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	<title>TuG Team Community Forum News</title>
	<description>News from the TuG Team Community Forums</description>
	<link>http://forums.tugteam.com</link>
	<pubDate>Tue, 17 Apr 2012 02:31:34 +0000</pubDate>
	<ttl>15</ttl>
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		<title>Medal of Honor Warfighter</title>
		<link>http://forums.tugteam.com/index.php?/topic/5627-medal-of-honor-warfighter/</link>
		<description><![CDATA[New Game Play:<br />
<br />
<a href='http://thegamershub.net/2012/04/medal-of-honor-warfighter-gameplay-trailer/' class='bbc_url' title='External link' rel='nofollow external'>http://thegamershub.net/2012/04/medal-of-honor-warfighter-gameplay-trailer/</a><br />
<br />
On Par with "BF3"<br />
<br />
<a href='http://mp1st.com/2012/04/13/medal-of-honor-warfighter-on-par-with-battlefield-3-devs-spending-a-lot-of-time-on-console/' class='bbc_url' title='External link' rel='nofollow external'>http://mp1st.com/2012/04/13/medal-of-honor-warfighter-on-par-with-battlefield-3-devs-spending-a-lot-of-time-on-console/</a>]]></description>
		<pubDate>Tue, 17 Apr 2012 02:31:34 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5627-medal-of-honor-warfighter/</guid>
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		<title>EA/DICE selling  unlocks</title>
		<link>http://forums.tugteam.com/index.php?/topic/5624-eadice-selling-unlocks/</link>
		<description><![CDATA[<a href='http://store.origin.com/store/eaemea/search/?keywords=BF3DLC' class='bbc_url' title='External link' rel='nofollow external'>http://store.origin.com/store/eaemea/search/?keywords=BF3DLC</a><br />
<br />
<br />
this got to be the most pile of crap ea/dice has ever done whats the point of buying a game now from EA and people get to buy every unlock when a game has just released is there any point playing FPS games anymore...........mears well go back to playing World Of Warcraft or back to go playing EVE online]]></description>
		<pubDate>Tue, 03 Apr 2012 13:35:27 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5624-eadice-selling-unlocks/</guid>
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		<title>xbox tags</title>
		<link>http://forums.tugteam.com/index.php?/topic/5623-xbox-tags/</link>
		<description><![CDATA[hey guys. long time no see. i hope you guys are doing alright? i don't have a pc at the moment, i'm playing battlefield 3 on my xbox 360, so i'd like to add the ones of you who have got an xbox. i know of Atomic being active on xbox live. anyone else?<br />
<br />
-David]]></description>
		<pubDate>Fri, 30 Mar 2012 22:42:01 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5623-xbox-tags/</guid>
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		<title>PC Battlefield Update Goes Live Today!</title>
		<link>http://forums.tugteam.com/index.php?/topic/5621-pc-battlefield-update-goes-live-today/</link>
		<description><![CDATA[<em>The PC Battlefield 3 update goes live today. It includes a smattering of fixes, tweaks, and additions. Read on for the full details.</em><br />
<br />
Today, we are rolling out the big Spring game update for Battlefield 3 on PC! The focus of this massive package is to make the game more stable, fairer, and more balanced. You can find a comprehensive change list in <a href="http://blogs.battlefield.com/2012/03/game-update-will-drop-on-the-27th-of-march-for-playstation-3-xbox-360-and-pc-will-come-soon/" target="_blank">this earlier post</a>.<br />
<br />
The ~1.6GB update will start rolling out at around 9AM UTC / 11 AM CET March 29. Below are some of the highlights.<br />
<br />
<strong>New and improved commo rose<br />
<img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/ComRoseIngame.png" alt="" width="640" height="189" /><br />
</strong><br />
<br />
This update sees a number of improvements to the commo rose on PC, partially based on feedback from the community. Some of the tweaks we have made are detailed below:<br />
<br />
<em>New global call-outs</em><br />
We have added a number of new commo rose call-outs that you can make to the entire team whenever you want. Where you previously had to look at a Support player to get the option to request ammo, you can now use the commo rose at any time to request ammo, health, or repairs. Using these requests will trigger appropriate icons on the minimap.<br />
<br />
<em>Moved orders to commo rose</em><br />
We moved orders so that they are now exclusive to the commo rose. This means that you will no longer accidentally place an order when you in reality wanted to spot an enemy standing near a flag, for example.<br />
<br />
<em>Improved mouse handling</em><br />
The mouse movement is now always tracked from the center of the commo rose, to make navigation more intuitive.<br />
<br />
<em>Quicker activation</em><br />
You now activate a call-out simply by releasing Q, which should be snappier than the previous implementation.<strong> </strong><br />
<br />
<em>Improved readability</em><br />
We tweaked the layout and design of the commo rose to improve readability and give clearer and quicker confirmation of which call-out is currently highlighted.<br />
<div id="attachment_3336"><img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/callout.jpg" alt="" width="137" height="201" />Look for these flashing icons on the mini map. They mean your team mates are trying to tell you something!<br />
<br />
</div>
The available call-outs in the commo rose is context sensitive and will change depending on what you are currently doing in the game – for example, vehicles and infantry each have separate call-outs. Each function should trigger appropriate voice messages as well as icons on the minimap for increased team play possibilities. Players should keep an eye on the minimap for these icons. If you see them flashing, a team mate is requesting aid via the commo rose.<br />
<br />
<strong>Improved minimap</strong><br />
After listening to community feedback, we have implemented alternative new ways to display the minimap. You can now choose between <em>Map, Satellite</em> or <em>Hybrid</em> view mode.<br />
<br />
<em>Map</em> mode shows the most important tactical geometries such as buildings, objects, roads and water.<br />
<br />
<em>Satellite </em>mode displays a top-down photograph of the level for increased terrain detail.<br />
<br />
<em>Hybrid</em> mode combines the <em>Satellite</em> view with a <em>Map</em> overlay, offering a mix of quick tactical awareness and terrain detail.<br />
<br />
You can change the minimap mode on the fly by pressing [B] (this key is mappable). You can set your preferred default map mode in the Options menu, where you can also alter the opacity level for the satellite textures. See below for an example of how these map displays compare.<br />
<div id="attachment_3429"><a href="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/Minimap-Modes-2.png" target="_blank"><img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/Minimap-Modes-2-640x209.png" alt="" width="640" height="209" /></a>Select the minimap display that suits your map and play style.<br />
<br />
</div>
<strong>Beep beep! We have horns!</strong><br />
Yes! We have added horns to all jeeps in the game! Nothing says “Get in and man the machine gun so we can take back the airfield!” like three short beeps of the horn. Just press [SPACE] to make your presence known to friendly forces. Warning: Beeping also heard by opposition. Suggest limiting beeping when in enemy territory to keep vehicle in working order. This feature is also present in the PlayStation 3 update that went live yesterday (activated by L1).<br />
<br />
<strong>Giving all players IR flares</strong><br />
To balance the battlefield and give budding pilots a fighting chance from day 1, we are now giving IR flares to all players. These will be automatically available to you in all air vehicles in the game. So if you’ve had a hard time staying up in the air previously, it should be easier to dodge incoming threats from now on. We hope this small but significant change will mean more players take to the skies and mix up their play style. This feature is also present in the PlayStation 3 update that went live yesterday.<br />
<br />
<strong>More awards for skillful heli flying</strong><br />
One of the balancing items we have done in this game update is to better reward skillful heli pilots. To do this, we have increased the pilot’s score for transporting passengers who make kills from the heli. The assist score for heli pilots is now 50 points/kill. In a fully loaded transport, four passengers who make 1 kill each will give the pilot a sum total of 200 points. This balancing change is also present in the PlayStation 3 update that went live yesterday.<br />
<br />
<strong>Making the SOFLAM a passive income gadget</strong><br />
The Recon gadget SOFLAM (laser target painter) has been given a new feature. Now, when a Recon player places it and then leaves it, it will continue to paint targets entering its area of control, continuously giving the Recon player a passive points income. This means a Recon player can place a SOFLAM in a strategic position, then leave it to find a good sniping spot. Combined with fixing a few scoring error in the SOFLAM, it should now be a much more viable source of experience points for Recons. This balancing change is also present in the PlayStation 3 update that went live yesterday.<br />
<br />
<strong>Suppressing is team play, too!</strong><br />
Another balancing change that reflects how we want every player to be able to contribute to the overall effort is the lowered threshold for achieving the Suppression Ribbon. From a previous requirement of 7, players now only need to perform 3 suppressions in a game to be rewarded the Suppression Ribbon. This means the Support Kit player can rack up scores by skillful use of his LMG. We’ve always know suppression helps  – now we are more generously rewarding those team players who help disorient the enemy so we can move in for the kill. This balancing change is also present in the PlayStation 3 update that went live yesterday.<br />
<br />
<strong>New to the game? Get a flying start with our new shortcut items</strong><br />
<img title="Shortcut" src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/Shortcut-Items.jpg" alt="" width="512" height="256" /><br />
<br />
Today, we are also offering 10 different shortcut items for sale for Battlefield 3 on PC. If you’re new to the game, this is the perfect way to gain some ground on the veterans online. Or if you’d love to get your hands on those AA missiles for jets instantly, this is for you.<br />
<br />
The 10 shortcut items are available now from Origin and include:<br />
<br />
<em>Kit Shortcut Bundle: </em>Immediately unlocks all items unique to the four playable classes<em><br />
Vehicle Shortcut Bundle: </em>Immediately unlocks all items for all vehicles<em><br />
The Ultimate Bundle: </em>Immediately unlocks all items from all other available shortcut packs<br />
<br />
We hope you enjoy the contents of this game update. As always , had to the Battlelog forums or discuss the update with us right here on the blog. See you on the battlefield!<br><br><a href="http://www.tugteam.com/2012/03/pc-battlefield-update-goes-live-today/">Read the full story here</a></p>]]></description>
		<pubDate>Thu, 29 Mar 2012 09:31:03 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5621-pc-battlefield-update-goes-live-today/</guid>
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		<title>Takedown</title>
		<link>http://forums.tugteam.com/index.php?/topic/5618-takedown/</link>
		<description><![CDATA[<a href='http://www.kickstarter.com/projects/355932838/crowdsourced-hardcore-tactical-shooter' class='bbc_url' title='External link' rel='nofollow external'>http://www.kickstarter.com/projects/355932838/crowdsourced-hardcore-tactical-shooter</a><br />
<br />
Interesting]]></description>
		<pubDate>Tue, 27 Mar 2012 18:32:26 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5618-takedown/</guid>
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		<title><![CDATA[Game Update for PS3 - 27th March. PC &#38; Xbox360 Coming Soon]]></title>
		<link>http://forums.tugteam.com/index.php?/topic/5616-game-update-for-ps3-27th-march-pc-xbox360-coming-soon/</link>
		<description><![CDATA[We’ve been hard at work collecting and working on your feedback and suggestions, and are now happy to report that the next patch for Battlefield 3 <strong>will be released for PlayStation 3 on the 27th of March.</strong> More information on Xbox 360 and PC will come soon.<br />
<br />
This patch includes many gameplay tweaks and balances; several suggested by you. The full list of changes and updates is as follows. This update will also bring the “Rent a Server” functionality to Xbox 360 and Playstation 3. For more updated information on this functionality, check back next week.<br />
<br />
&nbsp;<br />
<br />
<strong>FIXES FOR PC SERVER OPERATION</strong><br />
- Having the same map occur multiple times in the maplist now works properly<br />
- If adding a new map to the servers maplist after a clear and then running “mapList.runNextRound” the server will ignore any remaining rounds on the map that it still run since before the clear and move to the new first map in the list. The server will now have reset the current rounds per map and run the map in the list for the number of rounds stated when adding the map.<br />
- Maplist can contain up to 1000 entries now<br />
- mapList.list will return at most 100 entries. To get the entire list, perform mapList.list repeatedly with increasing offsets (like banList.list)<br />
<br />
<strong>GENERAL GAMEPLAY FIXES</strong><br />
-Players should no longer take fall damage from short falls.<br />
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.<br />
-Fixed some situations that would unintentionally make a player unrevivable.<br />
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.<br />
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.<br />
-Spawn protection will no longer be canceled by the player looking around.<br />
-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.<br />
-Increased the inaccuracy and recoil added when a player is fully suppressed.<br />
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.<br />
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.<br />
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.<br />
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.<br />
-Increased the effectiveness of Suppression Resist Specialization.<br />
-Parachutes now respond to turn and throttle inputs more quickly.<br />
-Switching from primary weapons to sidearms and back now takes less time.<br />
-Increased the effectiveness of explosive resistance.<br />
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.<br />
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.<br />
-Fixed several issues with vaulting objects, especially for thin railings.<br />
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.<br />
-CRAM weapons on Carriers now count towards stationary weapon awards.<br />
<br />
<strong>VEHICLE FIXES<br />
</strong>-The A10 properly gives Jet score again.<br />
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.<br />
-Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.<br />
-Slightly reduced the repair speed of the repair tool.<br />
-Increased the damage done by TOW weapons to armored vehicles.<br />
-Increased the rate of fire and minimum damage of the Coax HMG.<br />
-Increased the damage mounted gunner .50cal HMGs do at long range.<br />
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.<br />
-Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.<br />
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.<br />
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.<br />
-Slightly reduced the locking time of all weapons vs Laser Designated targets.<br />
-Laser Guided missiles can now be distracted by Flares.<br />
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.<br />
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.<br />
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.<br />
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.<br />
-Flares now more reliably distract missiles, especially for Helicopters.<br />
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.<br />
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.<br />
-AA Missiles should no longer kill the pilot instead of the vehicle.<br />
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.<br />
-Reduced the damage AA missiles do to jets to 45%.<br />
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.<br />
-The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.<br />
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets.<br />
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.<br />
-Increased RPG and SMAW damage against aircraft.<br />
-Guided Rockets will now only track ground targets, as originally intended.<br />
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.<br />
-Helicopter guns should now suppress correctly.<br />
-Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided.<br />
-Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters.<br />
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.<br />
-The Mi28 has received upgrades to its climbing and yawing abilities.<br />
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.<br />
-Improved the accuracy of the Mi28 gun to match the AH1 gun.<br />
-Increased the direct hit damage of the APFSDS rounds for the IFVs.<br />
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.<br />
-Miniguns and Helicopter Gunners now more quickly destroy parked cars.<br />
-Increased the power of explosions from cars and other explosive static objects.<br />
-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.<br />
-Adjusted the F35′s Center of Mass and Hover Engine for more stable, level flight in all flight modes.<br />
-Updated the F35 weapon systems to be consistent with the other Jets.<br />
-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.<br />
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.<br />
-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.<br />
-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.<br />
-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).<br />
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.<br />
-Jet and Helicopter collisions should now properly result in the death of both vehicles.<br />
-You can now spot with the EOD bot.<br />
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.<br />
-Reduced the damage AA guns (both mobile and stationary) do to infantry.<br />
-The carrier based CRAM stations are now properly tracked as stationary weapons.<br />
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.<br />
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.<br />
-The A10′s extinguisher should now function properly.<br />
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.<br />
-The T90′s crosshair now more accurately represents the trajectory of the main gun.<br />
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.<br />
-The AAV now has zoom and a 3P camera when using the turret.<br />
-Tweaked the AAV’s turret controls to be more useful when the vehicle is moving.<br />
-The Z11w now properly functions with Below Radar.<br />
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.<br />
-Added Horns to all Jeeps.<br />
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.<br />
<br />
<strong>WEAPONS<br />
</strong><em>Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun</em><br />
<br />
-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.<br />
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.<br />
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.<br />
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.<br />
-The M26 MASS frag and slug rounds are now the more effective pump action versions.<br />
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.<br />
-Fixed the bolt action timer on the L96 that would cause an animation glitch.<br />
-9x39mm rounds no longer benefit from the Sniper headshot bonus.<br />
-Increased the damage of the 9x39mm rounds at long range.<br />
-Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.<br />
-Increased the damage of the .357 and .44 magnum rounds at max range.<br />
-All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.<br />
-Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.<br />
-Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.<br />
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.<br />
-The spread for Flechette rounds has been reduced slightly on all shotguns.<br />
-The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.<br />
-Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.<br />
-Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.<br />
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.<br />
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.<br />
-Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.<br />
-Fixed 12g FRAG rounds not breaking glass at long range.<br />
-Players can now earn the shotgun Ribbon using the M26 MASS.<br />
-The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.<br />
-Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.<br />
-Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.<em><br />
</em>-M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.<br />
-RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27′s higher rate of fire.<br />
-M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.<br />
-Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.<br />
-PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.<br />
-M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.<br />
-M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.<br />
-QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.<br />
-MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.<br />
-870: No change. The 870 is a popular and highly effective weapon.<br />
-DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.<br />
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.<br />
-S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.<br />
-MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.<br />
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.<br />
-M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.<br />
-M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.<br />
-AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.<br />
-SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.<br />
-A91: No Change. The A91′s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.<br />
-G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.<br />
-SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.<br />
-G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.<br />
-QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats.<br />
-AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.<br />
-M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.<br />
-M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.<br />
-M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.<br />
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role.<br />
-F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.<br />
-AN94: Reduced vertical recoil. The AN94′s 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.<br />
-G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3′s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.<br />
-KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.<br />
-L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.<br />
-FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.<br />
-PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.<br />
-UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.<br />
-MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.<br />
-AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.<br />
-PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.<br />
-P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.<br />
-PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19′s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.<br />
<br />
<strong>SCOPES</strong><br />
-Fixed the 7x scope not zooming to the full 7x on all weapons.<br />
-Corrected the M39′s laser sight so it points at the point of impact and aligns with scopes when zoomed.<br />
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.<br />
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.<br />
-The L96 Straight Pull bolt now functions properly.<br />
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.<br />
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.<br />
-Tweaked IRNV to be more consistent across all levels.<br />
-Fixed a rendering issue with IRNV view when taking damage.<br />
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).<br />
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule<br />
<br />
<strong>BIPOD</strong><br />
-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.<br />
-The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.<br />
-Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod’s bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation.<br />
<br />
<strong>HEAVY BARREL</strong><br />
-The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.<br />
-A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value.<br />
-Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.<br />
-The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.<br />
-The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.<br />
<br />
<strong>IRNV FIXES</strong><br />
-Tweaked IRNV to be more consistent across all levels.<br />
-Fixed a rendering issue with IRNV view when taking damage.<br />
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).<br />
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.<br />
<br />
<strong>FOREGRIP</strong><br />
-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.<br />
-A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.<br />
<br />
<strong>LASER SIGHT<br />
</strong>-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.<br />
-The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.<br />
<br />
<strong>SUPPRESSOR<br />
</strong>-The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.<br />
-The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor’s bonus for all weapons.<br />
-The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value.<br />
-Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.<br />
<br />
<strong>FLASH SUPPRESSOR</strong><br />
-The Flash Suppressor no longer reduces accuracy for Automatic Fire.<br />
-The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.<br />
-A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.<br />
<br />
<strong>GADGETS</strong><br />
-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.<br />
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.<br />
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.<br />
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.<br />
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed “KILLED.”<br />
-The MAV can no longer be used as an elevator.<br />
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.<br />
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.<br />
-Players may now use their knife to destroy enemy equipment.<br />
-C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.<br />
-The player may now have a maximum number of mines which will persist after the player’s death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.<br />
-Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.<br />
-Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.<br />
-Ammobags now stay until the user redeploys them like Medkits.<br />
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.<br />
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.<br />
-Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.<br />
-Slightly increased the heal rate of the Medical Crate.<br />
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)<br />
-The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.<br />
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.<br />
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.<br />
<br />
<strong>TEAM DEATHMATCH</strong><br />
-Fixed a bug where players would spawn close to the enemy team at the start of the round.<br />
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.<br />
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.<br />
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.<br />
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.<br />
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.<br />
-Caspain Border spawn zones have been tweaked slightly.<br />
<br />
<strong>SQUAD DEATHMATCH</strong><br />
-Fixed a bug where players would spawn close to the enemy team at the start of the round.<br />
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map<br />
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.<br />
-Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest.<br />
<br />
<strong>DISABLE ANTI-ALIASING ON PS3 TO REDUCE INPUT LAG</strong><br />
PlayStation 3 players may now turn off anti-alias in the options menu to reduce input lag.<br />
<br />
<strong>IMPROVED COMMO-ROSE FOR PC<br />
</strong><img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/commorose1-640x164.jpg" alt="" width="640" height="164" /><br />
<br />
As has been rumored for some time, we are making some improvements to the commo-rose on PC. This is partially based on feedback from the community.<br />
<br />
Please be aware that the commo-rose will change depending on your current position – vehicles and infantry each have separate call outs. Each function should trigger appropriate voice messages as well as icons on the mini map.<br />
<br />
<img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/callout.jpg" alt="" width="137" height="201" /><br />
<br />
Each button should trigger appropriate voice messages as well as icons on the mini map.  Players should keep an eye on the mini map for these icons that will flash when a team mate is requesting aid via the commo-rose.<br />
<br />
<strong>IMPROVEMENTS TO MINIMAP</strong><br />
we are also adjusting the level of detail to give a clearer picture for players when using the mini-map.<br />
The three new mini map modes are:<br />
<strong><img src="http://blogscdn.battlefield.com/wp-content/uploads/2012/03/minimaps1.jpg" alt="" width="585" height="313" /></strong><br><br><a href="http://www.tugteam.com/2012/03/game-update-for-ps3-27th-march-pc-xbox360-coming-soon/">Read the full story here</a></p>]]></description>
		<pubDate>Sat, 24 Mar 2012 12:46:36 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5616-game-update-for-ps3-27th-march-pc-xbox360-coming-soon/</guid>
	</item>
	<item>
		<title><![CDATA[Forum &#38; Gallery Updated]]></title>
		<link>http://forums.tugteam.com/index.php?/topic/5614-forum-gallery-updated/</link>
		<description><![CDATA[This afternoon I have updated our Forum & Gallery software with a major update to v3.3.0 for the forums.<br />
<br />
There are a ton of new features which are too long to list here, but please check out the link below if you fancy a read! <img src='http://forums.tugteam.com/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':)' /><br />
<br />
<a href='http://www.invisionpower.com/suite/whats_new.php' class='bbc_url' title='External link' rel='nofollow external'>http://www.invisionpower.com/suite/whats_new.php</a><br />
<br />
If you find any problems, then please as always let me know in this thread & I'll take a look.<br />
 <br />
Thanks]]></description>
		<pubDate>Fri, 23 Mar 2012 17:18:20 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5614-forum-gallery-updated/</guid>
	</item>
	<item>
		<title>New 2012 Website - Forum Comments now Live</title>
		<link>http://forums.tugteam.com/index.php?/topic/5613-new-2012-website-forum-comments-now-live/</link>
		<description><![CDATA[I have now finally got the Comments working from the main site, so that when a new Item/Post is made to the main website, a corresponding post will also be made in the forums with the full content and a link back to the Item/Post on the main page.<br />
<br />
You guys can then all comment on the post as a normal reply in the forum, and it'll be visible on the main site under the post!<br />
<br />
Everything appears to be working as expected, but please let me know if you find any problems.<br />
<br />
The 1st Item/Post has already been made to the main site/forum comments - <a href='http://www.tugteam.com/2012/03/eadice-3-new-expansion-packs-announced-2/' class='bbc_url' title='External link' rel='nofollow external'><strong class='bbc'>here</strong></a>]]></description>
		<pubDate>Wed, 07 Mar 2012 14:27:33 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5613-new-2012-website-forum-comments-now-live/</guid>
	</item>
	<item>
		<title>EA/DICE: 3 New Expansion Packs Announced</title>
		<link>http://forums.tugteam.com/index.php?/topic/5612-eadice-3-new-expansion-packs-announced/</link>
		<description><![CDATA[<div align="center"><img src="http://ea.gamespress.com/artwork/591723a297b6f408/logos/EACORPlogoSMALLrgb_small.jpg" alt="" width="100" border="0" /></div>
<div align="center">EA ROLLS OUT THREE THEMED EXPANSION PACKS FOR MULTI-PLATINUM BATTLEFIELD 3</div>
<div><br />
<h5 align="center"><strong>As Fans Continue to Devour the First Expansion Pack, Battlefield 3: Back to Karkand, DICE Announces Three New Packs that Expand the Smash Hit with New Modes, Maps and Weapons</strong></h5><br />
<strong>Guildford, UK. – March 7, 2012 – </strong>The <em>Battlefield™</em> army is over 12 Million strong and growing every day as <em>Battlefield 3™ </em>and its first expansion, <em>Battlefield 3:</em> <em>Back to Karkand</em> continues to recruit gamers around the world with its dynamic sandbox gameplay and state-of-the-art technology. Today, DICE, an Electronic Arts Inc. (NASDAQ: EA) studio, demonstrates its ongoing commitment to fans by unveiling three new themed digital expansion packs* that will enhance the superior <em>Battlefield</em> experience with fresh and innovative gameplay, new modes, unique environments and more ways to wage all-out-war on the battlefield. Powered by the <strong><em>Frostbite™ 2</em></strong> engine, the next expansion packs are: <strong><em>Battlefield 3:</em></strong> <strong><em>Close Quarters</em></strong> in June,<strong><em>Battlefield 3:</em></strong> <strong><em>Armored Kill</em></strong> in the fall, and <strong><em>Battlefield 3:</em></strong> <strong><em>End Game </em></strong>in the winter.<br />
<ul><br />
	<li><strong><em>Battlefield 3:</em></strong> <strong><em>Close Quarters</em></strong> – In <em>Battlefield 3:</em> <em>Close Quarters</em>, players are dropped into a frantic, infantry-only theatre of war.<em>Frostbite 2</em> high definition destruction makes the environment come alive as everything from furniture to plaster gets shot to pieces. Players will feel the intensity of the world exploding around them as rubble and broken pieces pile up on the floor, while tight level design and vertical gameplay create a highly competitive environment.<em>Battlefield 3:</em> <em>Close Quarters</em> also introduces new weapons, assignments and unique dog tags to bring back to the base game.</li><br />
</ul><br />
<ul><br />
	<li><strong><em>Battlefield 3:</em></strong> <strong><em>Armored Kill</em></strong><em>– </em>Following the tight infantry gameplay of <em>Battlefield 3:</em> <em>Close Quarters</em>, DICE will release <em>Battlefield 3:</em><em>Armored Kill </em>that ups the ante for vehicular mayhem as only <em>Battlefield</em>can do. Featuring new driveable tanks, ATVs, mobile artillery and more, <em>Battlefield 3:</em> <em>Armored Kill</em> also delivers huge battlefields for an all-out vehicle assault, including the biggest map in <em>Battlefield</em> history.</li><br />
</ul><br />
<ul><br />
	<li><strong><em>Battlefield 3:</em></strong> <strong><em>End Game</em></strong> – The fourth expansion pack will ship in the winter but details remain tightly guarded.</li><br />
</ul><br />
Patrick Bach, Executive Producer, <em>Battlefield 3 </em>said, “Instead of delivering piecemeal map packs, we’re giving players a completely new experience with every themed expansion pack to keep the action fresh. Our expansions are designed to excite our large and active fan base while attracting new recruits with gameplay that is dynamic and unpredictable every time.”<br />
<br />
<em>Battlefield 3</em> is supported by a robust, and completely free social platform called <strong><em>Battlelog</em></strong> that invites players to compete, communicate and play with friends. Gamers track personal stats, compare against other players and join a platoon in an effort to dominate the battlefield. To add to the competitive fervor, a fully integrated rent-a-server program for console players will be available for gamers to play online with friends the way they want to play in either private, public, ranked or unranked matches. For more information about these enhancements and future plans for <em>Battlelog</em>, please visit <a href="http://www.battlefield.com/" target="_new">www.battlefield.com</a>.<br />
<br />
Since its launch on Oct. 28th, <em>Battlefield 3</em> has quickly become the fastest selling title in EA’s 20+ year history selling more than 12 Million units since release. Lauded by game critics worldwide for its compelling single player campaign, intense co-op missions and its addictive and world class multiplayer, <em>Battlefield 3</em> has won more than 120 awards including IGN.com’s “Best Multiplayer Game of 2011.”<br />
<br />
<em>Battlefield 3 </em>is available now in North America and Europe for the Xbox 360® videogame and entertainment system, PlayStation®3 computer entertainment and PC.<br />
<br />
For the latest news on <em>Battlefield </em>please visit<a href="http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.facebook.com%2Fbattlefield&esheet=50050372&lan=en-US&anchor=http%3A%2F%2Fwww.facebook.com%2Fbattlefield&index=3&md5=21aec5e8018ab453b185a1b1f034a657" target="_blank">http://www.facebook.com/battlefield</a>, follow us on Twitter® at<a href="http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.twitter.com%2Fbattlefield&esheet=50050372&lan=en-US&anchor=www.twitter.com%2Fbattlefield&index=4&md5=b8ce9b2bbd60aa07b3ff7c5408caa1cf" target="_blank">www.twitter.com/battlefield</a> or sign up for the official <em>Battlefield</em>newsletter at <a href="http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.battlefield.com%2F&esheet=50050372&lan=en-US&anchor=www.battlefield.com&index=2&md5=554497e62a532558d5bef29f205f8955" target="_blank">www.battlefield.com</a>. Press assets for <em>Battlefield 3</em> are available at <a href="http://www.eagames.co.uk/press" target="_new">www.eagames.co.uk/press</a>.<br />
<ul><br />
	<li>Content and release dates subject to change. Expansion pack prices to be announced when released.</li><br />
</ul><br />
</div><br><br><a href="http://www.tugteam.com/2012/03/eadice-3-new-expansion-packs-announced-2/">Read the full story here</a></p>]]></description>
		<pubDate>Wed, 07 Mar 2012 14:20:50 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5612-eadice-3-new-expansion-packs-announced/</guid>
	</item>
	<item>
		<title><![CDATA[New 2012 Website - Server &#38; BF3 Stats Pages Live]]></title>
		<link>http://forums.tugteam.com/index.php?/topic/5609-new-2012-website-server-bf3-stats-pages-live/</link>
		<description><![CDATA[Hi All,<br />
<br />
I have been busy doing some updates to the main website this weekend and have a couple of great additions.<br />
<br />
First off we have a new <strong class='bbc'>Server</strong> page which details our TS3 & BF3 server details & secondly we have a new BF3 Leaderboard/Stats page which has all our members added. You can click on a players name to get a full list of all their stats or alternatively link through to <strong class='bbc'>BF3stats.com</strong> (this is where we are pulling the stat info from) or link through to the players stats on <strong class='bbc'>Battlelog</strong>.<br />
<br />
Please give any feedback/issues you have on the new pages here in this thread, thanks. <img src='http://forums.tugteam.com/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':)' /><br />
<br />
I will hopefully be adding some additional pages to the site in the coming weeks as time allows.]]></description>
		<pubDate>Sun, 04 Mar 2012 15:31:14 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5609-new-2012-website-server-bf3-stats-pages-live/</guid>
	</item>
	<item>
		<title>Confirmed Fixes and tweaks so far</title>
		<link>http://forums.tugteam.com/index.php?/topic/5608-confirmed-fixes-and-tweaks-so-far/</link>
		<description><![CDATA[Confirmed Fixes and tweaks so far -<br />
<pre class='prettyprint'>
&#91;b&#93;	Confirmed Fixes and tweaks so far&#91;/b&#93;



&#91;url="http&#58;//battlelog.battlefield.com/bf3/user/zh1nt0/"&#93;&#91;img&#93;http&#58;//www.gravatar.com/avatar/30fc10909b6d6e7cf620eadbcc7fa98b?s=22&d=http%3A%2F%2Fbattlelog-cdn.battlefield.com%2Fpublic%2Fbase%2Fshared%2Fdefault-avatar-22.png%3Fv%3D7909&#91;/img&#93; &#91;/url&#93;
By: &#91;url="http&#58;//battlelog.battlefield.com/bf3/user/zh1nt0/"&#93;zh1nt0&#91;/url&#93; &#91;img&#93;http&#58;//battlelog-cdn.battlefield.com/public/common/common-square.png?v=380&#91;/img&#93; Posted:  1 week ago &#91;img&#93;http&#58;//battlelog-cdn.battlefield.com/public/common/common-square.png?v=380&#91;/img&#93; &#91;url="http&#58;//battlelog.battlefield.com/bf3/news/view/2832654779195992365/1/true/"&#93;7137 comments&#91;/url&#93;
Hello everyone!
We would like to share some of the confirmed fixes and tweaks that we have been working on to the Community. &#91;b&#93;&#91;i&#93;Note that this is still not a full update list&#91;/i&#93;&#91;/b&#93; and there will be more information on this as we go forward. Also please remember that the content in this list might be changed but of course, we will also keep you in the loop about this. While there still is no ETA on the patch, we´re still working on improving online gameplay for all of our dear community members. So far, this list is for all three platforms (Xbox 360, PS3 and PC)
&#91;b&#93;GENERAL GAMEPLAY FIXES: &#91;/b&#93;

-Players should no longer take fall damage from short falls.
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.
-Fixed some situations that would unintentionally make a player unrevivable.
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.
-Spawn protection will no longer be canceled by the player looking around.
-Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.
-Increased the inaccuracy and recoil added when a player is fully suppressed.
-Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.
-Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.
-Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.
-Attempting to Crouch (like Prone) will now properly interrupt Sprint.
-Increased the effectiveness of Suppression Resist Specialization.
-Parachutes now respond to turn and throttle inputs more quickly.
-Switching from primary weapons to sidearms and back now takes less time.
-Increased the effectiveness of explosive resistance.
-Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.
-The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.
-Fixed several issues with vaulting objects, especially for thin railings.
-The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.
-CRAM weapons on Carriers now count towards stationary weapon awards.

&#91;b&#93;VEHICLE FIXES:&#91;/b&#93;


-The A10 properly gives Jet score again.
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.
-Increased the damage the MBT's primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.
-Slightly reduced the repair speed of the repair tool.
-Increased the damage done by TOW weapons to armored vehicles.
-Increased the rate of fire and minimum damage of the Coax HMG.
-Increased the damage mounted gunner .50cal HMGs do at long range.
-Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.
-Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.
-Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.
-Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.
-Slightly reduced the locking time of all weapons vs Laser Designated targets.
-Laser Guided missiles can now be distracted by Flares.
-Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.
-Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.
-Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.
-Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.
-Flares now more reliably distract missiles, especially for Helicopters.
-Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.
-AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.
-AA Missiles should no longer kill the pilot instead of the vehicle.
-AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.
-Reduced the damage AA missiles do to jets to 45%.
-Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.
-The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.
-Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter's defensive abilities vs Jets.
-Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.
-Increased RPG and SMAW damage against aircraft.
-Guided Rockets will now only track ground targets, as originally intended.
-Reduced the direct damage done by Attack Helicopter gunners vs Armor.
-Helicopter guns should now suppress correctly.
-Improved the accuracy of the Attack Helicopter's Rocket Pods, both guided and unguided.
-Slightly increased the damage of Attack Helicopter's Rocket Pods vs Infantry and other Helicopters.
-Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.
-The Mi28 has received upgrades to its climbing and yawing abilities.
-Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.
-Improved the accuracy of the Mi28 gun to match the AH1 gun.
-Increased the direct hit damage of the APFSDS rounds for the IFVs.
-Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.
-Miniguns and Helicopter Gunners now more quickly destroy parked cars.
-Increased the power of explosions from cars and other explosive static objects.
-Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.
-Adjusted the F35's Center of Mass and Hover Engine for more stable, level flight in all flight modes.
-Updated the F35 weapon systems to be consistent with the other Jets.
-The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.
-The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.
-Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.
-Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.
-Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).
-The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.
-Jet and Helicopter collisions should now properly result in the death of both vehicles.
-You can now spot with the EOD bot.
-Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.
-Reduced the damage AA guns (both mobile and stationary) do to infantry.
-The carrier based CRAM stations are now properly tracked as stationary weapons.
-CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.
-Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.
-The A10's extinguisher should now function properly.
-Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.
-The T90's crosshair now more accurately represents the trajectory of the main gun.
-Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.
-The AAV now has zoom and a 3P camera when using the turret.
-Tweaked the AAV's turret controls to be more useful when the vehicle is moving.
-The Z11w now properly functions with Below Radar.
-Below Radar will now also prevent the lock on of Stinger and IGLA missiles.
-Added Horns to all Jeeps.
-Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.


&#91;b&#93;WEAPONS:&#91;/b&#93;

-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.
-The M26 MASS frag and slug rounds are now the more effective pump action versions.
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.
-Fixed the bolt action timer on the L96 that would cause an animation glitch.
-9x39mm rounds no longer benefit from the Sniper headshot bonus.
-Increased the damage of the 9x39mm rounds at long range.
-Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.
-Increased the damage of the .357 and .44 magnum rounds at max range.
-All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.
-Semiautomatic weapons will no longer "jam" if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.
-Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.
-Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.
-The spread for Flechette rounds has been reduced slightly on all shotguns.
-The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.
-Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.
-Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.
-Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.
-Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.
-Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.
-Fixed 12g FRAG rounds not breaking glass at long range.
-Players can now earn the shotgun Ribbon using the M26 MASS.
-The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.
-Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.
-Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.



&#91;b&#93;Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun&#91;/b&#93;


effectiveness and also increase the feeling of individuality in each gun.
M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.
RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27's higher rate of fire.
M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.
Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.
PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.
M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.
M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.
QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.
MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.

870: No change. The 870 is a popular and highly effective weapon.
DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.
M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.
S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.
MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.
USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.

M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.
M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u's low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.
SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.
A91: No Change. The A91's high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.
G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.
SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.
G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.
QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon's stats.

AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.
M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.
M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.
M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.
AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon's weaknesses kicked in while the reduced accuracy highlights its close range role.
F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.
AN94: Reduced vertical recoil. The AN94's 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.
G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3's heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.
KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.
L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.
FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.

PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.
UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.
MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.
AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.
PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.
P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.
PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19's high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.



&#91;b&#93;WEAPON ACCESSORIES:&#91;/b&#93;


&#91;b&#93;SCOPES:&#91;/b&#93;


-Fixed the 7x scope not zooming to the full 7x on all weapons.
-Corrected the M39's laser sight so it points at the point of impact and aligns with scopes when zoomed.
-Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.
-Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.
-The L96 Straight Pull bolt now functions properly.
-The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.
-The L96 now properly shows scope glint when using the 8x, and 12x scopes.
-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule

&#91;b&#93;BIPOD:&#91;/b&#93;


-The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.
-The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.
-Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod's bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation.


&#91;b&#93;HEAVY BARREL:&#91;/b&#93;

-The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.
-A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value.
-Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.
-The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.
-The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.


&#91;b&#93;IRNV FIXES&#91;/b&#93;:

-Tweaked IRNV to be more consistent across all levels.
-Fixed a rendering issue with IRNV view when taking damage.
-Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).
-Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.


&#91;b&#93;FOREGRIP:&#91;/b&#93;


-The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.
-A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.


&#91;b&#93;LASER SIGHT:&#91;/b&#93;


-The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.
-The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.


&#91;b&#93;SUPPRESSOR:&#91;/b&#93;


-The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.
-The Suppressor's recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor's bonus for all weapons.
-The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value.
-Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.



&#91;b&#93;FLASH SUPPRESSOR:&#91;/b&#93;

-The Flash Suppressor no longer reduces accuracy for Automatic Fire.
-The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.
-A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.


&#91;b&#93;GADGETS:&#91;/b&#93;


-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed "KILLED."
-The MAV can no longer be used as an elevator.
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.
-Players may now use their knife to destroy enemy equipment.
-C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.
-The player may now have a maximum number of mines which will persist after the player's death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.
-Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.
-Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.
-Ammobags now stay until the user redeploys them like Medkits.
-Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.
-Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.
-Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.
-Slightly increased the heal rate of the Medical Crate.
-The MAV now will also descend by pressing the Crouch Toggle key. (PC)
-The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.
-Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.
-Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.


&#91;b&#93;TEAM DEATHMATCH&#91;/b&#93;

-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.
-Caspain Border spawn zones have been tweaked slightly.



&#91;b&#93;SQUAD DEATHMATCH&#91;/b&#93;

-Fixed a bug where players would spawn close to the enemy team at the start of the round.
-Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map
-Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.
-Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest.
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		<pubDate>Fri, 02 Mar 2012 23:34:07 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5608-confirmed-fixes-and-tweaks-so-far/</guid>
	</item>
	<item>
		<title>Delta Force: Angel Falls - Alpha  Beta recruitment</title>
		<link>http://forums.tugteam.com/index.php?/topic/5606-delta-force-angel-falls-alpha-beta-recruitment/</link>
		<description><![CDATA[check this out if u havnt heard <br />
<br />
<span rel='lightbox'><img src='http://www.novalogic.com/alpha_info.jpg' alt='Posted Image' class='bbc_img' /></span><br />
<br />
<br />
<br />
url  <a href='http://www.novalogic.com/alphaone.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.novalogic.com/alphaone.html</a><br />
<br />
ive applyed to see wot happens  <img src='http://forums.tugteam.com/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':)' />]]></description>
		<pubDate>Thu, 16 Feb 2012 23:33:17 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5606-delta-force-angel-falls-alpha-beta-recruitment/</guid>
	</item>
	<item>
		<title>PC version Officially confirmed!</title>
		<link>http://forums.tugteam.com/index.php?/topic/5605-pc-version-officially-confirmed/</link>
		<description><![CDATA[It would appear that after much speculation that it was a console only game, Ghost Recon:Future Soldier has finally been confirmed as coming to the PC in a youtube video & via the official GhostRecon.com website.<br />
<br />
<p class='citation'>Quote</p><div class="blockquote"><div class='quote'>
 <br />
<p class='bbc_center'><br />
<strong class='bbc'><span style='font-size: 18px;'>UBISOFT<sup class='bbc'>®</sup> SETS LAUNCH OF<br />
TOM CLANCY™'S GHOST RECON<br />
FUTURE SOLDIER™ FOR MAY</span></strong></p>
<br />
<br />
<p class='bbc_center'><br />
<span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'><em class='bbc'>Company Confirms PC Version, Announces Multiplayer Beta for Xbox 360 and PlayStation 3 in April</em></span></span></span></p>
<br />
<br />
<strong class='bbc'><span style='font-size: 12px;'>London, UK – January 10, 2012 –</span></strong><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'> Today Ubisoft announced <em class='bbc'>Tom Clancy™'s Ghost Recon Future Soldier™ </em>will launch in the UK on May 25, 2012. The game will be available for the </span></span></span><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>Xbox 360® video game and entertainment system from Microsoft, the PlayStation®3 computer entertainment system and Windows PC. </span></span></span><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>A multiplayer beta will be available in April for both Xbox 360</span></span></span><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>®</span></span></span><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'> and </span></span></span><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>PlayStation®3.</span></span></span><br />
<br />
<span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>"Ubisoft prides itself on creating some of the most compelling and innovative experiences in digital entertainment," said Adrian Lacey, IP development director at Ubisoft Studios - France. "Today we are feature complete in our MP, Single player and 4 player coop campaign modes. We have taken the decision to move the date in order to ensure that all these ingredients are pushed to the highest level and provide a truly unique shooter experience. The Ghost Recon franchise is known for setting the standard of high definition gaming and we believe the extra couple of months will allow us to reach that goal. We would like to thank all Ghost Recon fans for their patience and look forward to unveiling some exciting new elements in the coming weeks."</span></span></span><br />
<br />
<span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'>For a message from the development team and ongoing updates about the game, please visit: </span></span></span><a href='http://www.ghostrecon.com/' class='bbc_url' title='External link' rel='nofollow external'><span style='font-size: 12px;'>www.GhostRecon.com</span></a><span style='color: #4D4D4D'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'> and</span></span></span><span style='color: #3E3E3E'><span style='font-family: tahoma, arial, verdana, sans-serif'><span style='font-size: 12px;'><a href='http://www.facebook.com/GhostRecon' class='bbc_url' title='External link' rel='nofollow external'>www.facebook.com/GhostRecon</a></div></div></span></span></span><br />
<p class='bbc_center'><br />
<object style="height: 390px; width: 640px"><param name="movie" value="http://youtube.com/v/pAP4E3A1h1A?version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://youtube.com/v/pAP4E3A1h1A?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></embed></object></p>]]></description>
		<pubDate>Mon, 13 Feb 2012 12:53:42 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5605-pc-version-officially-confirmed/</guid>
	</item>
	<item>
		<title>My New Build!</title>
		<link>http://forums.tugteam.com/index.php?/topic/5596-my-new-build/</link>
		<description><![CDATA[<object style="height: 390px; width: 640px"><param name="movie" value="http://youtube.com/v/nQR49JGySTM?version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://youtube.com/v/nQR49JGySTM?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></embed></object>]]></description>
		<pubDate>Mon, 23 Jan 2012 12:46:01 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5596-my-new-build/</guid>
	</item>
	<item>
		<title>TuG Request</title>
		<link>http://forums.tugteam.com/index.php?/topic/5593-tug-request/</link>
		<description><![CDATA[Hey Guys,<br />
<br />
So im guessing this is the right place, Skeet's directed me to the the forums to put a request in.... So to go with the guide:<br />
Game you are applying for -<ul class='bbcol decimal'><li>Real Name - Josh<br /></li><li>Age - Ah jeeze, a depressing 29<br /></li><li>Location/Country - UK<br /></li><li>Online/In-Game Name -<a href='http://battlelog.battlefield.com/bf3/user/iBFG/' class='bbc_url' title='External link' rel='nofollow external'> iBFG</a><br /></li><li>Email Address to be contacted at - Josh@tantraweb.co.uk<br /></li><li>Any other info - Not a lot. Used to play GhR with a group of lads on www.damnr6.com many years ago alas mac gaming died a death once bootcamp came along, and got sick of Moderating bickering kids! But been good fun playing with the boys online and wouldn't mind popping on a .TuG. tag so the boys don't laugh at me so much <img src='http://forums.tugteam.com/public/style_emoticons/default/wink.png' class='bbc_emoticon' alt=';)' /></li></ul>
Cheers!<br />
J]]></description>
		<pubDate>Wed, 18 Jan 2012 14:13:38 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5593-tug-request/</guid>
	</item>
	<item>
		<title>BF3 Moderator Caught Hacking</title>
		<link>http://forums.tugteam.com/index.php?/topic/5592-bf3-moderator-caught-hacking/</link>
		<description><![CDATA[Lmao check this out   he been found out<br />
<br />
<span rel='lightbox'><img src='http://i.imgur.com/84tdv.jpg' alt='Posted Image' class='bbc_img' /></span><br />
<br />
<br />
<br />
here the link to all the comments  ect<br />
<a href='http://www.reddit.com/r/battlefield3/comments/olfhk/bf3_moderator_caught_hacking/' class='bbc_url' title='External link' rel='nofollow external'>http://www.reddit.com/r/battlefield3/comments/olfhk/bf3_moderator_caught_hacking/</a>]]></description>
		<pubDate>Wed, 18 Jan 2012 10:39:11 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5592-bf3-moderator-caught-hacking/</guid>
	</item>
	<item>
		<title>i46 - 24th-27th August</title>
		<link>http://forums.tugteam.com/index.php?/topic/5585-i46-24th-27th-august/</link>
		<description><![CDATA[Alright fellas,<br />
<br />
   Anyone up for it?<br />
<br />
   Pretty sure JJ said he can and Brok, and of course myself so that's 3.<br />
   Anyone else think they can?<br />
   Would be awesome if we could get a load of us together!]]></description>
		<pubDate>Fri, 13 Jan 2012 20:07:37 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5585-i46-24th-27th-august/</guid>
	</item>
	<item>
		<title>New 2012 Website - Team Page Live!</title>
		<link>http://forums.tugteam.com/index.php?/topic/5584-new-2012-website-team-page-live/</link>
		<description><![CDATA[Hey all,<br />
<br />
I have now finished the 1st draft layout for our <strong class='bbc'>Roster</strong> page.<br />
<br />
So far I have only added Names, Country & Games. In the Games column, you can click the BF3 graphic to go straight to your Player stats on Battlelog.<br />
<br />
Check it out here: <a href='http://www.tugteam.com/roster/' class='bbc_url' title='External link' rel='nofollow external'>www.tugteam.com/roster/</a><br />
<br />
and please let me know if any of the info is wrong, links are wrong etc or if you'd like alternative information added!<br />
<br />
Thanks. <img src='http://forums.tugteam.com/public/style_emoticons/default/smile.png' class='bbc_emoticon' alt=':smile:' />]]></description>
		<pubDate>Thu, 12 Jan 2012 15:54:01 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5584-new-2012-website-team-page-live/</guid>
	</item>
	<item>
		<title>cheaters on BF3</title>
		<link>http://forums.tugteam.com/index.php?/topic/5582-cheaters-on-bf3/</link>
		<description><![CDATA[<a href='http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2012/01/11/Battlefield-3-anticheat-measures-intensify.aspx##' class='bbc_url' title='External link' rel='nofollow external'>http://blogs.battlefield.ea.com/battlefield_bad_company/archive/2012/01/11/Battlefield-3-anticheat-measures-intensify.aspx##</a><br />
<br />
<br />
haha for once they taking it serious about the noob hackers/cheaters]]></description>
		<pubDate>Wed, 11 Jan 2012 22:27:02 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5582-cheaters-on-bf3/</guid>
	</item>
	<item>
		<title>New 2012 Website - Beta Release!</title>
		<link>http://forums.tugteam.com/index.php?/topic/5581-new-2012-website-beta-release/</link>
		<description><![CDATA[Hi All,<br />
<br />
As its the new year & I finally had 5 minutes free to myself (while being ill!) I decided to start on a new main website for TuG in 2012.<br />
<br />
Gone is the old Joomla CMS and in comes the new Wordpress 3.3 with a nice premium theme, and lots of options to play with!<br />
<br />
Over the next few weeks, I will be getting the new site up and running & adding new content along with some actual news posts on the new main site. There will be Twitter integration, RSS Feeds from various gaming sites & some other cool stuff.<br />
<br />
<span style='font-size: 14px;'><strong class='bbc'>oh and we are now on Twitter as clan/community! For those of you that use Twitter, follow <a href='http://www.twitter.com/tugteam' class="bbc_url">@tugteam</a> for all the latest updates on the new main website & forums.</strong></span><br />
<br />
As always, I hope you guys will give some input and feedback into the new site & let me know what you'd like to see in the RSS feeds, along with any other cool things that could be included.<br />
<br />
So what are you waiting for... go check out the new site: <a href='http://www.tugteam.com' class='bbc_url' title='External link' rel='nofollow external'><strong class='bbc'>www.tugteam.com</strong></a>]]></description>
		<pubDate>Wed, 11 Jan 2012 15:33:49 +0000</pubDate>
		<guid>http://forums.tugteam.com/index.php?/topic/5581-new-2012-website-beta-release/</guid>
	</item>
</channel>
</rss>
