is unchanged

 

•Improved Gunship Gunner Cannon: The projectile speed and damage for the gunner position cannon has been increased for both gunships.

 

•Static AA missile tracking improvement: The EMP missiles fired from the static AA has been improved to properly track when locked on to enemy ships.

 

•Static AA Missile lock on range decreased: The range which static AA may lock onto ships has been reduced to allow ships ‘spaces of safety’ around the maps.

 

•Fixed Gunship and Transport Ship Active Defense: A tail section for each of these ships was not properly covered by active defense. This has been corrected to fully protect all ships. Please note that the visual effect for active defense has not changed.

 

•Gunship TV Missile Adjustment: Damage for Gunship TV guided missiles has been slightly increased

 

• Fixed fence exploit: Bullet deviation has been added to all fences to prevent a game play exploit. Please note that players behind fences will be more difficult to hit at medium-long ranges due to this change

 

•Duplicate CD- Key issue: Changes to the CD key check to help prevent issues where players receive a duplicate cd-key error when joining servers.

 

•LMG Adjustments: The Bianchi and Shuko have been normalized in their settling rates to correct a minor imbalance.

 

•Automatic Drone adjustment: Health points for the Sentry Gun, Accipiter and Otus drones have been reduced.

 

•Sentry Gun targeting adjustment: Sentry guns will now take slightly longer to fire on their targets. The sight range for the sentry has also been slightly reduced.

 

•Fixed Medic Hub bug: Fixed a bug where players would occasionally receive a new medical hub immediately after it was deployed

 

-DICE Live Team"

 

Whoa, some long needed changes there, looks good...

 

... take that APM whores... heheh. :thumbsup:

Yeah, that's a good thing. I hated walking up to one but not being close to it and getting blown up before I could stop.
  • Author
This looks good to me, now players need to have some skill to get kills.

Especially with the AA or the SAAW, I can't count the number of times a SAAW has chased me for more than a minute.

 

I fired one earlier today that I had assumed missed, only to get three kills at least a minute and a half later... hopefully this patch will also do away with that moronic loop some missles do after they miss, I'm sure everyone has seen that one in action.

Not one thing that they had on that list is even remotely important, just minor defects they could have honestly gone without. Another great patch courtesy of EA Dice. :thumbsup:
  • Author
Not one thing that they had on that list is even remotely important, just minor defects they could have honestly gone without. Another great patch courtesy of EA Dice. :D

Turning the gunship from flying fabergé egg into the death machine that helicopters were in BF2 = win, especially if the buffed cannon is anywhere near as good as the old ones. :thumbsup:
Turning the gunship from flying fabergé egg into the death machine that helicopters were in BF2 = win, especially if the buffed cannon is anywhere near as good as the old ones. :thumbsup:

I guess I'm not a big flyer so I wouldn't know how bugged they were in the past. I guess what I was trying to say is they never address any important issues in these patches, just minor things that could have been left on the backburner. I guess it just shows how much the team cares about fixing glitches and the most important thing Server issues!
They all look like good changes except the "Shooting through fences" change. Alot maps have fences and I thought it was fine the way it was.
These don't seem to important, but will stop some lame playing exploits. I do agree with those that think that Dice needs to focus on the servers more...as no one likes crashes and such...heck...a third that play probably don't know or care about the exploits that were patched, but they sure as heck notice a server going down. I do wish they added the sound of stick breaking when someone was sneaking up with a knife though:D
APM Tuning: The detection radius for Anti-Personnel Mines has been reduced. Players will need to walk much closer to APMs in order to set them off. The blast radius of the APM has also been decreased

FINALLY! Its about time they reduced the radius on those stupid things. I've had WAY too many deaths because I was like half a mile away from the mine and It basically walked up to me and exploded. I'm really happy to see a smaller radius on the APMs...everything else is alright. Never had a problem with anything else on that list...except for the gunship. I was really disappointed how the gunships turned out to be in this game. I was hoping for more of an air dominator like the helicopters were in BF2. Hopefully they'll get a little better.
If you guys want to test out the new beta patch you can get a fast DL [here]. Remember, since its a beta patch you may want to make a copy of your battlefield 2142 folder so you can still play on our servers until it's officially released.
Yay drone guns are finally being nerfed very annoying in titan mode. Also they made it easier to blast air whores out of the sky as if they were any:D
Hmmmm. :( Well, as bad a player as I can be at times, none of these effect me much! :( On the other hand, it would be nice to get something done about the crashes. :LOL: None of the items matter if server is crashing before end of each game! :D

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