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I'll have to test ur skills someday on the server.
 
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1Kurgan1

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SPECACT versions aren't bad IMO. If you purchase SPECACT and use the weaps from lvl 1, they will help immensely. They are nice at my level. M95 should be more powerful since it is supposed to be .50 cal, 1-2 body shots should be lethal. I like SPECACT MG3 a lot, nice rate of fire. If you look at the stat spreadsheet on the first page of this thread, all the weaps are fairly balanced. That is good since there is a bronze star insignia for earning bronze in all of them. I prefer the fully automatic weaps to the burst fire ones for body shots.

Yeah, none of them are bad weapons, but they are the same as the end guns you get anyways. Just other weapons you unlock are a better choice for all kits. And I do agree with full auto weapons, its why I use the M416 as Assault.

If you don't find some noob servers to level up on, it is real slooooow leveling getting pwned constantly by 30-50s. It will make a lot folks want to quit, a lot probably have. The most points between levels is less than 300,000. Even if the 10-20K point insignias are not as effective leveling at higher levels, I'll take it any day over whatever you would normally earn without it at higher levels. Each SPECACT weap has it's own kill streak pin, 5 kills. They count towards the default efficiency pins as well. SPECACT has it's own efficiency pins also, at 8 kills each class. 20K points total for the SPECACT insignias, not pins. I'll take the 20K bonus, thanks. It's also cool to collect if your goal is collecting all pins and insignias, like me. Hope Steam puts Vietnam on sale soon so I can go for those as well. Not quite worth $15 IMO.

I was looking at the wrong stat for headshots.

Psh, I didn't use noob servers and I didn't get pwned during 30s or 40s. Also, the difference between ranks may only reach 300,000, it takes 5.4 million to reach 50, and consider that my Score Per Minute is 223, which is about 70 higher than yours and im at 344 hours and not level 50 yet, like I said, 5k points just isn't much. Getting Ace/Gold Squad, Revive, Ammo, kill streak pins is where the real points are at. I've got 344 hours and 284 Ace Pins, that comes out to 56,800 points. Also 449 Gold Squad thats 89,800. I never said 20k extra points is a bad thing, like you seem to think I said. I mean that out of 5.4 million, 20k just isn't much, I wouldn't buy Specact for the pins to help reach 50, I would buy it for the Camo (which I have).

I see the specact pins are only kills in a row now, so I guess they do add together, it is nice, but over all other guns are better choices, I'd rather use those and just over all kill more people and make more points. Though I do have 29 of them with the UMP in 12 hours time, so not that hard to come by, about 2x an hour 8 kill streaks.
 
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It was fun playing with you guys for the small amount of time I could. My damn cold is kicking my ass and I'm having a hard time doing much of anything right now. :(
 
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Psh, I didn't use noob servers and I didn't get pwned during 30s or 40s. Also, the difference between ranks may only reach 300,000, it takes 5.4 million to reach 50, and consider that my Score Per Minute is 223, which is about 70 higher than yours and im at 344 hours and not level 50 yet, like I said, 5k points just isn't much. Getting Ace/Gold Squad, Revive, Ammo, kill streak pins is where the real points are at. I've got 344 hours and 284 Ace Pins, that comes out to 56,800 points. Also 449 Gold Squad thats 89,800. I never said 20k extra points is a bad thing, like you seem to think I said. I mean that out of 5.4 million, 20k just isn't much, I wouldn't buy Specact for the pins to help reach 50, I would buy it for the Camo (which I have).

The best way I've found to get to level 50 is to get at least one gold star on every weapon. If you get one gold on every weapon, it gives you around 450k points, factoring in kills and rewards. It takes a few days, but it's good for two high levels (ex. 42 to 44). Then go for plats and that's that. :D Oh, and get all the insignias as well, that helps a bunch.
 

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Yesterday I finally got my first Road Kill with the UAV, it was entertaining, the man bunny hopped, but it did not save him.

The best way I've found to get to level 50 is to get at least one gold star on every weapon. If you get one gold on every weapon, it gives you around 450k points, factoring in kills and rewards. It takes a few days, but it's good for two high levels (ex. 42 to 44). Then go for plats and that's that. :D Oh, and get all the insignias as well, that helps a bunch.

Yeah, that would be a decent help if you are good with each weapon. I don't think I could do it, at least not with all Sniper Rifles.
 
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Yesterday I finally got my first Road Kill with the UAV, it was entertaining, the man bunny hopped, but it did not save him.



Yeah, that would be a decent help if you are good with each weapon. I don't think I could do it, at least not with all Sniper Rifles.

Just stick a 4x scope on there, run into combat and shoot everyone. I did that for the SV98, M24 and the GOL and got platinum pretty easily. M95 is much harder though. The most annoying guns to gold were the pump-action shotguns. Running into the middle of everything with one of those is almost stupid.
 

1Kurgan1

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So I been saying for a long time I felt something was up. I ran damn near 2.0 KDR for 4 months, then it dropped like a rock to 1.5, yet my SPM remained the same, and I actually killed more people per minute. All of a sudden R28 rolls around and I'm just raping, getting 4.0 and 5.0 a lot now, look at this little chart, looks like something has changed?



Look at how steep it's climbing, steeper than it fell. (The yellow line)

Just stick a 4x scope on there, run into combat and shoot everyone. I did that for the SV98, M24 and the GOL and got platinum pretty easily. M95 is much harder though. The most annoying guns to gold were the pump-action shotguns. Running into the middle of everything with one of those is almost stupid.

I'm not a fan of 4x, but maybe the best choice for mid range fights. I been tempted to go red dot and try and go around body shotting people. I don't know if I have golded any pump action shottys, but I usually use them with slugs and at mid range its just devesating, I usually do pretty good with them.
 
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Just stick a 4x scope on there, run into combat and shoot everyone. I did that for the SV98, M24 and the GOL and got platinum pretty easily. M95 is much harder though. The most annoying guns to gold were the pump-action shotguns. Running into the middle of everything with one of those is almost stupid.

I love putting short scopes on the sniper rifles, mostly the SV98 and the M95, depending on the level. Also, I found the pump shotguns were my first to get platinum with (after hand grenades), they are so easy to kill with, it's ridiculous.
 
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So I been saying for a long time I felt something was up. I ran damn near 2.0 KDR for 4 months, then it dropped like a rock to 1.5, yet my SPM remained the same, and I actually killed more people per minute. All of a sudden R28 rolls around and I'm just raping, getting 4.0 and 5.0 a lot now, look at this little chart, looks like something has changed?

http://img.techpowerup.org/110123/Capture014.jpg

Look at how steep it's climbing, steeper than it fell. (The yellow line)



I'm not a fan of 4x, but maybe the best choice for mid range fights. I been tempted to go red dot and try and go around body shotting people. I don't know if I have golded any pump action shottys, but I usually use them with slugs and at mid range its just devesating, I usually do pretty good with them.

Actually, yeah, a red dot scope is even better, depending on the map. I did all of my rifles that way, including the M14. The best, though, is the VSS because you can treat it as a submachine gun.

EDIT: As for the KDR thing, that's really weird. Mine is still recovering from when I had just switched from console to PC, so I can't really empathize with you.
 
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It was fun playing with you guys for the small amount of time I could. My damn cold is kicking my ass and I'm having a hard time doing much of anything right now. :(

Yeah wiping off your monitor isn't fun at all. Allergy season
is a pain when I'm on the computer:D
 

1Kurgan1

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Actually, yeah, a red dot scope is even better, depending on the map. I did all of my rifles that way, including the M14. The best, though, is the VSS because you can treat it as a submachine gun.

EDIT: As for the KDR thing, that's really weird. Mine is still recovering from when I had just switched from console to PC, so I can't really empathize with you.

Yeah, thats the only way I use the VSS, SVU, or T88, those I use more often like that than tradional sniper weapons.

And heres my history table



My SPM has never changed, my Kills Per Hour has gone up, My skill Level has gone up (I'm at like 550 right now, was way up at 650 2 days ago). But right around September there was random servers (not every server) where I would run across 1 or 2 guys that are impossible to sneak up on. And I'm damn sneaky, I mean everytime they would 180. The end of November there was a patch and for a week it felt fixed, then it went back to being the same. And once again it feels like it did when the game first came out. Also not all of those hours were this month, bfbcs hasn't updated in a while, this months KDR is over 2.0, but it averaged in a large clump with last months stats.

At this rate I should be back to 2.0 in no time.
 
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Yeah, none of them are bad weapons, but they are the same as the end guns you get anyways. Just other weapons you unlock are a better choice for all kits. And I do agree with full auto weapons, its why I use the M416 as Assault.
They aren't the same, the stat bars are different and they are tweeked from the ones you unlock in-game in addition to the different camo on the guns themselves.



Psh, I didn't use noob servers and I didn't get pwned during 30s or 40s.
You didn't get pwned BY the 30's or 40's or you didn't get pwned DURING YOUR 30's and 40's ranks? Big difference.
Also, the difference between ranks may only reach 300,000, it takes 5.4 million to reach 50, and consider that my Score Per Minute is 223, which is about 70 higher than yours and im at 344 hours and not level 50 yet, like I said, 5k points just isn't much. Getting Ace/Gold Squad, Revive, Ammo, kill streak pins is where the real points are at. I've got 344 hours and 284 Ace Pins, that comes out to 56,800 points. Also 449 Gold Squad thats 89,800. I never said 20k extra points is a bad thing, like you seem to think I said. I mean that out of 5.4 million, 20k just isn't much, I wouldn't buy Specact for the pins to help reach 50, I would buy it for the Camo (which I have).
Like the others stated, the gold stars make a huge difference, platinum as well in addition to what you are talking about.

I see the specact pins are only kills in a row now, so I guess they do add together, it is nice, but over all other guns are better choices, I'd rather use those and just over all kill more people and make more points. Though I do have 29 of them with the UMP in 12 hours time, so not that hard to come by, about 2x an hour 8 kill streaks.
5 kills in a row and 8 kills per round with the gold SPECACT weaps. I'm going for bronze in all weaps to get the insignia. M95 isn't that tough as long as you hit the head like you should. With slow reload time, it is for people that have the bullet downward slope trajectory down cold.

Another cool thing about the SPECACT skins is it makes you like you are special forces and everyone else is standard armed services. That's really cool if your game backs it up.
 

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So, after having preordered this game, and having it on release day, I actually just started playing online.

So yeah, I suck really bad. .28 k/d so far.
 
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So, after having preordered this game, and having it on release day, I actually just started playing online.

So yeah, I suck really bad. .28 k/d so far.
Practice makes perfect. You are playing against BF vets that have played other BF games, so stick to the n00b servers for now.
 

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They aren't the same, the stat bars are different and they are tweeked from the ones you unlock in-game in addition to the different camo on the guns themselves.

Nope, those stat bars are exactly the same as their normal variations. Also testing with them shows the same patterns. With the exact same time in my MG3 as normal and Speact they were within 2 kills of each other. And others observed the samething. The one gun with different stats is the MG3, but if you compare, somehow they got mixed up, it has the exact stats of the MG36, but it's still the MG3, for some reason it shows the wrong stats on the bars, thats all.

You didn't get pwned BY the 30's or 40's or you didn't get pwned DURING YOUR 30's and 40's ranks? Big difference. Like the others stated, the gold stars make a huge difference, platinum as well in addition to what you are talking about.

There wasn't 30's and 40's when I started. But if I restarted, I wouldn't get pwned by 30's or 40's, might hurt a little bit, but the PKM is the best Medic weapon (1st weapon), the XM8 is one of the better Assault Weapons (I think 2nd unlock), the M24 is one of the best Recon weapons (1st weapon), and the 1st 2 engi weapons aren't too bad.

And I do agree that if you want to gold each weapon, that makes a huge difference, but you could never plat each weapon by 50, unless you go no team points.

5 kills in a row and 8 kills per round with the gold SPECACT weaps. I'm going for bronze in all weaps to get the insignia. M95 isn't that tough as long as you hit the head like you should. With slow reload time, it is for people that have the bullet downward slope trajectory down cold.

Yeah, the M95 does hit like a hammer, but it's time to load a new shell into the chamber is so slow, its reload time is slow, and it's the only Recon weapon that you can't hold the scope up after you shoot. Recons the class I play the least, I'm an action kinda guy, cap flags, knife people, revive people, sitting and watching is boring.

Another cool thing about the SPECACT skins is it makes you like you are special forces and everyone else is standard armed services. That's really cool if your game backs it up.

Thats mostly why I got it. Although I might be the only one who liked the Red Hat Medics for the Russians, to me it was like a "here I am, come and get me!" :laugh:
 
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1Kurgan1

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Seen that a few days ago, made me laugh, too bad they made it on console.
 
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New Battlefield Blog Post: Stats issue fix Tuesday-25th-January

Battlefield Bad Company 2.
Maintenance work on Tuesday.
Posted by. Luis Dias

Tuesday the 25th of January we are going to do a bit of maintenance work on the Xbox 360, Playstation 3 and the PC during these hours:.

2:00 am PDT - 5:00 am PDT.
5:00 am EST - 8:00 am EST.
10:00 GMT - 13:00 GMT.
11:00 CET - 14:00 CET.

The purpose is to improve performance of the stats system, to reduce / eliminate stats outages. We're very sorry for the inconvenience.

==================================================

Related background: Another classic Kalms post:

The stats system - a performance perspective

What follows is a description of how the stats backend functions for BFBC2, what happens during high load, and what we are doing to resolve it. Consider it a peek 'under the hood' of BFBC2.


System overview

When playing online, all game clients and game servers are permanently connected to the game's backend servers.

There is a separate backend for each of the PC/PS3/360 versions of BFBC2.

A backend is split into two portions - one group of machines which run some custom software, and a database. The database is not directly accessible by game clients/servers; they can only reach it by sending requests to the custom software portion, which in turn talks to the database.

Each database is a cluster of machines which run Oracle 9i with RAC enabled.

There are a few modules in the backend, and a few tables in the database, which are shared between multiple platforms / titles. Those are generally rather low-intensity processes. However those have to be cared for if one wants to perform changes to the physical configuration of the machines that run the backend.


Stats

A stat is a short identifier with an accompanying value. Stats are tracked for each player, and they are saved between game sessions. For BC2 there are approximately 2000 unique stats values. Some of the stats have a direct meaning - your current score with a specific kit, number of kills with a specific weapon and so on - whereas other stats are meaningless on their own and track your progress toward various achievements/trophies, pins and insignias.

The stats are kept in a couple of big tables in the Oracle database.


Game client and stats

The game client only reads from the stats database; it never writes.

Stats reads happen on two occasions: when a player logs in, and when a player exits from a server back to the main menu. The client has a local cache of all stats. When one of the two previous events occur, the game client requests a handful stats (for instance the, the player's total score and accumulated online playtime). If any of those stats are different from the locally cached values, the game client goes out and grabs all stats (approximately 2000 values).

The game client uses these stats to display information in the main menu. It is not used in-game in multiplayer.


Game server and stats

The game server reads and writes to the stats database.

When a player enters a server, the server requests approximately 1000 stats for that player from the database. Anything that has to do with stats and ranks is controlled by the server (for instance, which weapons are unlocked for a specific player).

The server writes back a player's stats when the player leaves the server. Also, all players' stats are written to the database at the end of each round. This is to minimize the risk that player progress is lost because of a server crash. When writing stats, the server will only write those stats that have changed. In addition, whenever possible the server will issue commands like "add 3 to stat named ABCD" rather than "write 27 to stat named ABCD". This minimizes the risk that any bugs in the code or network communications problems will trample stats; the worst that can occur is that a stat is not increased, it will not get lowered or set to zero inadvertently.

Usually the game client will write a lot less than 1000 stats. I don't have figures at hand, but perhaps 100 stats are usually updated after a player has played a full round.


High load scenarios and the backend

Normally the database responds to the custom software's read/write queries very quickly. The database can service requests from a couple of game clients/servers in parallel; if there are too many requests made at once, new ones are put into a queue. Normal turnaround time for retrieving 2000 stats is approximately a second. Requesting 2000 stats takes a bit more time than requesting 1000 stats - probably about twice as long. The database completes the queued-up entries as quickly as it can.

The requests do not come in a steady flow however. Sometimes many servers and clients will ask for stats data at nearly the same time. The database will then service some of those requests a bit slower than usual.

The database is the weaker portion of BFBC2; that is, the custom software can handle more players being active simultaneously, than the database can.

If the clients/servers are doing a lot of requests to the database over a long period of time, then the backlog of queries in the database's queue will get longer and longer. When the queue is so long that the database is unable to service queries in 10 seconds, the custom software will give up on those queries and respond with an error to those clients/servers.


High load scenarios and the game client/server

With the above in mind, let's imagine what happen when the number of simultaneous players increases.

At first, there are not a lot of players. The database will handle any requests quickly and its queue is nearly empty all the time.

As the number of players go up, the database will still be able to keep up with most requests. However, occasionally a lot of servers/clients will happen to perform stat requests at nearly the same time. This causes the queue to fill up a bit more than usual. Some of those queries will then time out when they hit the 10 second cutoff. Since clients normally request more data, it is usually the game client's requests that fail first.

If the game client's request fails, the game client will attempt to retrieve stats for 10 or 20 seconds - and then give up, and the game's main menu will claim that the player is Rank 1 and has zero score etc.

As the load increases further, the game server read requests will also fail more often. When game server read requests fail, the players which are affected will play with rank 1 and no stats-related unlocks. When this happens, the game server will not record & write back progress for the affected players either.

Finally, with a really high load, all requests from game clients & game servers will fail.


High load versus too high load

One important thing to notice about some online systems and load, is that the load does not behave like you would intuitively expect it to. Usually it rises slowly... until it gets to a certain point, and then it all spirals out of control and horror ensues. There are several reasons for this.

One is the human factor: When the load is at such a level that stats requests are failing intermittently, it appears to the player like he/she has lost all his/her progression, but either logging in/out (in the case of no stats in the main menu) or disconnecting/reconnecting (in the case of no stats in the game) has a % of chance to get stats back. People will then naturally do this over and over until they either get stats, or are frustrated enough to give up. This behaviour will cause more load on the backend than normal gameplay behaviour, which worsens the problem overall.

Another can be in the code; sometimes game client/game server code is written to retry a couple of times when an operation fails. This is a good thing when the backend is not under high load - after all, the error might be due to a momentary hiccup. However, when the load is high this will make the problem worse (in just the same way as the "human factor example").

There are also some things happening in the background on databases - like backups, or regularly scheduled maintenance / dataprocessing jobs.

This means that some online systems can seem to be running fine, with a steady load, and then something happens and within minutes they grind to a halt.

How well-behaving the system is depends on what functions it performs, and the behaviours of the users of the system.

BFBC2's custom backend software is well-behaved in most respects. The database suffers a bit from the problems described above - the step between "players are occasionally not getting stats" and "players are never getting stats" is smaller than theory would predict.


A closer look at the database itself

Somehow the stats database used to handle considerably more players back when it launched than now. In other words, reads/writes against the database takes more time to complete. There are two main reasons for this.

There are stats for much more players in the database now than back when we started. Databases are good and servicing requests like, "give me the contents for user with ID=1234, it is somewhere in that huge table", but performance does go down as the tables grow in size.

The tables themselves are becoming fragmented. Several years and several games ago, when the database administrators designed the database setup for the system, they asked what the priorities were for the database. The response was -- runtime performance; the database should be setup to be able to service as many reads/writes per second as possible. One deliberate tradeoff of the highest-performance setup they could create was that the database would gradually acquire small gaps in it. These gaps would not get reclaimed automatically. The amount of "lost" space in the database would grow over time, and after a while the lost space would result in performance loss (due to disk caches not being as efficient anymore). This is sorted out by taking the database offline once every couple of months and rebuilding it - thereby squeezing out all the gaps. However, due to some reason these regular rebuilds have not been happening for any BFBC2 title.


Defining the problem

The problem we will tackle is the following: the current player population is suffering from stats outages. That shouldn't be happening. Stats should be reliable with roughly the player numbers that we have now, plus a bit of headroom. We will not attempt to make it handle 100.000 concurrent users on a single backend.


Tackling the problem

One can attempt to make individual database accesses faster.

Taking the database offline, and rebuilding the tables.
This is certain to help. That is also the first thing that we will do. (And schedule new rebuilds whenever necessary in the future.)

Making disk cache sizes larger.
Memory is faster than disk, so if more of the database is kept in memory then accesses will go faster.
The PC and 360 database clusters have as much memory as is possible. The PS3 cluster has room for more memory though.
We will add it.

Redesigning the tables.
The table layout is not designed specifically for BFBC2; the same design is used by many other EA titles. Changing the design would improve performance for most requests by a fair bit. However, the time required for getting such a modification implemented, tested, and live is far too long.
We will therefore not do it.

Adding more machines to the database clusters.
One might think that doubling the number of machines in a database cluster will also double the performance of a cluster. In reality, all those machines need to coordinate their work with each other. Therefore, adding more machines only helps sometimes. In some cases, performance actually gets worse.
We will therefore not do it.

Moving to a newer Oracle version or another database altogether.
Again, the turnaround time for doing this to a live system is far too long.
We will therefore not do it.


Or one can reduce the amount of database accesses.

Making game clients request fewer stats.
The game client is already doing a small fetch before doing a full fetch (in case score/time or a couple other stats have changed). If the client doesn't update all the stats in its cache, the main menu will not be able to show the player's ingame progression correctly. It is perhaps possible to split the stats fetching into two portions - one portion for showing the most important stuff in the main menu (in the case of BC2 PC, the stats-related items in the main screen), and another portion for showing all the achievements/trophies etc.
It is under consideration.

Making the game servers cache stats for players.
The servers could have a cache like the game clients, but cache stats for many different players. This would help with people who play near-exclusively on one server. It is doubtful if it would make a difference (I don't have statistics on this, just guessing).
We will not do it.

Making the game servers request fewer stats.
Fetching fewer stats will make the game server unable to evaluate the full player progression.
We will therefore not do it.

Making the game servers write fewer stats.
If the game servers would write stats to the backend at each Nth round instead of at each round, then there would be fewer unique stats written. There is a tradeoff here - is there a risk that players lose their progression due to server crashes? - but N=2 or N=3 keeps both risk and impact very small.
We have already implemented this change for both consoles, and will implement it for PC.

Once one set of changes is in place, we will then reassess the situation. Etc.
 
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thought about reinstalling this game last night and trying out vietnam but i decided against it.

i'm already bored with monday night combat which is bad since today is it's 'official' PC launch day. but i guess i will just be patient and wait till they add the packs for level moding etc so i can mess with that and play other peoples maps.

thank god dead space 2 is released tomorrow & rift is out in march which i will most likely play
 

TheMailMan78

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thought about reinstalling this game last night and trying out vietnam but i decided against it.

i'm already bored with monday night combat which is bad since today is it's 'official' PC launch day. but i guess i will just be patient and wait till they add the packs for level moding etc so i can mess with that and play other peoples maps.

thank god dead space 2 is released tomorrow & rift is out in march which i will most likely play

When did they say they would allow level modding?
 

Bo$$

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thought about reinstalling this game last night and trying out vietnam but i decided against it.

i'm already bored with monday night combat which is bad since today is it's 'official' PC launch day. but i guess i will just be patient and wait till they add the packs for level moding etc so i can mess with that and play other peoples maps.

thank god dead space 2 is released tomorrow & rift is out in march which i will most likely play

if you have the vietnam key, i will happily buy it off you?
 
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xbonez

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Hey guys, I'm thinking of starting to play BFBC2 multiplayer, and getting away from CoD for a bit. I have a few questions, hopefully you guys can answer for me:

1. Is BF Vietnam an expansion, or an entirely new game?
2. If it is an entirely new game, would I better off getting it?
3. How active are the online servers? Is it reasonably quick to get into a game?
 

Black Haru

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Hey guys, I'm thinking of starting to play BFBC2 multiplayer, and getting away from CoD for a bit. I have a few questions, hopefully you guys can answer for me:

1. Is BF Vietnam an expansion, or an entirely new game?
2. If it is an entirely new game, would I better off getting it?
3. How active are the online servers? Is it reasonably quick to get into a game?

Vietnam is an expansion.
get both, they are cheap.
servers are plenty active, I get hundreds of populated servers when I search.
 
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