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Balancing vehicles
Forum » Battlefield Hardline » General Discussion
Joined: 1st Nov 2013
Rank: Knight of the Rose
Likes 13
27th Jan 2014

See for yourself:

Aircraft and Anti-Aircraft
1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.

2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.

3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.

4) Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.

5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.

6) Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.

7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.

Tanks and Anti-Tank
1) Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.

2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.

3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.

4) Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
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Joined: 7th Sep 2013
Rank: First Knight
Likes 96
27th Jan 2014


Joined: 18th Oct 2013
Rank: Knight of the Rose
Likes 9
27th Jan 2014

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Joined: 30th Sep 2013
Rank: Lord of the Rose
Likes 21
27th Jan 2014

woot the nerf to MAA we all been waiting for which will mostly help out chopper pilots but help me out even more in the jet!!

Last Edit: 27th Jan 2014 by Vichasx
Joined: 5th Jan 2014
Rank: --
Likes 8
27th Jan 2014


Joined: 30th Nov 2013
Rank: Knight of the Rose
Likes 17
27th Jan 2014

This was needed with the repair nerf for aircraft. Choppers were basically flying balsa wood with 2 engineers repairing. Jets on the other hand still need some balancing. The Mobile AA was the only real defense against it with infantry AA having no chance to hitting it with the crap range. Not to say that this will upset that balance too much as jet pilots run away at the first hint of damage.

I have some mixed feeling about the SLAMs. I just stared using them and they are very effective, but I can see why they would get nerfed simply because they were more effective taking out vehicles then anti-vehicle mines.
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