Battlefield 3 General Discussion Thread

Also, I was playing caspian the other night and the antenna fell!?

yeah it's triggered automatically at the end of the round. it's a shame you can't take it down yourself mid-round, but it's still pretty damn cool.
 
Nice video for those guys that bring up "real life" during weapons balance:

http://www.youtube.com/watch?v=FOaGhE_sejI&feature=player_embedded

LOL that is funny yet awesome at the same time.

Fucking epic. It does bring to light the weirdness with jet physics, though. I've seen guys try to "land" and hit a bunch of trees, hit their own second jet on the runway, spin completely around, etc, and still manage to take off again with zero damage. Yet most of the time if I barely clip a tree I will explode instantly. Hitting a helo does some damage but rarely will kill either the helo or the jet, but jet collisions are almost always an instant kill for both parties.

Really messed-up hit detection/mechanics for the jets.
 
Someone describe:

Hi Fi
War Tapes
Home Cinema

HiFi is intended for stereo setups. Home cinema rolls off a bit of the high end and is intended for multi channel setups. War tapes just kills all dynamic range and makes all the sounds loud as fuck. It'd be cool in a war movie but it really kills positioning in the game.
 
§·H·ï·Z·N·ï·L·T·ï;1038127591 said:
I was in a server the other night and there was a guy hacking, his ping did not show.

My ping does not show for some reason and I don't hack. I think it does not show for anyone with a Killer 2100 network card for some reason. I wish I knew why; I want to know how good my connection is!
 
My ping does not show for some reason and I don't hack. I think it does not show for anyone with a Killer 2100 network card for some reason. I wish I knew why; I want to know how good my connection is!

the ping don't show for anyone, an other fail of Dice. What is the use to know the other one ping ?
 
look at this stupid he try to make peoples believe he is the first one and hide the name, well, look at the second one on the list, no ping and in Orange, another reported.....

ss1.jpg

new development, it's his friend (the one in orange ) who take the SS, lol, I hope his friend will please to be ban because of his stupidity

stupid.jpg
 
What is the use to know the other one ping ?

It gives me an excuse for getting my butt kicked, so I like that part. If everyone else is running sub-20 ms pings, I don't feel bad about getting clobbered with my 60 ms ping.

I did notice there was a guy doing really well on the other team (not aimbot well, but good) and he had a ping of 250+. I wondered if that was just a ping glitch, but then I had one of those get shot, run behind cover, and then have three more shots register and die moments, and it was that guy who killed me. Could there be an advantage in a high ping, because of Dice's crappy net interpolation code?
 
new development, it's his friend (the one in orange ) who take the SS, lol, I hope his friend will please to be ban because of his stupidity

stupid.jpg

Dont count on it. The report button seems to be for reporting improper profiles, not cheating players.
 
I did notice there was a guy doing really well on the other team (not aimbot well, but good) and he had a ping of 250+. I wondered if that was just a ping glitch, but then I had one of those get shot, run behind cover, and then have three more shots register and die moments, and it was that guy who killed me. Could there be an advantage in a high ping, because of Dice's crappy net interpolation code?

It's call Artificial Lag , So when you see the guy , he is not there anymore, you can't kill him. but him he see you fast as the lag is only when he return info to the server. Usually the server will kick a guy at a treshold , it's a very interesting thing to study. Change me from the boring Cisco stuf

have a look here ,

http://en.wikipedia.org/wiki/Cheating_in_online_games



Dont count on it. The report button seems to be for reporting improper profiles, not cheating players.

it was what I was thinking until I read this post from the moderator on Battlelog Forum

http://battlelog.battlefield.com/bf3/#!/bf3/forum/threadview/2832654489459931603/


"Hey folks,

There is an increase in individuals posting usernames of Cheaters/Stat Padders or Hackers or anything else relating to such activitys within this area.

Please do not post such stuff within this area, however as stated plenty of times by the moderation team -- please use the following routes of reporting in order for the team to deal with these individuals (if found guilty) at a much swifter and precise pace.

Available routes to report:

GetSatisfaction - http://getsatisfaction.com/battlefield3/topics/dice_please_ban_these_hackers [getsatisfaction.com]

Via Profile - Visit the users battlelog profile, click the report "exclamation" mark symbol at the top-right of their page, and fill it in with the reason for reporting them. (direct report)

Via EA Support - You can use the Feedback & Support yellow box at the left side of this screen to contact EA Support in regards to reporting individuals. (last resort)


Thanks guys!

T.
 
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It gives me an excuse for getting my butt kicked, so I like that part. If everyone else is running sub-20 ms pings, I don't feel bad about getting clobbered with my 60 ms ping.

I did notice there was a guy doing really well on the other team (not aimbot well, but good) and he had a ping of 250+. I wondered if that was just a ping glitch, but then I had one of those get shot, run behind cover, and then have three more shots register and die moments, and it was that guy who killed me. Could there be an advantage in a high ping, because of Dice's crappy net interpolation code?

It has long been argued since lag compensation became common that higher ping is actually better, or there are sweet spots of ping. The main arguement is that you have no problem aiming and are compensated for it, and since you have less packets you have a longer windows to hit a guy in 1 frame at a specific point. But over the years really good teams with low ping have always outclassed teams with high ping. I think that there is an advantage if you are not a top end player because you rely more on seeing and reacting where a top end player is just sorta reacting faster with less information so they do not care if the other guy is a slide show all over the screen.

But umm ya we could get into a 500 page thread on this issue and it is one of the big reasons high ping kickers exist.

Oh and make sure everyone here messes with that new "smoothing" slider in the game settings. I think this is basically interp ratio for CS or ex_interp one of the most controversial subjects in competitive gaming.
 
if you see an enemy chopper with a repairing engineer riding along, don't fucking bother. it's not coming down.
 
I was just looking over the back to Karkand weapons. Multiple new weapons for the Assault, Support and Recon classes. Engineers get nothing. How lame is DICE going to get?
 
Same thing applies to te people with high pings. You can shoot them and they'll die even when they think they're behind cover. Further more, it's not the guy that shoots first that wins, it's the guy whose data packet reache the server first. So even if the 250ping guy shoots first, he'll always be dead in a direct encounter. He also can't camp beause he'll be dead before he sees the guy coming around the corner. If he does make a kill, it means he shot almost a full second before you did.
 
if you see an enemy chopper with a repairing engineer riding along, don't fucking bother. it's not coming down.

Tank+guided shell=dead chopper. Air is suppose to keep each other occupied. If one side is failing, that's not the game fault. Sometimes your team isnt a winning team.
 
I was just looking over the back to Karkand weapons. Multiple new weapons for the Assault, Support and Recon classes. Engineers get nothing. How lame is DICE going to get?

The Type 97 (QBZ-97) I believe is a carbine and will be an Engineer weapon. The achievement information also suggests this as it involves anti-tank. I think this is mistakenly labeled as the same as the QBZ-95 in the last blog post.

See last gun here -
http://bf3blog.com/2011/10/battlefield-3-back-to-karkand-weapons/

Otherwise every other Anti-tank weapon, Engineer weapon, or carbine from BF2 is already in BF3 or will be in the game.

G36c - In game, engineer weapon
SCAR - In game, engineer weapon
Type 97 (QBZ-97) - BtK, likely engineer weapon

870mcs (although not sure if this was the pump used in BF2) - In game, general weapon
DAO-12 - In game, general weapon
Jackhammer - BtK, general weapon

MP5 - Btk, general weapon
MP7 - In game, general weapon
P90 - In game, general weapon
 
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Same thing applies to te people with high pings. You can shoot them and they'll die even when they think they're behind cover. Further more, it's not the guy that shoots first that wins, it's the guy whose data packet reache the server first. So even if the 250ping guy shoots first, he'll always be dead in a direct encounter. He also can't camp beause he'll be dead before he sees the guy coming around the corner. If he does make a kill, it means he shot almost a full second before you did.

I think the truth is just the exact opposite of what you said. This would be true for server side netcode but not client side. Client side nullifies the advantage of having a low ping. If the guy with high ping see's a low ping person and fires, it takes longer for his information to get back to the server. Hence why myself and so many low ping people constantly die around the corner or behind cover "after the fact".

The server goes "hey! the guy that just died also said he hit the other player at the same time so we will kill him too!"

That is why BF3 and any client side netcode is horrible compared to server side. I have to wait for some high ping guy to send his information from his client to the server, server has to check for validity, then send the information back to me. That is the reason this game is so laggy and I die behind cover constantly. Server side netcode is a billion times better but it is much more stressful on the server.
 
L85 was the shit in bf2. Probably one of my favorite guns from that game.

Shame they haven't updated it. It's like if game developers implemented Stoner's AR weapons but never realised they progressed beyond the M16A1 and we all had to put up with some messed-up nonsense from the mid-70's. I'd really like a modern L85A2 implemented properly, because those things are some hot shit. I wonder if they're going to go full-retard and leave it with the SUSAT and incapable of taking the ACOG/EOTech etc, or if they're just going to go semi-retard and keep it railless and unable to take the UGL.

I know I've said it before, but when so many honking kids get their info from games it'd really cut down on the shit I read everywhere that just distracts from sensible discussion on /r/guns or wherever else.
 
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I think the truth is just the exact opposite of what you said. This would be true for server side netcode but not client side. Client side nullifies the advantage of having a low ping. If the guy with high ping see's a low ping person and fires, it takes longer for his information to get back to the server. Hence why myself and so many low ping people constantly die around the corner or behind cover "after the fact".

The server goes "hey! the guy that just died also said he hit the other player at the same time so we will kill him too!"

That is why BF3 and any client side netcode is horrible compared to server side. I have to wait for some high ping guy to send his information from his client to the server, server has to check for validity, then send the information back to me. That is the reason this game is so laggy and I die behind cover constantly. Server side netcode is a billion times better but it is much more stressful on the server.

I've actually played client side hit detection a lot. WarRock. And it's pretty much what i said. Regardless of it's client or server side, the one that finally decides who dies is the server, never the client. The client on says where the bullet went, but not whether or not it's a kill. I've had people complaining that they emptied entire clips into me in WarRock, i see them shooting, and my screen registers it, but i get no damage until a second later. But when i shoot, they go down instantly. The fact is my connection to the server was better.

Whoever gets to tell the server "I hit him!" first, is the winner. There are some compensation for the high pingers, but with regards to priority, the low pingers get it first. The only time you see the compensation happen in BF3 is when the server decides it's a double KO. Which is a lot more rare than WarRock (I've only seen it happen a handful of times in BF3) But every other time, the low pinger wins out.

Comparing client side vs server side. Server side is generally a bad idea when you're dealing with ballistics especially with a large maps like the one in battlefield. You'll never actually hit a moving target because neither you, nor the guy you're shooting actually knows where the other really is. You're essentially aiming at the wrong target. Not only do you have to compensate for lead time, but the lag as well, which will likely not site too well with many players. "I was aiming right at him! Why'd i miss???". In other words, you see him on your screen, but his hitbox is somewhere else.
 
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Now that I'm back online, tried playing a few rounds of BF3 and I'm getting random crashes when I never experienced them at launch.
I just don't want to bother find a server that doesn't crash since there is far less people playing the game than before.
Sad really, moving onto Batman until the BtK DLC arrives. Hopefully the kickass can be restored then.
 
What's up with SOFLAM & EOD Bot's mouse sensitivity? I have to move my mouse across my pad 10 ~ 15 times to turn it 90 degrees...is this a bug?
 
I've actually played client side hit detection a lot. WarRock. And it's pretty much what i said. Regardless of it's client or server side, the one that finally decides who dies is the server, never the client. The client on says where the bullet went, but not whether or not it's a kill. I've had people complaining that they emptied entire clips into me in WarRock, i see them shooting, and my screen registers it, but i get no damage until a second later. But when i shoot, they go down instantly. The fact is my connection to the server was better.

Whoever gets to tell the server "I hit him!" first, is the winner. There are some compensation for the high pingers, but with regards to priority, the low pingers get it first. The only time you see the compensation happen in BF3 is when the server decides it's a double KO. Which is a lot more rare than WarRock (I've only seen it happen a handful of times in BF3) But every other time, the low pinger wins out.

Comparing client side vs server side. Server side is generally a bad idea when you're dealing with ballistics especially with a large maps like the one in battlefield. You'll never actually hit a moving target because neither you, nor the guy you're shooting actually knows where the other really is. You're essentially aiming at the wrong target. Not only do you have to compensate for lead time, but the lag as well, which will likely not site too well with many players. "I was aiming right at him! Why'd i miss???". In other words, you see him on your screen, but his hitbox is somewhere else.

BF3 I think has the worst lag and netcode I think I've ever seen in an FPS. Constantly dying around corners and behind cover and things always occurring way in the past getting you killed. A perfect example is people running right next to each other trying to occupy the same space. They skip and rubber-band all over the freaking place, warping back and forth. It is atrociousness netcode.

Games like Quake and Counterstrike that have server side netcode are an order of magnitude better in all regards. Ballistics, player positions etc. Anyone who has played those games competitively will tell you the same thing. BF3 feels like an absolute dog compared.
 
Im starting to think the lmgs are just a bit too OP. They've got fantastic accuracy that only gets better the longer you fire, good damage, and mags that last foooorrrreeevvvveeeerrr. Add extended mag intop of that, and it'd just ridiculous.

Get two lmgs guys onto of ammo boxes in a choke point and ot becomes practically impassable, no matter how much smoke you bring to the party. Goddamn bullet hoses.
 
What's up with SOFLAM & EOD Bot's mouse sensitivity? I have to move my mouse across my pad 10 ~ 15 times to turn it 90 degrees...is this a bug?

yeah they really messed up the mouse sensitivity on the SOFLAM. it's damn near impossible to track a helicopter now. haven't tried the EOD bot yet but i assume from your post it's the same.
 
BF3 I think has the worst lag and netcode I think I've ever seen in an FPS. Constantly dying around corners and behind cover and things always occurring way in the past getting you killed. A perfect example is people running right next to each other trying to occupy the same space. They skip and rubber-band all over the freaking place, warping back and forth. It is atrociousness netcode.

Games like Quake and Counterstrike that have server side netcode are an order of magnitude better in all regards. Ballistics, player positions etc. Anyone who has played those games competitively will tell you the same thing. BF3 feels like an absolute dog compared.

You need to play more online FPS.
 
Games like Quake and Counterstrike that have server side netcode are an order of magnitude better in all regards.

But CS has had client side hit detection (weapons prediction code as it was called) since HL1, and pretty sure Source still uses it, so it suffered from some of the same crap sometimes when fighting against people with crap ping.
 
Client vs server side hit detection is independent of lag compensation I think some people are mixing things up or not articulating clearly. You can have any combination of the 3 on or off.

I think the reason that BF3 is so laggy or terrible is because it uses client side hit detection AND lag compensation. I never hear much of anything before I die. Honestly we learned over a decade ago that client side hit detection is a bad idea it is too easy to abuse by cheats and makes the game feel like garbage since so much happens before you realize it happens, it is not even fair but it has the advantage of taking a load off the server so of course EA love saving money and time coding that way. It is of course lovely that a guy can knife you from half way across the map and do pretty much anything his cheat wants. Yes, yes we learned all this shit over a decade ago about why you do not give this kind of power to the client, but I guess we forgot it, or more likely did not care because the droves of people would pay and play regardless.

Also client side prediction is also not client side hit detection (notice it is called prediction not actual events). Once again any combination of features is possible and every feature in a game can be independently coded to work with any combination of client / server side features. In HL based games you can do both. In fact one mod I was working on I coded a sniper rifle to decal walls client and server side to see how well they synchronized. I am sure none of you will be surprised to know they did not synchronize well. =P even on a LAN / Listen server. Good players in modern games know where to aim to hit someone, not to aim at the person. I guess that is how it always was but where we aim changes from game to game depending on how all these features come together to define the netcode of the game. Would be fun if valve would code a game where you have a handful of guns that are all the exact same but they use different combinations of prediction, and detection so people could study this in more detail.

The problem with games is that developers almost never very good at the games they design and that is why they can never get anything right for competition or feel. Gabe Newell actually told someone he put satchels in HL because he could not aim to kill the bosses.
 
played some more tonight...this game is getting increasingly more frustrating for some reason. team balance seems to be an issue. i guess now that everyone is leveling up more the game starts to feel more unbalanced. i probably played 14 games tonight of which i won probably 3 and the games that were losses were complete destruction of my team. i don't mind losing in those long push and pull battles, but it just seems the past few nights it has been really rough
 
BF3 I think has the worst lag and netcode I think I've ever seen in an FPS. Constantly dying around corners and behind cover and things always occurring way in the past getting you killed. A perfect example is people running right next to each other trying to occupy the same space. They skip and rubber-band all over the freaking place, warping back and forth. It is atrociousness netcode.

Games like Quake and Counterstrike that have server side netcode are an order of magnitude better in all regards. Ballistics, player positions etc. Anyone who has played those games competitively will tell you the same thing. BF3 feels like an absolute dog compared.
Metro 64/Alleyway on Bazaar/those hallways in Damavand = clusterfuck, but it can also work to your advantage ;)

I was an avid WoW player for the past 5 years and in that game, there was no collision detection; you can run through and even stand right on other people. The ironic thing is that the playerbase always complained about how much they wanted collision. I don't think they realize how clunky it would make the game. Stacking behind a boss to avoid cleaves? Whoops, can't do that anymore, this is my spot, go stand somewhere else :p
 
Nice peoples on AA, they groups together to make honest peoples ban, because they don't like to be reported by honest peoples, I guess I will be the next one target by them, I don't care , I'm done with this BS and EA

I'm quite curious how you have access to the VIP section of their forums, because that's seemingly only visible to the cheat subscribers. :confused:
 
I'm quite curious how you have access to the VIP section of their forums, because that's seemingly only visible to the cheat subscribers. :confused:

I didn't want to say anything accusatory but I admit I was wondering the same thing as well. Talking about what goes on in hack forums, prices of hacks, etc...I play a lot of games and I don't know shit about hacks. It's not exactly widespread knowledge.
 
i think there should be a feature to automatically put you in a squad. i'm sick of getting into a game where 5 or 6 people on my team aren't in a squad and there are 1 or 2 full squads.

There was auto join, for a while....but I agree about this new problem....noobs/loners not bothering to join squads...

edit: I've gotten on servers lately where there are only 1 or 2 squads going, and 15 or 20 people not in squads............. ridiculous, because if only for the fact that this limits your spawning into the action.
 
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