More info on R8 Client and R12 Server patch fixes:More info on Knife fixesDemize99 wrote:
Just to clarify, the knife hit detection has not been simply rolled back. The change to the knife was done to fix instances where it was impossible to knife players in certain situations, especially stationary weapons. That fix has been combined with the old system, so both checks are now used. This should make the knife much more reliable in all combat situations.
Even more info on Knife fixes (He is correcting Demize99's post as regards PC version)MikaelKalms wrote:
To clarify even further, the problem on singleplayer was first identified on the console version of the game. We verified that the same problem existed on PC. A fix was developed, and it went into both codebases.
Server & client updates happen much more often for the PC version - so the changed version went live on PC first. (I don't know if if ever went live for console.)
That's where people discovered that knifing had gotten broken in MP ("can't stab people in the back"). We verified that the change broke MP on consoles as well.
One developer created a solution which supposedly does more detailed hit-testing with the knife that works under all known circumstances.
Console has decided to take the new solution. They have a fair amount of time to test the change before it goes live.
PC has decided not to take the new solution, because
1) we wouldn't be able to test it thoroughly
2) the mere fact that knifing did get broken shows that it is a high-risk component with regards to changes
Instead, PC goes back to the old (pre-R7) hit test code. The new solution is still available in our source repository and can be tested (and subsequently deployed) at some point in the future.
More details on what's in and not inMikaelKalms wrote:
I don't recall for sure, but I think M1 stats report properly now.
We haven't touched VOIP.
We haven't touched revive invulnerability.
We haven't done anything major with regards to hit registration.
We haven't done anything major with regards to performance (unless it was due to the anti-virus interference or the bugs in the DX9 renderer).
More info on "negative mouse acceleration" fixesMikaelKalms wrote:
negative mouse acceleration:
the system for handling input devices is huge. At some points, the mouse's input velocity gets clamped to a normalized [-1.0, +1.0] interval on some scale. That's what causes the "negative mouse acceleration".
We're now making sure to scale input down by a factor 100 early in the chain, and up by a factor 100 later in the chain. Why not remove the clamping entirely? Well, that risks introducing bugs in a huge number of systems which you might not think of at first.
So, to sum up:
* the scaling does not make the mouse handling any less precise
* the tests we did so far indicate that this solves the problem
* there may be other issues when running at low (<30) or high (>60) framerates, due to other systems; if there are, they will be less pronounced than the current issues.
Due to how the config files are structured, you will have to re-do your keyboard customizations with client R8. (If your input config files are pre-R8 then the game will ignore their contents.)
More info on server browser changesMikaelKalms wrote:
Infantry-only servers are automatically classified as "Modified". I forgot to add that to docs, will update them tomorrow.
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New Battlefield Blog post:
New Console Server update, May 11thComing Tuesday, May 11th an update introducing multiple balance adjustments will go live for the PlayStation 3 and Xbox 360 versions of Battlefield Bad Company 2. Included in this update are all the changes previously found in the Ch Ch Changes Blog Post as well as some additional tweaking and tuning based on feedback from our ever vocal PC community. You can find the list of the most recent changes below, and the full list of previous changes in the Ch Ch Changes Blog Post. Don't worry PC players, these new updates will soon be making their way to you in the very near future.
Slightly increased the damage of the UZI at long range.
The AKs74u now has more felt recoil when aiming.
The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.
The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
Increased the damage of the MG3 to bring it in line with the rest of the LMGs.
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
Fixed a bug where the SVU would do too little damage at long range.
Fixed a bug where M95 rounds would not kill armored targets with headshots.
More infoThis blog post was written two days ago, so when he says "the very near future", I believe he is referring to the _at the time_, unnannounced PC R8 Client/R12 Server patch.
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Ever notice that your Attacker/Defender stats seem way off? I looked yesterday and thought "something must be wrong with this game, the defender almost always loses".
It seems these stats are thrown off by the tracking of Conquest and Team Deathmatch matches. If you win, it's a win on attacking, and if you lose, it's a loss on defense. (You'll never lose on Attacking or win on Defense)
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Last edited by GullyFoyle (2010-05-07 06:46:39)