{"id":5162,"date":"2010-01-12T14:14:00","date_gmt":"2010-01-12T12:14:00","guid":{"rendered":""},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T22:00:00","slug":"bad-company-2-beta-changes-announced","status":"publish","type":"post","link":"https:\/\/mygaming.co.za\/news\/business\/5162-bad-company-2-beta-changes-announced","title":{"rendered":"Bad Company 2 beta changes announced"},"content":{"rendered":"<p>Developer DICE has <a href=\"http:\/\/blogs.battlefield.ea.com\/battlefield_bad_company\/archive\/2010\/01\/11\/results-data-from-the-battlefield-bad-company-2-ps3-beta.aspx##\" target=\"_blank\">published<\/a> a list of all the changes made to Battlefield: Bad Company 2 following the PS3 beta.<\/p>\n<p><strong>General<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Completely reskinned the weapons and scopes for much improved visual quality.<br \/>&#8211;&nbsp;&nbsp;&nbsp; The reddot sight no longer has a FOV penalty compared to iron sights. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Pistols now have the same FOV level as other weapons in iron sights. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Tons of weapon tweaks to improve the balance of play. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Increased accuracy when stationary and aiming for better first shot accuracy.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Decreased accuracy when moving and aiming, especially for sniper rifles.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Several gun specific balance tweaks to bring them in line with the other weapons of that class. <br \/><strong><br \/>Weapons<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage of the XM8 and F2000 at close range. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage of the AN94 at long range.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the accuracy of the M16&#8217;s burst.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage of the Type88 LMG. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the MG3.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the M249. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the recoil of the M249 when equipped with a reddot sight.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage of the SMGs and Carbines at extreme range. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the accuracy on the move for the SCAR-L, AKS-74u, and the XM8c. <br \/>Raised the damage of shotguns, especially for the pump shotguns and slugs. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Semiauto and Auto snipers and slug shotguns cannot 1 shot headshot at extreme range. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the Knife&#8217;s stab animation and improved the reliability of Knife attacks.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the long delay between Knife attacks.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the animation speed for switching to the grenade launcher on assault rifles.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the too huge blood splatter effect for sniper shots at long distance.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the minimap disappearing if you switched weapons while aiming a sniper rifle.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Removed the fade to and from black when aiming a sniper rifle.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Adjusted graphics for sniper rifles and RPGs when zoomed. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Bolt action sniper rifles will chamber the next round if the trigger is pressed twice while zooming. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the close range damage of bolt action sniper rifles. Now a 1 hit kill on unarmored infantry in 5m. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the VSS but lowered accuracy when moving.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Grenade carry limit with the Grenade Vest lowered to 2 hand grenades and 4 40mm grenades. <\/p>\n<p><strong><br \/>UAV <\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Tweaked the airstrike missile called in by the UAV so it gives a longer warning to victim vehicles.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Exiting the UAV now also exits the UAV ground station. <br \/>&#8211;&nbsp;&nbsp;&nbsp; The UAV station no longer self destructs when the attacker&#8217;s base changes. <br \/>&#8211;&nbsp;&nbsp;&nbsp; The UAV station can no longer be destroyed by friendly fire if friendly fire is off.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the direct and splash damage of UAV&#8217;s airstrike.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage of the UAV&#8217;s alternate fire LMG. <br \/>&#8211;&nbsp;&nbsp;&nbsp; UAV station screen shows offline when the UAV is waiting to respawn.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Many additional UAV bug fixes. <\/p>\n<p><strong>Tanks<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Lowered the splash damage of tank rounds. 1 shot kill radius is smaller now. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the gunner&#8217;s 50caliber machine gun and added a visual effect when it overheats. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Tweaked the damage tanks take to be more consistent. Tank front armour especially is more consistent. <br \/>&#8211;&nbsp;&nbsp;&nbsp; It takes 2 to 5 RPGs to kill a tank with no specializations. (was 3 to 8)<br \/>&#8211;&nbsp;&nbsp;&nbsp; Tanks should no longer get stuck on destroyed terrain or inclines. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Increased the precision of tank turrets.<br \/>&#8211;&nbsp;&nbsp;&nbsp; All armoured vehicles have new engine sounds.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Added environment specific camouflage to all vehicles. <\/p>\n<p><strong>Vehicles General<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; New vehicle control layout: R2 and L2 for accelerate and brake, fire on L1 and altfire on R1. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Or lefty vehicle control layout: fire on R1 and altfire on L1. BFBC1 style vehicle controls are still available as an alternate. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Jeeps now burn when hit by tank shells instead of instantly detonating. This effect is the same as with RPGs. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the jeep HMGs and added a visual effect when it overheats. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Shielded heavy machine guns now have a bullet proof glass front. Flank these guns or blow them up. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the damage of the stationary HMGs and added a visual effect when it overheats. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the name of the UH-60 and corrected the caliber description of the miniguns. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the launch speed of the RPG7&#8217;s missile for better long distance shots and less drop. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the splash damage of all infantry launched Rockets and 40mm grenades. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Improved the visual feedback for locking onto tracer darted vehicles, this is much clearer now. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Note that TOW\/Kornet and M136 missiles are wire guided and cannot lock on to tracer darts. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed wire guided missiles sometimes going erratic (even though this was realistic yet unintentional). <br \/>&#8211;&nbsp;&nbsp;&nbsp; Improved the trail and blinking effect of Tracer Darts so they are more visible.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Vehicle Smoke Launchers and 40mm smoke remove tracer darts and spots on friendlies in the effect. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Targets which have been unspotted by smoke are immune to spotting for a few seconds.<\/p>\n<p><strong>Repairs<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Added a short cooldown to the Repair Tool after repairing 50% of a tank&#8217;s health.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the repair speed of the Repair Tool but raised its range. <br \/>&#8211;&nbsp;&nbsp;&nbsp; The Repair Tool can only repair or damage vehicles and stationary weapons.<\/p>\n<p><strong>Mortars<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; The Mortar Strike is now called in via a pair of binoculars. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the number of shells in the Mortar Strike barrage, but raised the damage of each shell. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Raised the effectiveness of the Mortar Strike against armoured vehicles. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed a bug where the Mortar Strike would fail to begin to reload. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Switching kits no longer instantly reloads the Mortar Strike. <br \/><strong><\/strong><\/p>\n<p><strong>Motion Sensors<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Lowered the amount of Motion Sensors carried to 2 and limited each soldier to 1 deployed sensor at a time. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Deploying a new Motion Sensor before the previous sensor expires will replace the previous sensor. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Motion Sensors no longer detect players and vehicles sitting perfectly still. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Motion Sensors now beep when deployed and detecting a target. <br \/><strong><br \/>Vehicle Motion Sensor<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; The Vehicle Motion sensor now beeps for all occupants of the vehicle when it detects a target. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Vehicle Motion Sensors on the UAV and other Airborne vehicles now detect targets at all altitudes. <br \/><strong><\/strong><\/p>\n<p><strong>Ammo boxes, medktis and detonation packs<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Fixed an exploit where players could deploy unlimited Ammo Boxes, Medkits, C4 and Mines. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed a bug where players could detonate Detpacks placed the previous life upon respawning. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Detpacks can still be detonated if player&#8217;s kit is picked up with in 15 seconds of his death. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the damage Detpacks do to crates. <br \/>&#8211;&nbsp;&nbsp;&nbsp; The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion Sensor are now unlocks for each class.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Players new to Battlefield will be introduced to these teamplay items when they are unlocked. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Battlefield Veterans will automatically have these teamplay items unlocked from the start. <br \/>&nbsp;&nbsp;&nbsp; <br \/><strong>Mines<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Fixed AntiTank Mines not detonating when driven over at medium speeds.<\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; AntiTank Mines should now properly persist after the player has died.<\/p>\n<p><strong>Target Spotting<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Lowered the duration of spotted targets. Aiming at a close target will refresh the spot timer automatically. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Lowered the effectiveness of the Sniper&#8217;s Spotting Scope, targets must be tracked longer before spotting. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed so the player can properly spot from the UAV. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Added an overheat to spotting to prevent spot and order spamming. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Spotting now requires the player be aiming significantly closer to the target.<\/p>\n<p><strong>Maps changes <\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Added Destruction 2.0 to the Guard Towers around the first Defender Base on Arica Harbor (and all other maps).<br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed buildings collapsing without any warning sound or effects.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Moved M-COM station A into a Garage at the second Defender Base on Arica Harbor. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed collision issues on the Patio in the upper level of the Town.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed sometimes spawning underneath the Patio in the Town. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the collision problems with the Train Car containing M-COM stations on Africa Harbor&#8217;s 3rd and 4th base.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Train Cars now have more specific destruction zones to encourage mouse hole tactics. <br \/>&#8211;&nbsp;&nbsp;&nbsp; The Attacker&#8217;s first base is now a protected spawn zone that defenders cannot enter. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Added additional alternate spawn points to all bases for both Attackers and Defenders to counter spawn camping. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Added a system that disables individual spawn points if enemies are within 20m.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Does not apply to Squad Spawn. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Players can still spawn at a base if all spawns points at that base are blocked. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Spawn protection will be disabled if the player aims or fires during the short timer. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Wrecked civilian cars now have secondary explosions when hit with explosive weapons. <br \/><strong><\/strong><\/p>\n<p><strong>Bugs<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Improved soldier collision vs objects, especially for crouching under obstacles. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed issues with certain objects popping into view as the player approached.<br \/>&#8211;&nbsp;&nbsp;&nbsp; Reduced the amount of screen blur when in ultralow health. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Increased the visual and audio feedback for low health, healing, and returning to full health. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Out of Combat healing now starts sooner but takes longer to fully heal. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Slightly increased the healing power of medkits to increase their usefulness.<\/p>\n<p><strong>Controls<\/strong><\/p>\n<p>&#8211;&nbsp;&nbsp;&nbsp; Improved the sensitivity of soldier controls. Adjusting sensitivity should have a much greater effect now. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Sensitivity when aimed is now consistent across all weapons. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Turning while sprinting is now more responsive. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Reduced forward input needed to sprint to 50% from 90% to smooth the transition to sprint. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Tweaked aiming and turning curves to be more responsive from the hip and more precise when aiming. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed several issues with switching weapons and being unable to shoot or aim. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed the player&#8217;s control setup reverting to default when entering and exiting vehicles. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Fixed bugs when going to swim while sprinting. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Sped up the deploy and undeploy animations for the parachute. <br \/>&#8211;&nbsp;&nbsp;&nbsp; Improved the precision for switching weapons on the Dpad.<\/p>\n<p>The PC beta will kick off on January 28adn run until February 25 shortly before the game is released on March 5. A local multiplayer beta server is expected from iGame yet remains unconfirmed at this stage.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>EA\u2019s multiplayer FPS finishes PS3 beta, lots of changes made<\/p>\n","protected":false},"author":161,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_sma_x_autopost_status":"idle","_sma_x_autopost_error":"","_sma_x_post_id":"","_sma_x_attempts":0,"footnotes":""},"categories":[2],"tags":[],"class_list":["post-5162","post","type-post","status-publish","format-standard","hentry","category-business"],"_links":{"self":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/5162","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/users\/161"}],"replies":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/comments?post=5162"}],"version-history":[{"count":0,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/5162\/revisions"}],"wp:attachment":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/media?parent=5162"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/categories?post=5162"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/tags?post=5162"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}