Of most interest / concern to me (as a loving, shotgun user) are these two: (1) Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance. (2) Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Touch Football.
So, shotguns (sans slugs) had limited range already and this just got worse? The compromise being that the buckshot spread is now more powerful? No mention of hit detection fixes so I'm a bit concerned about shotgun/buckshot use in anything but tight, CQC maps.
Figured Pump + Slug + Magnum would get a tweak; interpret the above as same OHK damage but with less range (larger drop?).
I see a lot of my other favorite weapons got adjusted (e.g., - PP-2000, - M16A2-, + AN-94, - M2CG, and + MP-443); curious about any thoughts about the shotgun tweaks or on this "balance" in general?
As it was last patch, it felt like assault sniping was pretty well balanced with the assault kits in terms of effectiveness.
So, I'm a little worried that R10 may be putting an end to my days with the m24 and ACOG. ):
On the upside though- I am very interested by the damage/range increase on the WW2 rifle, as it sounds like it's now a better version of the m14, (better in the sense of more damage, and I can actually SEE anything through the ironsight).
As requested by the community, here is the exhaustive all inclusive changelist of all balance updates made in the R10 Server update for PC.
Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat. Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.
Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun. Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values. Decreased the damage of the PKM over long range to balance it with other LMGs. Increased the base damage of the Type88 LMG to balance it with other LMGs.
Slightly reduced the base damage of the M16 and G3 to balance the increased range. Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.
Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry. Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns. Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.
Reduced the base damage of the PP2000 to balance the increased range. Increased the damage of the 9A91 over long range to balance its lower magazine size.
Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon. Increased the range of the MP443 pistol to make it more desirable as a secondary weapon. Increased the damage of the MP412 over long range to balance its low rate of fire. Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.
Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating. Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes. Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets. Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles. Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore. Slightly increased the Health of soldiers in Hardcore for better Kit Balance.
Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization. Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations. Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.
Fixed a bug where the BMD3 would take extra damage to the front armor. Reduced the explosive damage from Attack Helicopter cannons. Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.
These changes will eventually make their way to the 360 and PS3 as we work with our partners Microsoft and Sony to continue to support BFBC2 on all platforms.
Balanced AR's, Pistols, and LMGs. Nerfed 40mm 'nade spamming. Buffed Tracer Dart Buffed repair speed for engineers. Gave incentive to Recon players to get their ass to the frontline Nerfed Mortar Strike. Nerfed Apache. Better AA.
Some of it is confusing though. Buffed MedicHeal+? Nerfing the least powerful aspect of the M1911, and buffing the only powerful aspect of the Rambo?
And why no nerfs for the M3A3?
Also, Dragoneye, I don't see mention of the M1 Garand, surely the WW2 rifle?
Post by Danthemanpr on Apr 22, 2010 21:09:41 GMT -5
The changes to the M-95 seem bizarre. It should do more damage than other sniper rifles, if only to make up for it's long cycle time between shots. In it's present state, it seems inferior to the other sniper rifles in every way.
And holy cow, why did they buff the AN-94?
Other than that, these changes look great. Seems like a lot of the major balance issues have been addressed.