You would be correct. That's the gun I use most for that class. It's op for sure. It has awesome range, damage, and no recoil.
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I usually camp in the Hardcore server lists rather than the regular ones.
Much easier to play with skilled players and they dont seem to use RPG tactics either.
But then again if they did then the admin hammer would punish them. hehe
Im still die but at least il know it was because i was either reckless or not skilled enough. -
Definitely the rate of fire and maybe the best bullet grouping I ever used.
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hey guys Im interested in getting this game but can you tell me what kind of fps I would get and what settings I should configure in the nvidia control panel to get the most fps?
820qm
280m gtx
6 gb 1333 mhz ram
1280 x 720p resolution
thanks. couldnt find the "can i run it thread." -
Yeah, but some admins can be overly zealous and kick or ban people for stupid reasons. And the team killing for vehicles has GOT to stop, but so many servers do nothing about it. I was team killed at least three times for chopper and a tank in one round. That's not uncommon either.
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F2000 and AEK-971 are really good weapons. I wouldn't say that they're overpowered though.
I say find a gun that YOU like and stick with it. Learn everything you can about it and get a really good feeling for it. It'll do so much more than "trying to find a gun with the best stats".
For me it'd be:
- All the vanilla weapons (Assault/Engineer)
- G36C
- AEK-971
- M240B
I've had some good runs with the F2000 but it doesn't really... well feel right for me at least. -
AK-74M + PSO-4X + Grip + Silencer = Win. Nuff said.
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Never liked using silencers. When it comes to medium-to-long range, I find it appalling.
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I avoided them too for a while until I started getting picked off a lot and saw that the enemy was using a silencer. So I started to use them and my k/d improved. Coincidence, maybe. But it seems to work for me!
And yeah, I agree, find a gun you like and stick with it.
SCAR-H + grip + Holoscope + suppressor -
You should get great performance playing at that resolution. It also depends on the settings you choose but you should be able to get 45fps+ on medium/high.
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You know the flash suppressor also don't show up the minimap unless spotted.
I love watching a group spin around, freaking out and searching for someone nearby.
But I'm just very very far away with a lmg. -
I had probably my most fun round ever on Grand Bazaar. Three dog tag steals, 12 other kills, multiple C4 disables, 3 or 4 LMG headshots. Just good clean fun.
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Well...there is the exception of the AS VAL w/ silencer (non removable). 1 Clip can take out 2 or if I conserve enough bullets, maybe 3 people. And surprisingly, does pretty good mid-range considering how I compare using silencers with other weapons.
Again, personal preference, but this gun was made for a silencer.
AS VAL + RDS + FLASHLIGHT -
I'm getting flustered again. So many times I get solid X's for hits with half a clip, they shoot me dead after I've already pegged them, and they have 90-100%. Not only that, a lot of times the only thing showing is their head. I get several X hit registers, and they don't die. Did I just graze their ear and scalp a few times or what? Come on, head exposed, one or two hits = dead.
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Well, the hit register is pretty funky sometimes.
It is possible to shoot each other to death. It is also possible to shoot someone to death after you died. -
Lately I have been using the .44 magnum as my primary weapon and an SMG or PDW for very close engagements; the magnum can kill with a headshot at around 20 meters (maybe farther), and up close it does 60 damage from ONE torso hit. The major downside is the fire rate is obscenely slow, even compared to the Rex in BF3 and in BC2. Most of the time in close quarters I get off one shot at the enemy which brings them down to 40% health, and then they kill me before I can fire again. However if I get lucky and land a headshot, they are dead instantly.
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I've been using the .44 Magnum too, it's ok. I was expecting more from the ol' Magnum. I usually use it to finish someone off if I know I've injured them, because the spray from my gun is about 50% effective it seems, but one shot with a half-second of aiming will do decent damage.
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Except for the fire rate, it is pretty much what I expected. In real life you COULD fire a .44 magnum a bit faster than in game, but with the recoil you would have trouble hitting anything. Compared with the other guns in the game it is just about the only one that does realistic damage. In fact, a 5.56 NATO round would probably be a lot more damaging to a target (especially an armored one) since it has more kinetic energy than a .44 magnum round, has more penetrating power, and will fragment on impact. If they wanted to be consistent with other weapons they would have made the magnum do 25 damage at the most. However, they made it do 60, which is actually pretty ridiculous. If you manage to get the jump on your target anywhere inside 15 feet they are dead, period (assuming you can line up two shots). It isn't the best for head on confrontations, but if you flank enemies or catch them off guard (especially from above) 90% of the time they will be dead before they know what is going on.
I haven't unlocked the scoped version yet, but I can see how that would make it a LOT more effective at range, because it is often hard to line up longer shots with the ironsights. -
That's because bullets in BF3 are actual projectiles, not hitscans like in Call of Duty. This means they have some travel time between being fired and hitting their target. It's not a very long time by any stretch of the imagination, but it does allow for the possibility of two people killing each other by firing at the same time.
With hitscan-based bullet mechanics, there is no traveling; at the moment a gun is fired, the gun basically draws a line straight from the gun to the first obstacle in its path. If that's a person, it registers a hit.
The more you know! -
It's not this. It's the fact that you can be back around cover, completely out of line of sight from an enemy and then it registers you're hit and die. Today in Grand Bazaar I was on the ground down the stairs, popped up for a split second to fire a few rounds, went back prone immediately. Lied there for literally well over a second, then snap snap dead. The enemy had ZERO line of sight to me, yet was able to kill me in that split second I popped up, yet registered a couple seconds later.
Muzzle velocity is roughly 2500 ft/s for most guns, which is a half mile in a second. 100 feet should be 100/2500 or 1/25 of a second or 40ms, and 100 feet is a long shot with most guns in BF3. -
With all due respect, getting shot around corners happens with any game that has interpolation/lag compensation.
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Never seen it to this extent that I do in BF3. I mean it's literally over a second at times. It's all due to the client side hit detection too. DICE has never been good with netcode either, and guess I was expecting something better. But I guess they never bothered to improve, and why should I expect anything more considering the debacle that BF3 has become.
Am I having fun? Yes. (my disclaimer because people seem to jump all over me because I actually am critical, and this stuff should have been part of beta testing and addressed, but I digress).
But it's hard to take it seriously and play the way even DICE wants it to be played, as a squad based shooter, and that you can even play competitively when they have such horrible hit detection problems. When I get X's on my screen to indicate a hit repeatedly only to die a second later and they have 100% health, there's something wrong with that. Especially when they're standing less than 20 ft from me. -
I agree with you. I think it's great fun, and easily the best multiplayer shooter out right now. But it definitely has a lot of flaws.
Example: I unlocked the M145 scope for my 249. Awesome, I love long range shooting with the 249. Problem, when you use the 249 with the bipod and M145, deploying the bipod sets the gun up with the barrel and the scope BELOW the top of the object it's supposed to be supported by. So if I run over to a low wall and set up on that, the muzzle of my gun is actually below the top of the wall, rendering it completely useless. -
Lolwhut, client side hit detection?
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Yeah but ... the person died to my gun 4 secs after I already died. Both of us are like 3m apart with the same f2000.
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Guess they are nerfing the IRNV
http://www.youtube.com/watch?v=8MGlZLHonrY&feature=player_embedded
I think they should nerf it more.
Also, I see posts that they also nerfed the c4, claymore, AT mines. -
I can understand a C4 nerf but AA mines?
Its not my fault the tank driver gets careless and drives on them. -
We have AA mines???
It's not my fault if my pilot gets careless and fly into them. -
Yes. Sad isn't it?
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It's in basically every multiplayer game out there. Without it, you have to manually compensate for lag, which sucks.
Sad? Have you ever played Halo: Combat Evolved for PC? That's an example of a game with no client-side interpolation, and it's one of the most frustrating games ever. You literally have to shoot several feet in front of someone to hit them. -
Brilliant idea is brilliant. :3
Transport chopper + Epic pilot + Trollish Engineer fly to the enemy airstrip and plant some mines. :3
And sorry about the type, Anti Armor mines was what i was aiming for but it Anti Air mines sounds way cooler. -
Well they used to use SERVER side hit detection, like in BF2. It had its moments and share of issues, but it was better than the huge delay. Client side favors some people more than others for some reason. I can lay heavily into someone before they even fire back. They fire back a few shots and I die and it decides I never even hit them.
But worse case about client side is that it's so much easier to implement aimbots and other hacks because it registers a hit client side and server has to accept it. -
masterchef341 The guy from The Notebook
I'm a big fan of the client side hit detection. It's a really good trade off imo. It's the only game I know of with bullets that have complex bullet mechanics that doesn't frustrate me to no end.
It's way more frustrating shooting at an enemy that isn't really there than ducking behind cover and getting killed a fraction of a second later. The only example I've seen posted (by you) was .4 seconds if memory serves.
Yes, BF2 had server side hit detection. And guess what? It was wonky. Pick between wonky bullets or a slight delay between taking cover and safety in a shooting game. Philosophically, I pick the latter, because the shooting mechanic has a much higher skill cap, precision requirement, and involvement level than the duck behind cover mechanic.
I agree about aimbots. There are some seriously nasty hacks out there that leverage the client side hit detection. At the same time, aimbots ruin the game either way, doesn't really matter if they are slightly better. Aimbots that get headshots 98-99% of the time vs. ~100% of the time doesn't really make much of a difference. The hacking itself and detection avoidance is the hard part of these hacks anyway. The aiming engine is relatively simple whether you need to compensate for ping or not.
On a brighter note, I've been tracking a few aimbotters for a few weeks. They all were banned about a week ago. -
I love the transport chopper. It's big and it's not fast, nor can the pilot have any weapons. But when I fly it, it feels more agile than the attack helicopters. I skip out on attack choppers at most for the transport choppers.
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Or because you keep crashing into tanks with them?
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I wouldn't have to crash into tanks if you helped me take them out in the first place.
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I love the transport chopper pilots that fail to understand that they have miniguns on both sides and fly straight at everything.
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Ok explain this one to me... lol (best to watch 720p)
<param name="movie" value="http://www.youtube.com/v/cWe7UCudYk0?version=3&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/cWe7UCudYk0?version=3&hl=en_US" type="application/x-shockwave-flash" width='640' height="360" allowscriptaccess="always" allowfullscreen="true"></embed>Last edited by a moderator: May 6, 2015 -
LOL, I circle like a buzzard around everything. The rest is up to the gunners and (hopefully) engineers onboard.
BTW, what is the point of the passenger seat in the cockpit??!! You can't shoot nor can you repair. -
So you can cause one more suicide when you divebomb straight into a building!
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For the greater good. The BF3 air force.
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Carry one more dude? xD
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You know the joystick he has between his legs. Can't even use it. Which also brings another question...why?
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I'd love to teach you how to aim with the hellfire rockets so you wouldn't be so dependent on a gunner to take out tanks <3
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I land my hits, the rest would be up to you.
I'm done, have a winner cookie. -
Heat seekers really are worthless
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Pretty much not needed any more.
I just ram helos even though I don't get the kill. But I do enjoy watching them get eventually auto kicked and banned for 20 mins for teamkilling. Which is much more enjoyable to me than getting kills.
Yeah, I'm somewhat cranky this week and the next. Even more irritated that I'm playing instead of studying as well.
Oh well. -
masterchef341 The guy from The Notebook
That's not a hit detection issue - that's an invisible wall where the chain link fence is.
They should remove that wall, since it's a chain link fence. But, it has nothing to do with what we were talking about before. Anyone can obviously see that you got a bullet or two off as you moved right and got clear of the fence. Hence the 75% health. He shot you while you were reloading and clear of the fence, and then you died.
In fact, he was shooting back at you (you had the jump on him, but you weren't doing any damage). Note that you weren't taking any damage yourself until you cleared the fence and had a clear line of sight on the target. Unfortunately, you were out of bullets since you started shooting earlier.
I'm a little surprised you didn't figure this out on your own. I may have been giving you too much credit. Granted, this is still a bug- but it's pretty minor compared to completely broken hit detection combined with 3+ second bullet lag. Neither of those phenomenon exist. You're seriously imagining it. I don't know how else to tell this to you. I've had to refute 2 of your video examples of hit detection issues.Last edited by a moderator: May 6, 2015 -
The better I get, the more fun I have.
I'm not terrible anymore, I can actually reliably score kills with my 249 (which is my favorite gun and I don't care what anyone says). I capped 4 bases in a row by myself in the LAV-AD taking down two choppers, a tank, and a jet in the process.
This game is fun. -
I did figure this out on my own. Maybe learn to read. The title says Fence *AND* hit detection issue. Notice how I strafe right, get a shot on him, you can see his gun go up after being hit, I run out of bullets, then he shoots the fence post (notice the sparks) even though I'm three to four feet to the right, and he's still shooting far to my left, yet registers as a hit against me. It's at minimum a full second from when I'm behind the fence to over to his right when he gets his finishing couple shots on me. But I guess I have to spell it out for you.
Why would I make something like this up? It's not the best example, but it does show issues. And it's been complained about to death on the US and UK Battlelog forums. Just because you are ignorant to it doesn't mean it doesn't exist. -
iPhantomhives Click the image to change your avatar.
How you set , played with fixed 30fps?
Battlefield 3 Discussion Thread
Discussion in 'Gaming (Software and Graphics Cards)' started by usapatriot, Jan 25, 2011.