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Old Nov 27, 2011, 02:50 PM   #5011
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wc326
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Originally Posted by wonder squirrel View Post
Also annoying is that when I try to use the flashlight it barely lights up the darker areas wtf people can absolutly blind others in the middle of the day time sun but it barely does anything at all to light up a dark area
lol, it just doesn't make any sense. something is so bright yet it doesn't even light up the dark area lol

maybe dice was thinking to create a tiny flash bang that doesn't **** up the game when it has 64 players using flash bang on each other.

but well the flash light is really annoying, which the game will be much better without it
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Old Nov 27, 2011, 03:14 PM   #5012
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Originally Posted by Sharkfood View Post
Yep, set your server filters to only play on ranked. I'd also suggest staying away from Hardcore servers for a while too since you can't spot (Q-key) and no map/targets.

I guess I'm strange as I have no problems seeing enemy troops. I guess I've got too many hours clocked in BC2, plus I do tag the Q key like I'm playing Track & Field most of the time....
Look for movement, don't try to spot cowardly hidden snipers or anything.

Walk 10 meters, stop (for a very brief second), see if something moves, walk another 10 meters.

And are you guys trolling about the tactical light or something ?!?!
It's supposed to blind opponents, and it works, a bit too good if you ask me

Oh, and i also quoted the wrong post.
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Old Nov 27, 2011, 04:20 PM   #5013
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Originally Posted by g-a-m-e View Post
Look for movement, don't try to spot cowardly hidden snipers or anything.

Walk 10 meters, stop (for a very brief second), see if something moves, walk another 10 meters.

And are you guys trolling about the tactical light or something ?!?!
It's supposed to blind opponents, and it works, a bit too good if you ask me

Oh, and i also quoted the wrong post.
funny thing is half of the time it was your teammate blinding you more than your enemy lol

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Old Nov 28, 2011, 12:29 AM   #5014
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Old Nov 28, 2011, 02:34 AM   #5015
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care to summarise? dont feel like creating an account to view it
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Old Nov 28, 2011, 04:19 AM   #5016
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They want to have an option of disabling color grading.

https://s3.amazonaws.com/satisfactio...224be506b1.jpg

Compare alpha (colors) to beta/release (blue).
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Old Nov 28, 2011, 06:39 AM   #5017
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Yeh thats fair enough, I dont mind the colourgrading myself though but it should have an option.
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Old Nov 28, 2011, 06:48 AM   #5018
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I agree with a lot of the points above...

However for me, a few things really are broken;

- Chatbox is a total mess. Needs re-working and re-positioning.

- General UI, again a total mess. Needs better map spawn screen and a better (bigger) minimap. The squad screen is a bit better, but it still could do with a little work.

- Stingers are now useless. I know people will say that "you need to work as a team", and whilst part of that is true, I also believe that one soldier should pose a threat to air assets. As it is now, the stinger pretty much misses every time as long as they have flares. Two stingers fired together, has a greater chance of downing a aircraft, but teamwork isn't really done in BF3 (in pubs anyway).

- IRNV is a total hack. I picked up a M249 with IRNV scope on it (as I haven't unlocked it yet) and my word, I just racked up kill after kill with it. Thats not really a criticism of the weapon itself, more the scope. However the two combined just make it a kill frenzy.

Changes I personally would like to see;

- Stingers made a bit better
- Jets speeded up (they go so slow, it looks like an airshow)
- Bigger maps!
- IRNV scope changes
- Reduce Taclight glare
- Reduce the sun glare
- Spawn on SL only
- Sniper scope glint reduced
- Reverse the buff on AA against infantry
- Make RPG / SMAW reload bit faster
- Slow repair time / introduce cooldown for repair tool.
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Old Nov 28, 2011, 06:57 AM   #5019
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Originally Posted by {0}Salamander{0} View Post

- Stingers made a bit better - Sure why not
- Jets speeded up (they go so slow, it looks like an airshow) - They have afterburners
- Bigger maps! - Why not
- IRNV scope changes - Not so concerned with IRNV, Im usually faster on the draw anyway
- Reduce Taclight glare - Agreed
- Reduce the sun glare - Agreed
- Spawn on SL only - Was like that in the alpha and beta, didnt work out well
- Sniper scope glint reduced - I like it the way it is(cause I dont play sniper)
- Reverse the buff on AA against infantry - Not sure
- Make RPG / SMAW reload bit faster - I think its fine
- Slow repair time / introduce cooldown for repair tool. - There is a cool down time
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Old Nov 28, 2011, 07:18 AM   #5020
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Originally Posted by {0}Salamander{0} View Post
- Reverse the buff on AA against infantry
speaking of this. i was playing conquest last night on the noshahr canals map. i'm standing at point C (which is right next to the train tracks between A and D), and a guy kills me with the AA gun on the american spawn ship. what the ****
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Old Nov 28, 2011, 07:43 AM   #5021
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Originally Posted by {0}Salamander{0} View Post

- IRNV is a total hack. I picked up a M249 with IRNV scope on it (as I haven't unlocked it yet) and my word, I just racked up kill after kill with it. Thats not really a criticism of the weapon itself, more the scope. However the two combined just make it a kill frenzy.
yea, irnv just make spotting so much easier. some enemy hiding in the grass. there were no way i can see them without irnv at least with my setting.

but it is a must, with this kind of maps dice is giving us. alot of grass, alot of tree etc.
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Old Nov 28, 2011, 07:54 AM   #5022
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Originally Posted by {0}Salamander{0} View Post
- IRNV is a total hack. I picked up a M249 with IRNV scope on it (as I haven't unlocked it yet) and my word, I just racked up kill after kill with it. Thats not really a criticism of the weapon itself, more the scope. However the two combined just make it a kill frenzy.
Yep, I can't believe they didn't nerf it yet. Completely ruins the outdoor maps when half of the other team is using it. No matter how careful / stealthy / slow you play - you'll end up getting shot by someone hiding in a bush or rooftop 100+m away who would not have spotted you if they were not using that scope. Considering you can use it to see through explosions/smoke/debris that you cannot see through without, makes it a complete built-in cheat.

Saw this on another forum, I think it safely demonstrates how imbalanced the IRNV is.

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Old Nov 28, 2011, 08:03 AM   #5023
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When I picked up an INRV scoped rifle I was like WTF, no wonder some of these asshats can see me coming. I immediately dropped the damn gun because it felt like a wall hack. That scope needs to be removed from the game period.

You can also take that damn flash light as well. You have to be the biggest puss in the world to use a damn flashlight or the INRV. I know that might offend some, but a flash light...outdoors...in broad daylight? ...really?

Anyway I'm AllexxisF1 and that's what really grinds my gears.
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Old Nov 28, 2011, 08:08 AM   #5024
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The IRNV is not imbalanced, just counter it with a IRNV!1

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Old Nov 28, 2011, 01:18 PM   #5025
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Originally Posted by Mangler View Post
The IRNV is not imbalanced, just counter it with a IRNV!1

as crazy as it sounds but this, for me, is the answer to this whole debate.
I think there are two kind of players - one who tends to like the style of infantry only (CS like) - and then there are players who like to actually use all the war tools and gadgets there are...
like yes - if i move as infantry the enemy can spot me - he sees me - either normal, through IRNV, or because I were spotted...or whatever...anyway he sees me...and? If hes lucky he will kill me ONE TIME - but right after I`ll be back with "something" to crush him - like scissors vs. stone vs. paper...
I think on big maps - with vehicles and everything the IRNV is just another tool - if someone gets a very high kill count using it - ITS NOT his fault NOR ist the fault of the game - its simply the fault of his enemy not adapting to BATTLEFIELD properly - like lemmings - spawn - run - get killed by IRNV - spawn - RUN IN EXACT SAME WAY again - get killed by IRNV ...again - /repeat
SO heres the importand part - why not just have the option to switch IRNV from server side on and off - because yes on maps like metro it just doesnt fit /not fun... but on big maps just gimme more more more tools XD
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Old Nov 28, 2011, 01:43 PM   #5026
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the problem for me with the inrv is that I hate the way it looks all green, I want to enjoy the graphics, not look at a green picture with red players. and map layouts being the way it is, it's a huge disadvantage to whoever is not using it. they should just take it out along with flashlights, jets, and sun glare.
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Old Nov 28, 2011, 01:53 PM   #5027
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Dude, the INRV essentially does the same thing as a wall hack minus the wall. Especially in a day time map like Caspian its absolute overkill and not needed.
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Old Nov 28, 2011, 02:58 PM   #5028
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Dude, the INRV essentially does the same thing as a wall hack minus the wall. Especially in a day time map like Caspian its absolute overkill and not needed.
we can blame us army for creating wall hack in real life those hackers
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Old Nov 28, 2011, 05:03 PM   #5029
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Really? You can't tell from the shape of the HEAD? maybe your eyes are the problem.
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Old Nov 28, 2011, 05:10 PM   #5030
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I dont think medic bags or ammo bags have heat signatures
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Old Nov 28, 2011, 05:13 PM   #5031
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That picture is pretty misleading. The smoke has all but dissipated. Smoke nades>IRNV, as the scope doesn't see through smoke nades. He prolly could have just not used a IRNV and spammed Q and got the same results. They really just need to buff the smoke nades to make them last longer and problem solved. I use smoke nades from the m320 all the time, it just doesnt last long enough to really be all that effective.

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Old Nov 28, 2011, 05:24 PM   #5032
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So funny to see people defend the IRNV scope, the most overpowered and unbalanced item in the game.

This game is so frustrating at times. I just played a game where our team was completely locked down into the spawn (Tehran highway) by enemy vehicles.

So it would be:
spawn -> die to tank
spawn -> die to tank
spawn -> die to tank
over and over and over.

After about 15 respawns/instakilled I quit the game - it's pretty much completely unplayable in this state. This kind of crap happens all the time - whether you're being locked down by vehicles, IRNV scopes, RPG spam, poor spawn points etc - it's a sad state of affairs when a dumbed down consolized game like MW3 doesn't feel as unbalanced.

I should post a couple suggestions to fix this so this is not just a whine post. Maybe:
(1) Enemy vehicles should not be allowed to enter the base spawn of the opposing team
(2) Spawn protection for maybe 2-3 seconds, unless you fire a weapon
(3) Allow a locked down team the option of spawning somewhere else on the map, the maps are big enough so that this won't be unbalanced.

These are just some random suggestions which I quickly wrote here, I'm sure someone who actually designs FPS maps or gameplay could think of better solutions. Can't criticize BF3 around here without being flamed by all the fanatical 'BF3 is perfect, the best game evar and you are noob' fanboys.
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Old Nov 28, 2011, 05:29 PM   #5033
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I manage to have fun in BF3, sorry it's not your cup of tea. Only suggestion I have is maybe play on 24 or 16 man rush servers, things are a little less hectic on most of those and can be alot of fun. I don't think the IRNV is game breaking it just needs some more effective counters, maybe have a buddy with a mortar lay down a **** ton of smoke? As far as the 2-3 seconds of spawning invulnerable, I believe BFBC2 had that in a later patch, but if that is the case be prepared for the assault revive train to make a comeback.

Also keep in mind at level 42 you get spec ops camo, which pretty much makes IRNV useless. So keep in mind the game has counters to IRNV, namely camo and smoke you just don't have them yet or you are not using them.


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Old Nov 28, 2011, 06:37 PM   #5034
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Quote:
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I dont think medic bags or ammo bags have heat signatures
I think they do(not sure) but that's a non factor since you can differentiate the shape of a round head from a ammo/medic box. I also don't think the IRNV is game breaking but it needs to be toned down somehow. A range limit would word IMO.
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Old Nov 28, 2011, 07:13 PM   #5035
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LMAO. We have to try this!!!

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Old Nov 28, 2011, 07:34 PM   #5036
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LMAO. We have to try this!!!
Haha
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Old Nov 28, 2011, 07:36 PM   #5037
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logical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pmlogical achieves Nirvana on Tuesdays at 4:00pm


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Might be worth a try if it were actually possible to jump over the wings. I think I'll keep my KDR intact though.
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Old Nov 28, 2011, 11:35 PM   #5038
ECH1
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Quote:
Originally Posted by Xplode View Post
Really? You can't tell from the shape of the HEAD? maybe your eyes are the problem.
Quote:
Originally Posted by logical View Post
I dont think medic bags or ammo bags have heat signatures

Just for you 2 since you don't know that medic kits and ammo bags light up using the IRNV . So its clear to me that the previous pic doesn't mean anything at this point.

Quote:
Originally Posted by t0adp1p3 View Post
That picture is pretty misleading. The smoke has all but dissipated. Smoke nades>IRNV, as the scope doesn't see through smoke nades. He prolly could have just not used a IRNV and spammed Q and got the same results. They really just need to buff the smoke nades to make them last longer and problem solved. I use smoke nades from the m320 all the time, it just doesnt last long enough to really be all that effective.
Correct, you can't see through smoke with the IRNV so he did wait until the smoke cleared before taking that ss. You can also see that the pics aren't in the exact same spot as well.

Quote:
Originally Posted by Drexion View Post
So funny to see people defend the IRNV scope, the most overpowered and unbalanced item in the game.
It's so funny that people have to use misleading pics in an attempt to defend how messed up the IQ of this game is when trying to find players at distance. The the game has:
-to much contrast
-to much sun flare, to much sunlight
-to much blue tint
-the game needs to go back to steps 14/15 so we can see distance objects. As it stands right now everything is blurry/hard to see at distance.

Last edited by ECH1 : Nov 28, 2011 at 11:43 PM.
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Old Nov 28, 2011, 11:38 PM   #5039
bob saget
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yep, mines/claymores light up as well.
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Groundhog Day. 6.5/10.
Too predictable.
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Old Nov 28, 2011, 11:42 PM   #5040
ECH1
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Quote:
Originally Posted by bob saget View Post
yep, mines/claymores light up as well.
Then why is it they don't know about that yet claim that the previous photos must be a head of some player? It could be anything.

So if it could be anything:
ammo bag
medic bag
mines
claymores

Then it invalidates the claim that the IRNV is OP because of the possible false positives proven by Xplode and logical who thought that the pic was a players head. They didn't even know other objects light up when using the IRNV. Case closed!

Last edited by ECH1 : Nov 28, 2011 at 11:45 PM.
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