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BF3 blog update discusses building the game “from the gun out”

Thursday, 11th August 2011 21:04 GMT By Stephany Nunneley

DICE has updated the Battlefield Blog to chat a bit about weapons in Battlefield 3 and how varied guns will be in order to reflect different play styles.

According to the blog:

“The arsenals of U.S. Marine Corps and the Russian Army are both featured prominently in the game, since those are the sides you play in both single and multiplayer. Building from that base, we selected a number of additional weapons that are returning classics, competing designs, and alternate combat roles. Each weapon choice means it gives the player an additional tactical choice: Get in close with a carbine, PDW, or shotgun. Hit from long range with a sniper rifle. Engage tanks with an RPG. Or lay down suppressive fire with a light machinegun.

“We’re not just giving you weapon A or B, take it or leave it, though. Each main weapon will be heavily customizable to suit different roles. The majority of weapons in Battlefield 3 can be tailored by the player to fit anything from close quarter to long range combat, or something in between. But we’ll save that for a later Battleblog post, when we will go deep into weapons customization.”

Senior designer Alan Kertz said on the blog that authenticity “is really important when you’re doing a modern day game like Battlefield 3,” and since players look critically at the in-game guns, the firm brought in experts like Andy McNab and other military advisers to hep not only “get it right,” but help understand “why it’s right.”

“Compared to both Battlefield 2 and Battlefield: Bad Company 2, there is a larger focus in Battlefield 3 on authenticity and real life handling,” said Kertz. “This comes down to details like reloads, mobility, bullet trajectories, and even how the caliber and barrel length of a gun determines muzzle velocity and energy. For Alan, this approach clearly leads to better gameplay.

“With authenticity as a base, you get a natural balance because all real life guns are based on trade-offs. It really pulls out the personality of each weapon system to use the authentic stats and features. Each army selects a different weapon, for a different reason, and we pass those selections on to our players.”

Read up on it yourself through the link, and check out a couple shots of weapons below from the Paris level (via D’toid). We think the sands and tank shot is old, but we tossed it in because we can no longer be too sure.

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7 Comments

  1. Erthazus

    Textures are damn insane… Last time i saw these quality textures maybe in Crysis 1

    Still, there is no tesselation and DX11 in these screenshots, but whatever.

    #1 3 years ago
  2. GrimRita

    What they say and what they actually do, are two totally different things. They said alot of things about Bad Company 2 and that was a mess.

    #2 3 years ago
  3. polygem

    @1: agree with the textures.

    @2: don’t agree that bc2 was a mess. No offense but i can’t understand why people keep saying that. It wasn’t flawless but still so awesome. Outstanding gaming moments. Some maps were/ are brilliant. They should’ve tweaked it a little more here or there but it’s one of my favorite mp shooters of all time anyway. And i play shooters since this genre has been invented really.

    Happy to hear this weapon customization stuff. I hope there wont be TOO many options though. I can become really picky with this stuff.
    What i’d really like to see in a bf game would be a firing range where you can check out your guns just for the fun of it. I think that would be amazing.

    #3 3 years ago
  4. DSB

    I wouldn’t use the word mess, but it certainly wasn’t very well polished. If there was an underlying philosophy behind the maps, then I didn’t see it at any point. It was simply “Throw down buildings for the tiny men” and “Make a nice big open spot for the big old vehicles”, while trying to scale up as much as possible. I didn’t see any real thought put into having people play the maps.

    Personally I thought the weapons were pretty awful and the weapons balance was silly, although they took great strides to fix that in Vietnam.

    It felt to me like a game that didn’t really have an idea with what it wanted to do, in terms of making a whole. The weapons were made with one thing in mind, the maps with another, the vehicles with a third, and it didn’t click.

    It wasn’t a mess, it was just very unremarkable. Hopefully BF3 will be a better effort.

    #4 3 years ago
  5. GrimRita

    @3 – the silly bugs spoilt the game. And judging by Bad Company 3, whoops, BF3, I dont think Frostshite can do hit boxes correctly.

    The stuff they fixed in vanilla BC2, they left broken in Vietnam. If you play online, just try firing some rounds in to the woods just outside the US Base on the left side and see for yourself.

    Or, on the Hill, at base C, if you climb on top of the roofs of the huts to the left, then try throwing nades down, they hit invisble walls and bounce back or in different directions – but rockets and bullets are fine….

    You cant fault BC2 for game play but the bugs are annoying and should have been fixed.

    #5 3 years ago
  6. endgame

    @5 what bugs? except at some of the times when u get stuck in some rock everything works like a charm. been playing this game since it came out. I’m counting 700+ hours and still love this game just as much as when I first started it. it’s incredible. it’s like nothing I’ve ever played before and bf3 is even better. which is awesome.

    #6 3 years ago
  7. YoungZer0

    @1: You talking about the ak in picture 1 or the blurry arm in picture 2?

    @3: Agreed. To be honest i love BC2. Had so many epic moments in that game, still have them.

    #7 3 years ago

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