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ADIDAS Miembros clan
Hijo de Mordak
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04.02.2010, 18:53 offline Cita 

More of these maps names were found in some localization files from badcompany2 beta.

We already know of a few but here is the list so far


10 Multiplayer Maps:

PANAMA CANAL

Units in contact are being rotated out as a result of combat fatigue. Weeks of fighting have left the harbor in ruins and the surrounding area littered with destroyed equipment. Armored movement is hampered and deadly kill zones mare the ground. U.S Forces are staging an assault of the industrial port with the objective to seize, retain and exploit the area. Control of the canal will allow larger-scale Strategic Operations along the South West Pacific coast.

VALPARAISO VILLAGE

The American capture of Valparaiso is the next phase in their strategic plan to repel Russian Forces from Chile. Any U.S. invasion will inevitably consist of a land assault through the outlying jungle areas and an amphibious landing of infantry and armored forces along the coast. The U.S objective is the Power Station on the outskirts of the city. If the installation can be captured and services cut off, the liberation of the city will inevitably follow suit.

LAGUNA ALTA

Several days ago a large Russian counter attack overran U.S. Camp "Christopher" and destroyed a supply train carrying vital equipment. U.S Forces are mustering to recapture the area. They are trying to establish a buffer zone near the woodlands so their Battle Group can move unimpeded across the bridge connecting the opposing high ground. Intelligence reports and Recon patrols have exposed a large number of Russian troops and IFVs that have reinforced the camp since the attack occurred.

ISLA INOCENTES

U.S. Forces are desperate to open a supply route for an Armored Battle Group engaged in fighting further inland. A Russian Artillery base controls the area and counters any breakout actions launched. The base is well defended and has been successful in repelling previous attacks. Destruction of the base and control of the woodlands will allow U.S Amphibious Forces to land and open a second front, which is critical in their plan to liberate South America.

ATACAMA DESERT

A Russian Naval Group is preparing a massive amphibious assault. Defending the shore are 3 U.S fortifications and a string of artillery defenses. Should the Russians establish a beachhead and overrun U.S. positions, they will be free to advance further inland. With weather deteriorating and sandstorms approaching, U.S. Command has consolidated all available forces to meet the Russian threat. As a result of the open ground, a large-scale armor battle supported by attack helicopters seems likely.

ARICA HARBOR (ps3 beta map)

Following the results of the armor assault at Atacama, U.S Command insists on a similar action to capture the port of Arica. The assault group will launch a "break through" action directly at the Russian base. If the fight dictates, the Battle Group will cut directly through the town located on the axis of advance. Collateral damage is of no consequence. The Russian base must be destroyed in order to cross the desert and reach the port. Heavy casualties are expected on both sides.

WHITE PASS

As the weather has cleared and snowfall relented, Russian Forces are massing for an assault on White Pass and the satellite relay station located there. The local town has not been attacked, but Russian units have probed defenses in the surrounding woods. The sector has strategic value to U.S Forces as it allows control of inland routes. Should the area fall into Russian hands, a line of advance will present itself directly to Nelson Bay.

NELSON BAY

Winter has hit hard. The river has frozen allowing heavy equipment and personnel to operate throughout the sector. However, the extreme weather and surrounding woods make it unlikely that any assault will consist of heavy armor. Satellite reconnaissance indicates Russian Special Forces and airborne units have been pulled away from South America and are gathering on mass. A nighttime assault is eminent. Nelson Bay harbors an underground U.S submarine base that will be defended at all cost.

LAGUNA PRESA

The valley and surrounding mountains possess a strategic value in the battle for South America. Construction of the nearby Dam was halted when hostilities broke out, but its presence is still a significant factor. Airborne operations are limited but infantry assault supported by light armor vehicles is likely by both armies. U.S Forces are massing all available units to stage a defense and have wired the dam to prevent it from falling into Russian hands.

PORT VALDEZ (pc beta map)

Russian Forces are posed to attack the harbor in an attempt to seize the Trans Alaskan Pipeline. Without regard to arctic conditions, the area has been probed by Russian Pathfinders indicating an airborne assault is planned. U.S interrogation of captured Russian paras revealed that MBTs will be, or have been, airlifted into the area. All armor assets and attack helicopters are being diverted to the sector. No fallback exists for either side. This engagement will decide the outcome of the war.

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Powerful Miembros clan
Administrador
346 Mensajes
Registrado: 10.04.2009
12.02.2010, 17:34 offline Cita 

Thnks adidas por la info.

Aqui hay un link con info de los mapas, armas y vehiculos:

http://www.ultimateprestige.com/

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ADIDAS Miembros clan
Hijo de Mordak
57 Mensajes
Registrado: 13.04.2009
19.03.2010, 00:25 offline Cita 

Miren pues pa que armen bien sus kits

http://i.imgur.com/TbZAo.jpg

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Powerful Miembros clan
Administrador
346 Mensajes
Registrado: 10.04.2009
19.03.2010, 10:42 offline Cita 

HUYYYY que buenos datos, impresionante lo que hicieron en esa tabla.


Impresionante el daño de las AN94, m60, la pistola 1911 y la mp412.

Eso de magnum ammunition es un perk?

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OriON Miembros clan
Hijo de Mordak
77 Mensajes
Registrado: 12.04.2009
19.03.2010, 11:00 offline Cita 

Ahhh que maricada y yo no he podido jugar ni la primera vez que mierda!!!

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Guiltyx Miembros clan
Administrador
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Registrado: 10.04.2009
19.03.2010, 17:48 offline Cita 

Buen dato, la verdad no estabamos muy lejos creo

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KaTaN Miembros clan
Hijo de Mordak
56 Mensajes
Registrado: 12.04.2009
23.03.2010, 16:39 offline Cita 

Como siempre muy estudiado Adidas. Hobbit de primer grado :D.

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Powerful Miembros clan
Administrador
346 Mensajes
Registrado: 10.04.2009
25.03.2010, 11:16 offline Cita 

Por ahi se escucha que van a nerfiar el daño de la m60 :(

Ahora la moda es matar con carlos gustavo medio sever que dia con eso, tocara aprender

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KaTaN Miembros clan
Hijo de Mordak
56 Mensajes
Registrado: 12.04.2009
29.03.2010, 14:44 offline Cita 

La verdad es mejor esa arma es muy pero muy poderosa, ayer me jodieron en el segundo scrim a punta de esa vaina.

Un Ingeniero 1 a 1 contra un medico = FAIL.

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ADIDAS Miembros clan
Hijo de Mordak
57 Mensajes
Registrado: 13.04.2009
21.04.2010, 17:41 offline Cita 

Mas daticos mis perras

Esto es info clasificada :P, actualizada con el R7/R10(11)

------------------------

Wednesday, 21 April 2010

*
Bad Company 2
Battlefield Bad company 2 Chart.
The numbers listed are taken directly from the game code of the PC version.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Many things are subject to change or correction as I navigate through this new game engine.

The damage of automatic weapons for the 360/PS3 have a 1.25 multiplier against soldiers.
If the gun has a 2.1x headshot multiplier, assume that the body has a 1.25x multiplier.
Message Board thread with damage numbers reflecting the damage increase on consoles.

MARCH 19: Moved images to another free hosting account. Added Explosive Gadget chart.

MARCH 21: Changed "Recoil and Kick" to "Spray and Recoil" for the purpose of more suitable terms.

MARCH 24: Touch-ups here and there. Made the Range of weapons more obvious.

APRIL 08: Fixed error on the Carl Gustav Blast Radius.

APRIL 21: Update R7 and R10 have changed these things.
Update: The charts have been changed to reflect them. I think I got them all.

-----

The basics of any of the primary weapons are:
-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.

-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.

-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.

The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".

The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.

-Spread, Spray and Recoil
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.

The two in Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less. LMGs have a spread of 2.0.
The two in Spray are spread added to the weapon with each shot from the hip and sighted.
The two in Recoil are the weapon's sights jumping around with each shot when sighted.

"Kick" is the angle increase with each shot.
Higher "Amp" means a stronger kick based on the "Kick" number.
I don't know exactly how they equate, but from testing, I (currently) guess that the two are simply multiplied together.
Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).
They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.

Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.

Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.

In "Hardcore" players have 50 health and do not recover on their own.
Body Armor is only 62.5.

http://i1038.photobucket.com/albums/a461/heyden2/WEAPONS.png

A brief explanation for a few other numbers...
There are variables for each posture and again for each posture when sighted.
A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.

Weapons universally recover 3.0 degrees of spread per second.
As of Patch R7, LMGs recover 5.0 spread a second, resulting in greater accuracy with successive shots.
Spread and recoil are always recovering, even while firing, in between shots.
Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.

From the hip, crouching has little benefit for most weapons except for LMGs in which hip spread barely improves.
Crouching while sighted, most weapon subtracts 0.05 from its Amp.

-----

Explosive weapons behave quite differently between themselves.

Blast Damage is a single damage number (bottom number) that continues for a short distance (Red number).
After that, damage linearly drops to zero by it's maximum range (top number).
The Red Number, I'm not 100% certain that is how it is meant to be.

Against Armored Vehicles, explosive damage is modified every which way.
Against Tanks and APCs, the listed number is the damage done to their 1250 health.
The explosive icon means the vehicle takes it as explosive damage, the side hit does not matter.
The bullet icon means the vehicle takes it as projectile damage and hitting it in the rear or side will do extra damage based on the Vehicle Chart.
The Anti-Tank mine is sometimes capable of destroying tanks with only one mine, but it is not consistent.
The underside of vehicles seems extra vulnerable to damage.
Against lighter vehicles, most of these explosives will take them out in one hit.

Speed is simple - higher number, faster it goes.
Note that the AT4 starts off slow, but the guided engine can speed it up to 50 after a few seconds.
Also Note that the RPG-7 can speed up a bit if being guided by a Tracer Dart.

Detonation is a mix of things.
The time it takes to throw a grenade after pressing the button and the time it takes to explode.
The 40mm grenade takes 0.2 seconds before it will detonate, hitting something at less than about 10m will make it a dud.
A direct hit with the 40mm will still hit and kill an enemy.
The Tracer Dart lasts for 45 seconds after sticking to something.

Reload is the same as the Weapon Chart with the time it takes to reload and the time the ammo counter changes.
Also included is the time it takes to get one explosive of that type from the Assault's Ammo Box.

http://i986.photobucket.com/albums/ae345/HeyDen3/BOOM.png

-----

Vehicles are very uniform, each vehicle has many similar things to another of the same type.

All vehicles can generally be taken out with a single infantry rocket, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage.

There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.

There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation = Tank Cannon damage against another Tank is approximately 350 to the front.

http://i1038.photobucket.com/albums/a461/heyden2/VEHICLES.png

---

http://i986.photobucket.com/albums/ae345/HeyDen3/specs.png

While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:

The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.025 heat. Constantly fighting against that heat is a cooldown of 0.2.
The two combined with the rate of fire allows the Power Tool to fire 85 times over the course of 5.676 seconds.

It repairs 6.5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's 559 vehicle health repaired over 6~ seconds.
Holding the trigger for 6 seconds will cause the tool to overheat.

Originally, it took two seconds to recover from full heat and the tool had a two second overheat.
As of R7, the 0.2 cooldown requires five seconds to cool down from full heat and Overheating also takes five seconds.

For reference, All armored ground vehicles have 1250 health.

Also, the Repair Tool delivers 19.5 damage against enemies and enemy vehicles per "shot".

---
A feature of HMG_Bullet (used by the M95) is that it can damage lightly armored vehicles such as Jeeps and Helicopters.

All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).

---
Spotting, like the repair tool, uses "overheat" to prevent excessive Socialize use.
The player is capable of about five Socialize button presses in rapid succession before overheating and being inoperable for five seconds.
With the cooldown, the fastest continuous rate that a player can spot without overheating is once every two seconds.

-----

Precise changelog from R7 and R10.

AEK-971:
Damage is 14.3 at all ranges
XM8:
Range increased to 18 - 64m
F2000:
Damage is 12.5 at all ranges
AUG:
Range increased to 18 - 64m
AN94:
Long range damage increase to 16.7
M416:
Range increased to 18 - 64m
M16A2:
Damage is 14.3 at all ranges

ALL SMGs:
Range universally now at 18 - 42m
9A91:
Long range damage increased to 14.3

ALL LMGs:
Spread Recovery when Sighted is 5.0 per second, Minimum Hip spread increased to 2.5 and 4.0
PKM:
Long Damage decreased to 12.5, Spread Per Shot (Spray) when sighted increased to 0.5
SAW:
Spread Per Shot increased to 0.44
T88:
Close Damage increase to 16.7, Spread Per Shot increased to 0.5 (T88 and PKM are now essentially identical in power)
M60:
Damage decreased to 20 - 16.7, Spray increased to 0.6
XM8:
Close Damage decreased to 14.3, Spray increased to 0.43
MG36:
Spray increased to 0.43 (MG36 and XM8 are now essentially identical in power)
MG3:
0.0 Spread when sighted, Spray increased to 0.35

Bolt Action rifles:
Long range damage changed to 50, range adjusted to 10 - 36m
T88:
Range changed to 8 - 64, long damage changed to 25
SVU:
Range changed to 18 - 64, long damage changed to 28
VSS:
Nuttin'

M9:
Damage increased to 25 - 16.7, range changed to 12 - 42m
MP443:
Range changed to 12 - 42
1911:
Rate of fire decreased to 260 RPM
REX:
Long Damage increased to 33.4
M93r:
Damage greatly increased to 12.5 - 9.1

Thompson:
Range changed to 18 - 42m
G3:
Damage decreased to 20 - 19.5
Garand and M14:
Long Damage increased to 28

Buckshot:
Damage increased to 12.5 - 6.0, Range changed to 8 - 18m
Slug Pump Action:
Range changed to 10 - 36m
Slug Automatic:
Range changed to 8 - 64m
USAS:
Long Damage decreased to 28
Underbarrel Shotgun:
Damage decreased to 14.3, damage drops to 8.0, Range of 8 - 18m

40mm and Carl Gustav:
Lethal blast radius approximately 66% of original radius
Tracer Dart:
Speed increased to 300 (from 75)

Vehicle Reload Spec:
0.85x effect on reloading
Medic Heal Rate Spec:
15 health Per second
Marksman Accuracy Spec:
0.75x spread decrease
Motion Mine:
Stock of 3
BMD-3:
Takes 1.0x damage to front

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ADIDAS Miembros clan
Hijo de Mordak
57 Mensajes
Registrado: 13.04.2009
21.04.2010, 17:57 offline Cita 


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ADIDAS Miembros clan
Hijo de Mordak
57 Mensajes
Registrado: 13.04.2009
03.05.2010, 21:44 offline Cita 


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Powerful Miembros clan
Administrador
346 Mensajes
Registrado: 10.04.2009
08.05.2010, 14:32 offline Cita 

Huyy que cantidad de vainas :(

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