How do guided rockets work bf3




















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Boards Battlefield 3 how do guided rockets on the Attack helicopters work? User Info: LinkIsSpartan. QBZ95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ95B is steady on the move with a lower rate of fire for controllable shots at longer range.

The built in foregrip is now properly reflected in the weapon's stats. AK74M: Reduced initial recoil and vertical recoil. The AK74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability. M16A3: No Change. The M16 both A3 and A4 provide a wellrounded stable firing platform with a high rate of fire that is relatively controllable. M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.

M No change. The M is the middle ground AR, blending a medium recoil and rate of fire. AEK Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon's weaknesses kicked in while the reduced accuracy highlights its close range role. F Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation.

The previous changes were an overreaction, this is a corrective update. AN Reduced vertical recoil. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.

G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3 was clearly outclassed at all ranges.

KH No Change. The KH is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate midrange fire. L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire. PP Reduced the initial recoil.

UMP Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick. MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary.

PDWR: Reduced the initial recoil. The PDWR has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts. P Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective. PP Slightly reduced the initial recoil when firing, increased base damage. Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.

The L96 Straight Pull bolt now functions properly. The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight. The L96 now properly shows scope glint when using the 8x, and 12x scopes. Tweaked IRNV to be more consistent across all levels. Fixed a rendering issue with IRNV view when taking damage. Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons some were faster than others.

The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines. Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod's bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time.

The value has been changed from a global percent increase to a weapon specific value. A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire.

The exact penalty amount is a weapon specific value. Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range. The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.

For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.

Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight. The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.

Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.

This is less than the Flash Suppressor's bonus for all weapons. The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.

Boards Battlefield 3 how do guided rockets on the Attack helicopters work? User Info: OhsillyDutchman. User Info: REexpert User Info: albinorhino6. Not to be rude, but a lot of the info in this thread is quite confusing, or wrong. First, the chopper pilot does NOT get a guided missile, only the gunner does. The pilot gets gets guided rockets instead. They are either the second to last or last unlock for the attack chopper can't remember if laser painter or guided rockets come first.

They function the exact same as the default free fire rockets, with the addition that they will track towards a vehicle target. There is no lock on required with them. Bear in mind the lock-on tone of a vehicle armed with guided munition may give away their position and presence to hostile targets.

The following is a list of effects and damage to specific vehicle types from impacts by the Guided Missile. Vehicles not listed are vehicles which are instantly destroyed upon shell impact at any angle. Damage result gathered from aircraft are acquired by placing the vehicle between a lockable source and the launch source and firing at the target.

Damage results are measured in 'Damage-per-Missile' D. Reason unclear. Battlefield Wiki Explore. Battlefield Battlefield V. Battlefield 4. Explore Wikis Community Central. Register Don't have an account? Guided Missile. Edit source History Talk 0.



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