In combat system now temporarily disables squad spawning when squad mate is in combat
Potentially saves your ass, on pubs in particular, but does prevent that last minute save you sometimes get.
Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds
Err.. Either I'm the only one wearing headphones, or everyone else is deaf, because footsteps are perfectly audible. Loud sounds hiding other sounds seems natural to me, but then the devs are apparently not from this universe, as has been demonstrated by their interpretation of physics, so what do I know.
Added Mastery Dog tags for several weapons that were previously missing
Dog tags will now display stats both in game and in menus
Fixed an issue where a player's health is displayed incorrectly when they get hit while regenerating health
Day one bugs, finally fixed?
Tweaked Jet HUDs to be more clear
Oh goody, they're no longer the pixelated mess they made 'em last patch.
All of the vehicles with HUDs have been improved btw, tanks are better too, though the fonts still look pretty bad.
Improved scout helicopter crosshairs
What, do they point vaguely in the direction you're shooting now? Guess they finally figured out how to properly calculate lead, like the rest of the world did back in WW2.
All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
I can only hope this doesn't make the helicopters even more difficult to shoot down as infantry. It's one way to counter the perceived "SRAW Problem" I suppose.
Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle
It no longer looks overexposed and "fat"? That's good I suppose.
Improved HUD clarity for red dot sights against snowy/bright backgrounds - AND improved PS3/Xbox360 look as well
Wait.. Wasn't this the point of making all the reticles fat last time around?
Also, from the PDF patchnotes:
SOLDIER TRAVERSAL AND COLLISION
Significant improvements have been made to how the soldier traverses the world. Walking over small objects, inclines and lips is now handled gracefully by the engine – it really has to be played to feel the immense difference this makes
It's
NOW handled properly by the engine? I'm sorry, wasn't this game released 1 year and 4 months ago? How was it not obvious when you excreted this product that getting stuck on rocks, tree stumps, invisible tree trunks, small pebbles, and average size bacteria is not an enjoyable gameplay element?
Network prioritization and filtering has been improved, now prioritizes health/damage, enemy players and vehicles above all
Are you mad? I need that bush across the map to be perfectly in sync, in fact I want it with nanometer accuracy! Forget the rest!
Required bandwidth close to cut in half
Good, now you can play the game over a reasonably tout piece of string, which is obviously worth sacrificing actual update rate and sync for.
COMMUNITY TESTING: BULLET COLLISION PROJECT
Thanks to a project run by the community on the CTE we’ve been able to address many issues with bullet collision (you can see through an opening, but not shoot through it). A BIG thanks to all players involved in finding and confirming these changes
Mercifully, there are still players willing to invest their time to polish this turd, as obviously the QA team(assuming there even was one) didn't bother.
And now comes the fun bit: Finding out what they inadvertently screwed up in the process.