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Bad Company 2 Client R8 Server R12

Posted by nutcrackr on

Console gamers will get a taste of the balance tweaks released on PC on April 21st. PC gamers will be getting a slew of changes and balances soon in the Client R8 / Server R12 update.  Long list of changes included below.

* Server – Some potential sources for lag/rubberbanding have been eliminated
* Server – The old reserved slots has been replaced by a kick-on-demand system like in BF2
* Server – Log file for server admins: all remote admin interface commands/events are logged
* Server – Log file for server admins: major server events + all chat messages are logged
* Server – Idle kick is controllable
* Server – Profanity filter can be disabled
* Server – Teamkill-kick system is controllable
* Server – Ticket counts and bleed rate are controllable per-level
* Server – Infantry only mode available per-level
* Server – Initial spawn delay and respawn delay are adjustable
* Server – Server description can be up to 400 characters, and use “|” for line breaks
* Server – Banlist can contain up to 10.000 entries
* Server – reduced latency in packet handling
* Admin Interface – fixed the player.onKill spam that occasionally happened
* Admin Interface – ensured that player.onJoin events always report the player name
* Admin Interface – events triggered when people spawn
* Admin Interface – much more info on kills
* Admin Interface – detailed stats are reported at end-of-round
* Gameplay – Various minor level bugfixes
* Gameplay – Helicopter handling has been tweaked
* Gameplay – Weapon tweaks have been implemented based on PC public feedback
* Gameplay – Fixed technical hang when a crate was armed outside of the combat area
* Gameplay – “Victory is near” message was shown for the wrong team on Valparaiso, this has been fixed
* Gameplay – Countermeasures can be fired when driving a helicopter
* Gameplay – The brightness of the pilot view in the Russian helicopter has been reduced
* Gameplay – Advanced Spotting scope works better
* Gameplay – Knifing people in the back works again (we backed out the change that we had done for Server R11)
* Server Browser – Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
* Server Browser – Added support for retrieving update progress
* Server Browser – Now refreshes information
* Server Browser – Join queue system when attempting to join a full server
* Server Browser – all settings are automatically saved between sessions
* Server Browser – Pings are sent via an alternate mechanism, which should work for non-Administrator users as well
* Client – Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
* Client – Fixed some crashes
* Client – Toggle/hold crouch is user controllable
* Client – Toggle/hold zoom is user controllable
* Client – Vsync bugfixed for DX10/DX11
* Client – Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
* Client – Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in “EOR- unlock progression”-screen
* Client – New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
* Client – Improved Play Now functionality
* Client – Removed K/D ratio and Skill Level filters in the leaderboards
* Client – Any points you get while being dead will be added to your score
* Client – Reduced negative mouse acceleration
* Client – More informative disconnection/kick reasons

Balance tweaks coming soon

* 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.