I could never get the knife to work in BC2. I would see blood splatter out of their backs from my knife going through and it wouldn't kill them. I don't really care about the animation because with the kill rate for guns now it's easier to shoot someone and then I don't get the annoying dogtags blocking my screeen.
I was an absolute demon with it during my recent playtime over the summer. You want to be near the person right when you actually press the button, not so much when your character is actually doing the stabbing animation itself. It's confusing, and the hit detection isn't always there, but it's satisfying. Of course, I would sometimes lose out to panicked face-stabs even after getting the drop on someone, so it's good they removed that ability. I typically wouldn't knife as often as I do in Battlefield, but it can really mess with the mindset of the enemy, usually to your advantage. Not only are you flanking to get solid knife kills, but it also tends to anger people, which usually works in your favor.
Totally. I loved how they dangled in BC2. So satisfying. Personally if they had just fixed the knifing issues from BC2 (IE: Blood splatter but no kill, missing completely, etc), I would be content. Oh and add the ability to wield your knife.But the new animations are just annoying. I've been shot and killed so many times thanks to the ****ing animations. I hate it just as much as assassinations in reach. Spoiler Monty Python and the Holy Grail - Get on with it (inc. God)! - YouTube 1000+ knife kills in BC2 and I loved the one hit kill. I even got a platinum star in the Port Valdez demo. And this.
BC1 worked fine, but you got in annoying knife battles with both parties strafing and circling until only one was left standing. BC2 was pretty bad, resulting in me just shooting people most of the time. I think BF3 is going for a more realistic soldier FEEL with this knife system. If you run up on someone point blank in a real-life battle, you aren't going to reach for you knife. The only reason to use a knife would be stealth, or if you exhaust your ammo. Such is the case in BF3, but with the added bonus of humiliating the enemy. I'm not saying BF3 is realistic, because it isn't, but it makes you feel like a real-life soldier more than any other game out there. "Nerfing" the knife is a big part of that, imo.
All Nine Maps Included on Disc: OPERATION FIRESTORM WORKING TITLE > OILFIELDS DICE INTERNAL DESIGNATION > MP012 SUPPORTED GAME MODES > ALL BRIEF > ALL-OUT DESERT WARFARE FICTION > U.S. AND RUSSIA LAUNCH LARGE-SCALE ASSAULTS TO CONTROL IRAN’S BIGGEST SOURCE OF OIL. SECURING THIS AREA WILL OFFER FULL CONTROL OF THE SECTOR AND ITS KEY FACILITIES. NIKLAS ÅSTRAND’S DESIGN THOUGHTS One of our largest and most vehicle-friendly map, Operation Firestorm is the classic Battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three Atacama Deserts -- one of the largest maps from Battlefield: Bad Company 2 -- within the playable area of Operation Firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or RPG. OPERATION MÉTRO WORKING TITLE > METRO DICE INTERNAL DESIGNATION > MP015 SUPPORTED GAME MODES > ALL BRIEF > INFANTRY FOCUSED COMBAT IN SUBWAY FICTION > HEAVY FIGHTING IS EXPECTED AS U.S. FORCES PUSH TO SECURE THE FINANCIAL DISTRICT IN CENTRAL PARIS. RUSSIAN ANTI-AIR EMPLACEMENTS IN CHARDONNAY PARK ARE LIKELY TO BE THE FIRST TARGET. NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Operation Métro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation Métro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in. TEHRAN HIGHWAY WORKING TITLE > HIGHWAY DICE INTERNAL DESIGNATION > MP003 SUPPORTED GAME MODES > ALL BRIEF > INFANTRY FIGHTING IN TIGHT CITY STREETS FICTION > A FIGHT FOR CONTROL OF ACCESS ROUTES NEAR TEHRAN. U.S. FORCES MAKE A PUSH FROM THE HILLS UNDER COVER OF DARKNESS WHILE RUSSIANS HAVE SET UP DEFENSIVE POSITIONS ALONG THE MAIN ENTRANCE POINTS. NIKLAS ÅSTRAND’S DESIGN THOUGHTS One of the inspirations for this map was a photo of a night time skyline of Tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry. DAMAVAND PEAK WORKING TITLE > BASEJUMP DICE INTERNAL DESIGNATION > MP013 SUPPORTED GAME MODES > ALL BRIEF > FIGHTING IN WINTER MOUNTAINS FICTION > A RUGGED MOUNTAIN AREA PLAYS A MAJOR ROLE IN DECIDING WHETHER RUSSIAN OR U.S. TROOPS ARE SUCCESSFUL IN COMBAT OPERATIONS IN THE SECTOR, AS THE AREA IS HOME TO KEY RADAR INSTALLATIONS. NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular. Come back tomorrow for the remaining five multiplayer map reveals. GRAND BAZAAR WORKING TITLE > BAZAAR DICE INTERNAL DESIGNATION > MP001 SUPPORTED GAME MODES > ALL BRIEF > TIGHT URBAN COMBAT FICTION > THE BATTLE FOR CENTRAL TEHRAN HAS REACHED ITS SECOND WEEK, AND WHAT WAS EXPECTED TO BE OVER WITHIN DAYS NOW CONTINUES AS RUSSIAN AND U.S. FORCES CLASH FOR CONTROL OVER THIS ANCIENT CITY. DESIGN THOUGHTS > We knew we wanted to do something very urban in the city center of Tehran. The fiction has you coming in two weeks after fighting started, so the tight and narrowly built city has a great deal of destruction already when you spawn into the game. Grand Bazaar is a classically mirrored map where both sides have very similar pathways, sideways, and possibilities to traverse heights to get a better view of the action. It’s a very short range close quarter combat map where shotguns tend to be favored. CASPIAN BORDER WORKING TITLE > FOREST DICE INTERNAL DESIGNATION > MP007 SUPPORTED GAME MODES > ALL BRIEF > VEHICLE WARFARE IN LARGE VALLEY FICTION > A RECON RUSSIAN FORCE HAS SET UP CAMP ON THE TURKMENISTAN SIDE OF THE IRANIAN BORDER AND PROCEEDED TO TAKE OVER THE HEAVILY BUILT UP BORDER CHECKPOINT. DESIGN THOUGHTS > Caspian Border was meant to encapsulate the classic Battlefield all-out vehicle warfare gameplay, and also to be a lush and green contrast to the more urban and desert maps in Battlefield 3. The border control splitting the map in two was introduced to add an interesting break both visually and gameplay wise in the otherwise beautiful and open landscape. Caspian Border is one of the obvious map choices if you are after the full vehicle experience, as base distances are generally too long to cover by foot. Pretty much every type of vehicle is available in this map. SEINE CROSSING WORKING TITLE > PARIS DICE INTERNAL DESIGNATION > MP011 SUPPORTED GAME MODES > ALL BRIEF > VEHICLE/INFANTRY COMBAT IN DOWNTOWN PARIS FICTION > THE AMERICAN INVASION OF RUSSIAN OCCUPIED PARIS IS IN FULL MOTION. THE UPSCALE AREA IN THE 7TH DISTRICT OF PARIS SERVES AS THE BATTLEGROUND. DESIGN THOUGHTS > Seine Crossing has two sections of Paris split in the middle by the river Seine. Seine Crossing has a number of larger roads for vehicles to patrol, while infantry can sneak through tight alleyways and climb staircases to reach second or third levels inside buildings to reach a better tactical position – unless the enemy takes down the building facades. The final M-COM stations in Rush are placed inside a bank building, which is the largest indoor environments of this map and forces the attackers to slightly change tactics. NOSHAHR CANALS WORKING TITLE > CANALS DICE INTERNAL DESIGNATION > MP017 SUPPORTED GAME MODES > ALL BRIEF > MIXED COMBAT IN INDUSTRIAL SETTING FICTION > U.S. MARINES LAUNCH A STRIKE ON A MAJOR HARBOR BY THE NOSHAHR CANALS ON THE IRANIAN COAST. THE STRATEGICALLY IMPORTANT PORT ALLOWS FOR DEEP WATER VESSELS TO OFFLOAD ESSENTIAL MATERIALS. DESIGN THOUGHTS > When we set out to do Noshahr Canals, we wanted to contrast the urban and rural with something more industrial. So we set Noshahr Canals up as an industrial harbor, featuring a mix of infantry, land vehicle, and boat gameplay. The attackers in Rush start out on an carrier ship and can reach the beachhead by amphibious vehicles, boats, and helicopters. All of the bases on the map have an industrial theme but still have different styles, like a train yard, dry dock, or airfield. Compared with the larger vehicle maps in the game, this allows for tighter infantry combat. KHARG ISLAND WORKING TITLE > KHARG DICE INTERNAL DESIGNATION > MP018 SUPPORTED GAME MODES > ALL BRIEF > AMPHIBIOUS ASSAULT FICTION > KHARG ISLAND IS IRAN’S BIGGEST OIL EXPORT TERMINAL. IF THE U.S. CAN STAKE CONTROL OVER THIS ISLAND, IT WILL DENY THE RUSSIANS CRITICAL ACCESS TO IRANIAN OIL RESERVES. DESIGN THOUGHTS > Kharg Island is our second map with boat gameplay. Thematically it’s representing an assault against Kharg island in the Persian sea, an industrialized island not far from the Iranian coast. The map is slightly more focused on vehicles with longer distance between flags than for example Noshahar Canals. In the Rush game mode, the beach assault begins on the coastline with a well-defended beach you need to break through to create a beachhead for further attacks on the island, before it opens up wider in the later part of the map.
I was really hoping for more then 1 jungle setting but the maps look good. Seems like there are only 2 infantry only maps too so it should be fun to rotate through these maps.
i think most stores has Karkand for free when u pre-order. (best buy, gamestop, amazon, etc) but if you buy it from a "mom and pop" store youll probably not get any of that stuff. Gamestop also has some weapon pack i believe. Let it be said pre-order specifics that are full levels really piss me off. Like gamestop has a bunch of assassins creed exclusives so i have to buy it from them. but the gamestop exclusive to battlefield are kinda wack. I rather get the day 1 guarantee 99 cents delivery from amazon. then get some weapons alittle earlier.
I absolutely despise buying my games from my local gamestop. They're incredibly overbearing, and constantly try to sell you other ****. Plus, their store membership card is a load of ****.
MP1st – BF3 – Longer to Rank Up in Final, Spawn System Tweaked, and Server Browsing for Consoles Ive been going to this website more and more. But i got to say i am super happy to hear that we god server browsing for console. Wont be joining those games where im on the losing team with 3 tickets left lol.
I'm interested to see how they implement searching for servers on console. Do you think there will just be a list of different games going on, and the number of players in said game?
Battlefield 3 - Multiplayer Gameplay Trailer - YouTube I think this speaks for itself. This game is truly something special.