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Battlefield Bad Company 2 Clubhouse

yup new hacks PB is reactive not proactive so it has to be found tried tested and then blocked ive seen it RARELY since its pretty blatant but ive seen chooper pilots tank drivers etc killed pretty consistently by snipers in certain matches usually i just quit and move on
 
Well, it was kinda awesome to see the whole team rush in together...:laugh:
 
You got almost as many headshots with your top pistol as I do kills. But I use almost all of the pistols, just started using the 1st one and the MP-443 and I actually like them a lot. But I rarely use my pistol unless I've used my clip, and have no time to reload, but more people to kill.



I don't completely hate bunny hopping, everyone is going to do it when panicking if they don't know where they got shot from. But when it comes down to coming toe to toe without a single person and every time they jiggle around like jello, it gets rather annoying, it doesn't give me a huge issue as I usually just start to stab them then, but I still think it's stupid, if it's a good player they will flank you and kill you, not come face to face with you and jiggle around.

Like I rarely use my grenades to kill, I use them to make people go where I want them too. If someone is in a room with 2 exits and they don't know where to go, I'll toss a grenade in 1 of those exits, they hear it and coming running right out the other just like I wanted them too, and since they are sprinting from the grenade and I'm waiting for them, they can't shoot sprinting and they die. Strategy > Jiggling.

The other day a co-worker that I play with was bringing up a time where he chased me into a house and I went up on the roof, one of those houses with 2 ladders onto the roof. When I got up there I went and tossed a grenade down and through the downstairs door on the outside ladder, then I turned around to shoot anyone coming up the center ladder, he came right up it because the grenade, he wanted to kill me, so instead of going down stairs, he did exactly what I wanted to, he came right too me. He asked how I knew he was going to come up that, and I said, "because I made you", and he wasn't too happy after I explained how I played him.

Your last paragraph explains my play style exactly.:toast:

I played on a few servers that only allowed smoke/shotgun on the 40mm before the first nerf. GLs were pretty over the top when the game was first released.

I would frequent a server that limited recon, as it is the most inhibiting class for an action packed, cooperative game. I don't mind getting shot, it's just most of the time they are self centered, and offer little towards victory. If I type anything in the chat bar (especially in RUSH) it's usually: You can't win by sniping. Not to mention they usually offer horrific spawn points. GRRR! Sniping douche bags.

They didn't nerf the grenade launcher, they took it out of the game. You now have a tube that fires M80s at your enemies.

I haven't killed anyone with the grenade launcher since they "FIXED" it.:shadedshu

It just doesn't hurt people.
 
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Funny I always thought "bunny hopping" came from UK servers and refers to jump/prone/stance up prone/jump etc. Never occurred to me somebody might be whining because somebody simply jumps lol.

if i want to play with noob toobs caleb id play MW2 like a pussy if i want to shoot ppl with a gun and watch them drop i play battlefield thats pretty much the way i see it

Right Mr. Pro ;)
 
I have no clue, it should say why he is getting kicked, what does it say? If you get kicked by server admin, it will say that too, so post up what exactly it is saying. Even the PB kick says something, if it's saying nothing, thats weird, does it just kick him from the round, or is his game crashing to the desktop, if it's that, then try different video drivers.

i see him pc today he have video drivers ans windows problems too, so i do fresh install windows for him and the game now on update and i will let u know what i find, thanx bro for replay
 
I don't get why people had any problems in BF2142 with bunny hopping. You jump you can't shoot until your feet hit the ground. So you have an opponent thats not shooting at all, how is that bad?!

Now if the whine is about a moving target should we also ban horizontal movement as in running?

Anyhow, I don't bunny hop, but I jump a few times here and there. BC2 it's almost no use as I die much faster jumping than strafe/not moving at all.. ..but in BF2142 is sure was fun to jump over enemy then knife/shoot them as they mostly lost sight of me.

If someone is really bunny hopping, just shoot them every time they hit the ground? Only time bunny hopping has bothered me is combined with RDX (C4) on FF=OFF servers. Even worse if they had a hotkey script for that... Here's a video of it and why I almost always played on FF=ON servers.
http://www.youtube.com/watch?v=8efb3ND2_ts

Now if BC2 was default FF=ON too and not the other way around, even more fun and way less nade/40nm spamming (and remove the triangles). Well BF3 for that.
 
Bunny hopping was never that difficult to counter. I normally played assault so a 40mm nade/shotgun up their cornhole would stop them…for me.

Dolphin diving in the earlier bf games was just annoying on the other hand and I agree with Kurgan…it was an art form.
 
Bunny hopping was never that difficult to counter. I normally played assault so a 40mm nade/shotgun up their cornhole would stop them…for me.

Dolphin diving in the earlier bf games was just annoying on the other hand and I agree with Kurgan…it was an art form.

i think thats what pisses them off more - the bunn hoppers from games with invincible walls are pissed off they cant duck back real fast or jump out of the way, cause we can fuck them up by shooting through walls, splash damage, or blowing the whole Fing wall away
 
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Direct2Drive has BFBC2 for $20. Use code PAX2010 for another $5 off = $15 ! Is this still valid?

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Some additional Vietnam Footage: http://www.youtube.com/watch?v=3hMxOkgblVI

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QFT: Aimbot in real life: http://www.youtube.com/watch?v=NYGlWjIKoY4

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New Battlefield Blog Post: Maintenance Work Schedule

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Kotaktu Article on BFBC2 Vietnam:

Battlefield Bad Company 2 Vietnam: Yeah, I Was In The Sh*t

Through the grass, I see a North Vietnamese troop before me. I dart ahead and, poof, he's gone.

Battlefield: Bad Company 2 Vietnam is a downloaded expansion pack for Battlefield: Bad Company 2. The game keeps the same classes and gameplay as Battlefield: Bad Company 2. If you are familiar with that title, there are no surprises. (You'll need to be familiar with it as this DLC title requires the Battlefield: Bad Company 2 game disc.)

The Vietnam expansion pack is the U.S. Marines versus the North Vietnamese army. It includes 4 new maps and brings 15 new Vietnam-era weapons like the M79, 6 new vehicles like the UH-1 Huey, forty-nine different 1960s-era tunes (Fortunate Son!) and new Achievements and Trophies.

The map that EA was demoing for the Tokyo Game Show was called "Phu Bai Valley". In Conquest Mode, it is familiar territory for Battlefield: Bad Company 2 players. But the new Vietnam vide really offers a new experience. It feels far more than simply a fresh coat of paint. It feels fresh.

Phu Bai Valley is another well-designed multiplayer map from EA Dice, the developer behind the series. The map is quite large and expansive, but still feels intimate. I never felt like I was going to hit a wall, and I never felt like I was playing alone. There are multi-player games that can handle many more players, but EA Dice does an excellent job of not only balancing out the map, but making it flow in a logical progression and opening up the sky for intense combat.

Growing up watching Vietnam film after Vietnam film during the 1980s, I always noticed how everything feels muddy and damp. Battlefield: Bad Company 2 Vietnam's Phu Bai Valley feels muddy and damp. That is a good thing.

A multiplatform release of Bad Company 2 Vietnam is slated for later this year.

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http://www.slideshare.net/DICEStudio/how-to-make-a-game-for-free-for-dic-epublications

Site is full of DICE slide Shows

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So how about modtools? by MikaelKalms

Zh1nt0 and you folks have asked about it, so here's a piece on the modtools situation for BC2 PC.

Frostbite 1.5 consists of these components:

* The game runtime
* The editor runtime
* The content processing runtime (aka "the pipeline")
* and some plugins for Maya

The game runtime is distributed outside of EA, but the editor + pipeline + Maya plugins are not.

So let's take a look at some things that would need to be solved before we'd be ready to distribute the editor + pipeline.


Pipeline operation

Let's say that you tell the pipeline to build level MP_003.

MP_003 is represented by an XML file, which references a bunch of other files. These in turn reference other files. If you follow this graph of references, you will find the level layout, heightmap, characters, weapons, vehicles, and all the content that you can see in-game. (The in-game HUD and related stuff might also be in the graph.)

When the pipeline is about to build MP_003, it will first perform a consistency check on all content, and yell if any file that is referenced by any other is not present.

If all files are present, the pipeline will attempt to convert all files referenced by MP_003. It uses the file system journal to determine which files have changed on-disk. Also, and any files that have already been converted have info on which files depend on it (so it has info like: "if file X changes, then files Y,Z,W will also need to be rebuilt").

Building all content for BC2 from scratch takes something like 48-72 hours on a normal workstation. Half that time is spent building common content (such as character animations), half builds level-specific content.

In addition, there's a caching mechanism: if the pipeline wants to build a specific bit of content, it will first check if the pre-built content is already available on a cache server and take the result directly from the cache server instead. The pipeline can also populate the cache if it builds something new.


Pipeline issues

So how does this work in practice? It's not ideal, but it's good enough for us to ship games on it.

The pipeline is a bit overzealous with regards to rebuilding assets - sometimes it rebuilds stuff that it shouldn't need to.

The pipeline will normally crash about 2-3 times during a full rebuild.

You need to have Maya 8.5 (32-bit version) installed in order to convert any meshes.

Any content in the cache expires after 3 weeks. After 3 weeks have passed, that content will need to be rebuilt and re-uploaded by a machine running the pipeline. The effect that this has on day-to-day development is minimized by having one or two machines dedicated to running the pipeline every time any content change is done. By running the pipeline, those machines will populate the cache, thereby speeding up the build process for everyone else. (The output form those content build steps is discarded.)

In short: the pipeline + cache setup works better the more people are using it simultaneously.

If there are content errors, you need to know a lot about the internals of the game engine to figure out what's wrong.

Finally, in its current form, the pipeline + editor expects some specific IT infrastructure in place (most notably the cache server and a Perforce server).
If it's not there then the pipeline + editor will behave strangely.
The first time I tried, it took me about one week to get the full editor + pipeline setup to work properly outside of the DICE office. And that was when I had the option to call any of the other developers to ask for help.

... does this sound bad to you?

Truth be told, this is approximately where the industry average is at for game studios' internal game engines. One of FB 1.5's weaknesses is specifically that its content processing is flaky, and the flakiness gets more problematic as the amount of content goes up. FB 2.0 is much improved in this regard, but FB 1.5 is what we're using for BC2 and that's what relevant in the current discussion (or monologue if you prefer).


Content

Both the pipeline and the editor takes in all content in its raw, original form. Anyone who is to build any content needs the full 80GB of raw data on their machine. We are not comfortable giving out all our animations, meshes etc in raw form.

We are comfortable giving out the processed data - after all, that's what on the game disc - but that data does not plug into the editor/pipeline at all.


Licenses

The game, editor and pipeline all use commercial middleware. It is developed by Havok and several other companies.

The licensing agreement for the middleware allows us to use that code in specific products, on specific platforms.
If we want to release editor + pipeline, we need to license the middleware specifically for this. How much would that be? Perhaps $1M-$3M. I'm guessing wildly here.

Stripping out that middleware would seriously hamper the functionality especially of the pipeline. We use Havok Physics, for instance. Without Havok Physics, the pipeline wouldn't be able to convert any of the physics meshes. We also use Granny. Without Granny, the pipeline will not be able to convert any of the character animations. Etc.

Re-implementing the necessary functionality of the middleware ourselves ("let's make our own physics engine / let's plug in an open-source physics engine") would take literally man-years. Licensing is cheaper in pure $ cost and faster (it works now instead of by 2012).

The pipeline also uses some code that is under GPL. Given that we do not want to release the full source code for the editor + pipeline, we would need to replace the GPLed code with other implementations.

The GPLed code is less of a problem than the proprietary middleware.


Editor

The editor itself is reasonably stable and well-behaving. It is far from obvious how to set up the game logic for a level, but that is easily covered by releasing some example levels which contain the logic setup for the common gamemodes.


Test-running levels

First the level needs to be successfully processed by the pipeline. Then you'd want to be able to test it locally. That involves having a listen server around. We don't have a listen server neatly packaged. There's probably a piracy angle here too but I'm not going to discuss that.


Distribution of levels

Getting levels onto the RSPs server machines would likely not be any problem. However there's need for checksumming levels, so that game clients can know whether or not they have the correct version of level X on their machines. There's a whole bunch of other things (mainly UI-related) which will need cleaning up as well. Not difficult to do, just takes time and I'm listing it for the sake of completeness.

Also, there are some complications wrt when we release patches that affect the base game's content. Whenever we release a patch, all existing levels will need to be rebuilt with a new set of original data. This is because some level-common data is stored inside of the level archives. I'm not sure at the time of writing, but that probably means that the only manageable way for us would be to invalidate any user-made levels when we release a patch of that form.
Then creators of any user-generated levels would be required to run their levels again through the pipeline with the new base content supplied.


So how about just a map editor?

If it doesn't plug into the ecosystem above, then getting it to work involves some serious wrangling. Either it is a light-weight replacement for our existing editor - in which case all the challenges with the pipeline still remain - or it is a separate mode (think Forge for Halo). Developing an extra mod-layer that is sandwiched into the game would easily take 6-12 months.


Synergy effects between FB 1.5 and FB 2.0

So let's say that we would go through the procedure of making mod tools for FB 1.5. How much of that work would be reusable for FB 2.0?
I don't have any firm figures, but the differences between FB 1.5 and FB 2.0 are pretty large by now. Given this and the fact that a fair bit of the FB 1.5-specific problems (where the devil often is in the details) don't apply to FB 2.0, I'd guess that less than half of the work would port over to FB 2.0.


Conclusion

In conclusion, my recommendation to the rest of DICE is not to develop mod tools for BC2 PC. There are too many hurdles to overcome. That energy is better spent elsewhere, be that on BC2 or other titles.

Follow-up message from MikaelKalms

FB2.0 is better suited for modtools, but it is not a shoe-in yet. I will not speculate on whether or not modtools will be released for BF3.

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Funny I always thought "bunny hopping" came from UK servers and refers to jump/prone/stance up prone/jump etc. Never occurred to me somebody might be whining because somebody simply jumps lol.

You mention bunny hopping like it's a single jump, but it's not. Bunny hoping isn't that instant reaction that you have when you get shot to jump, it's just hammering on the space bar like a dumbass, completely different. Bunny hopping or dolphin diving didn't originate from any country though, lol. Also Jump to Prone is Dolphin diving.


i see him pc today he have video drivers ans windows problems too, so i do fresh install windows for him and the game now on update and i will let u know what i find, thanx bro for replay

Ah, I'm betting new Windows, Drivers, Game and it will work great, let us know.

I don't get why people had any problems in BF2142 with bunny hopping. You jump you can't shoot until your feet hit the ground. So you have an opponent thats not shooting at all, how is that bad?!

Now if the whine is about a moving target should we also ban horizontal movement as in running?

Now if BC2 was default FF=ON too and not the other way around, even more fun and way less nade/40nm spamming (and remove the triangles). Well BF3 for that.

I don't know if anyone really had an issue in 2142 with hopping, think it was more BF2. And the issue is, clips are only so big, so if you have anything but an LMG and you miss some rounds, when they can finally shoot, your busy reloading aka dead. Horizontal movement is very effective, but it's smooth, you don't move so quickly, jump, jump, jump, your pogoing up and down pretty quickly.

And are you wanting to remove spotting? I really hope they don't, works so well for team work, like having a mic for people who don't have one.

PP2000 + 4x scope is more accurate than AN-94 is really fucked up.

Why shouldn't it be, less kick, bullets should still drop faster, but why shouldn't it be more accurate, it takes a lot more bullets to kill someone with.
 
I don't know if anyone really had an issue in 2142 with hopping, think it was more BF2. And the issue is, clips are only so big, so if you have anything but an LMG and you miss some rounds, when they can finally shoot, your busy reloading aka dead. Horizontal movement is very effective, but it's smooth, you don't move so quickly, jump, jump, jump, your pogoing up and down pretty quickly.

There was no Bunny hoping in 2142 because of two things. The carried over the final play version rules of BF2 that prevented it. When you land from a jump, you had to wait 1.25 seconds to jump (prevent bunny hopping). When you go prone, you had to wait 0.75 seconds to fire (Even if you did the Dolphin Dive you would land on the ground before you could shoot back).

Finally the hitbox glitch was fixed. In BF2, when a target jumped, their hitbox did not follow them correctly. This produced a minor glitch were damage registry would be reduced when your opponent jumped to rough 50% less than normal. Most compensated, like myself, by learning to time the shots with them landing on the ground. 2142 fixed this issue so jumping really did nothing to help you survive beyond making you a harder target to hit.

People still jumped when they were shot, but wasn't constantly jumping and jumping in a close range fight also happened but not all the time.
 
Thats some good info right there, I never really got into BF2, I loved 1942 Desert Combat Mod. And I never really got into 2142, but I like those 2142 rules, would be nice to see those again, no need to have to repeatedly jump or crouch anyways.
 
I don't know if anyone really had an issue in 2142 with hopping, think it was more BF2. And the issue is, clips are only so big, so if you have anything but an LMG and you miss some rounds, when they can finally shoot, your busy reloading aka dead. Horizontal movement is very effective, but it's smooth, you don't move so quickly, jump, jump, jump, your pogoing up and down pretty quickly.

And are you wanting to remove spotting? I really hope they don't, works so well for team work, like having a mic for people who don't have one.

Well there were lots of servers that had rules of no bunny hopping=hence no real issue, was mentioning it more as it was an issue as it wasn't allowed.

Spotting is nice, not getting sniped to face when the shooter simply couldn't have seen you is not ;) Remove triangles, let spotted enemies appera in minimap, like it was before.

history lesson

Thanks for that, explains a lot. Didn't play much BF2, so never got bothered with anything else than I liked BF2142 much better.

So bunny hopping was really just glitching the hitboxes in BF2. Well I can see how that would annoy and carry on the anger to newer games, where it's not a problem.

What was hard coming from BF2142 to BC2 is that every server had some rules in BF2142, be it no baserape, no spawn killing, no glitching or more specific ones like no solo flying on gunship. Now with BC2 there are no rules in almost any servers and even if there are these aren't any admins around to enforce them.

I took no baserape/spawnkills as a general Battlefield rules that don't even need to be said, you just don't do it. Maybe there really is so many Battlefield first timers on this one, but I've seen 30+ ranks also baserape and they should know better alreasy even if BF noobies.

Other thing that annoys me is players/admins not knowing what baserape is. Was on one server (Atacama) that had no baserape rule, I was flying helo near enemy base and one guy jump on AA gun shooting me. I reply with killing him on the AA and get kicked for baserape..

Last weekend was flying with a friend on chopper (Atacama again) over C and see a guy hopping on buggy driving way from base. Blew him up with missiles and he did a nice flip right at the gate end where the road starts to come down. He yells no baseraping while dead.

In both cases I flew away right after the kills, If I had stay near the base and shot everyone trying to get out, then maybe. Real baserape is when you are in enemy base and kill many players constantly, possibly with a support guy helping you. That's no fun and having experienced it even in BC2 few times wouldn't even dare to do it to others.

Now if only the new display would arrive, so I could get back to the battlefield to get annoyed and killed and maybe kill some my self. Last 2 rounds played where 3.5 k/d and 4.5 k/d, those were fun, no annoyance :D

And wasn't even snipecamping, although used sniper too, as I need this: Long Service Sniping Weapons Combat 2 # of sniper rifle kills left. 169h played and still not 500 sniper rifle kills, shows how much I use them :) Well got to use a bit more still, 23 markmenship headshots missing, I'm hunting missing Insiginias.
 
You guys are all lame, I see you all 1 by 1 get on BC2, but I had to pick up my fiancee from work in like 20 min. I check Steam before I leave, your all still on, leave get her and back in 10 min, your all off BC2 :(
 
Guys i really will appreciate your help on this.
Im planning a lanparty at home this weekend and where I live there isnt internet 4 all:twitch:
Yes its true, so what I need to know is if there is some way to play BF BC2 without connection? cuz the game ask me everytime (even lan) to connect.
Please help me on this.
Out of Luck ! If you all have your own copies you can find a server and play against each other, but you will all need internet connections. Does any one know if Black Op's is going to have LAN capabilities ?
 
I close at work the next two nights, so if I get on it'll be after midnight. but I'm off on Friday, so we should get some games going.
 
Spotting is nice, not getting sniped to face when the shooter simply couldn't have seen you is not ;) Remove triangles, let spotted enemies appera in minimap, like it was before.

Spotting on minimap only allows you to see people who are in range of it. I know there are some great Snipers out there, but I feel a lot of them want to hide and not really play the game, so most of them move to HC where there is no kill cam or marking, then they hide in the hills and never move in and cap a flag or arm a crate, and I call that not playing the game.

But thats why I play on Norm servers, promotes moving around more. I think if Kill Cam is on, then the mimimap triangle should be fine, but if its off, one over there head is nice, I don't like campers at all.
 
Why shouldn't it be, less kick, bullets should still drop faster, but why shouldn't it be more accurate, it takes a lot more bullets to kill someone with.

You should try them out now... You will know what I mean. It doesn't take more bullets because all bullets DO hit. Empty half of the AN94 clip = 2 busts from PP2000.

AN94 basicly a rifle, while PP2000 is a SMG... Don't tell me which one is supposed to be more accurate...
 
no worries ill be back on for DAMN sure in about 15mins from this post
 
easyrhino.homelinux.com port 9987

^ get on teamspeak add that shit to your bookmarks in TS3 so we can communicate
 
You should try them out now... You will know what I mean. It doesn't take more bullets because all bullets DO hit. Empty half of the AN94 clip = 2 busts from PP2000.

AN94 basicly a rifle, while PP2000 is a SMG... Don't tell me which one is supposed to be more accurate...

Look at my most used weapon ;) Its right in my sig. I don't use scopes on anything really though, and I don't believe scopes add accuracy to weapons stats at all. SMG doesn't mean less accurate, it means less damage per bullet, the PP 2000 is like firing a dillinger, takes an entire damn clip to kill people a lot of the time. And you can't just hold a PP-2000 down, especially with a scope, and especially at range, you will have to burst fire it, which sucks because it takes so many bullets to kill people. You might be able to pull off a full auto kill now and then (at range that is), but most of the time that just isn't going to work, the PP-2000 is the gun that most commonly lets targets away with like 5% hp, and leaves you going "dammit! 55 more rounds and that target would have lost that 5% (ok maybe 1 more bullets, but you get the point)"
 
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Scope is for targets you can't see clear with iron sight... I have been using the AN94 since I unlocked it. There was time it was good and time it was bad, so I know it really well. I spent a few hours this morning using PP2000 by chances and it was so damn easy to handle. Seriously, every bullets were registered and i felt my bullets actually reached targets unlike the "current" AN94. Even before the An94 was nerf it was not this good. SMG use smaller bullets that's why it has so many bullets, smaller bullets = lost accuracy when shot long range targets.
 
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