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Alan Kertz, Core Gameplay Designer on Battlefield 3, has recently released a list of balance changes that DICE developers have been experimenting with. This is in hopes to provide insight to the millions of Battlefield fans as to what types of things the dev team is working on in hopes to gather proper feedback before any more patches are released. Bugs and glitches have been intentionally left out of this list.

Kertz puts it best: “Rather than waiting until we launch these updates for feedback, today I would like to give you, the Community, a peak into the Balance testing that we are doing here at DICE.”

DICE also updated the PS3 version of Battlefield 3 earlier this morning through a recent patch. You can check out the list of changes here.

Make sure to leave your thoughts in the comments after reading this list!

Vehicles:

Increased the locking distance for Jets when locking on laser designated targets.

Increased the damage the MBT’s primary weapon does to other main battle tanks.

AA Missiles should no longer kill the pilot instead of the vehicle.

Tank rounds will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.

Using flares too early will no longer distract missiles fired at long range. The missile must be approaching the vehicle in order to reliably be distracted by flares.

Attack Helicopter Guided Rockets will now only track ground targets, as originally intended.

Reduced the direct damage done by helicopter gunners vs armor.

Slightly increased the blast radius of the rounds fired by helicopter gunners vs infantry.

Vehicle weapons should now suppress correctly.

Increased the direct hit damage of the APFSDS rounds for the IFVs.

Miniguns and Helicopter Gunners now more quickly destroy parked cars.

Weapons:

Significantly increased the damage of Laser Guided Top Attack missiles.

Javelin missiles fired without laser targeting now do more damage to the side and rear of MBTs.

Slightly reduced the repair speed of the repair tool.

Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets.

Reduced the total number of RPG and SMAW missiles carried from 5 to 4.

Slightly reduced the locking time of all weapons vs Laser Designated targets.

Slightly reduced the effective blast radius of the RPG and SMAW projectiles against infantry.

Reduced the recoil of the SKS rifle and slightly increased its power at close range.

Semiautomatic sniper rifles, Assault Rifles, and LMGs now have more consistent damage over long range.

Increased the close range damage maximum range of 9x39mm ammo.

Soldiers:

Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.

Spawn protection will no longer be canceled by the player looking around.

Slightly increased the speed at which a player can shoot again after sprinting.

If you haven’t yet, check out the complete list of Back to Karkand Weapons and Attachments.