Map size in battlefield 3 is too small for 64 players, hell even 32players.

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The more I play squad rush the more I think that each mcom area is acceptable for 4v4 in BF3. This means that each mcom/flag accommodates around 4 players attacking and 4 defending, maybe 5-6 max per team before it an area becomes over crowded. The team interplay of defending or attacking an mcom is awesome – and this is because there are only just enough people to cover each approach, or possibly not enough so responding to threats is important. If the enemy tries to push hard on one approach this must be communicated in order for the rest of the team to assist.

If you can cover all entrances with players then the “teamwork” aspect becomes less important. This is seen in the popular infantry heavy BF3 maps. Metro 64 in particular highlights this. When there is a stalemate at lockers/frontstairs/backstairs progressing becomes very difficult because there are so few ways to attack and all the avenues for pushing are covered. The same can be seen in Seine crossing, grand bazaar, the close quarters maps as well as the new Aftermath maps. There is no teamwork required when all approaches are heavily covered.

Too many players on a map lead to the death of teamplay and Battlefield 3, or any game, it becomes a zerg without structure. This is problematic but quite often cited as “good teamplay”, if only because everyone runs around together / gets stuck at the same point. Once again playing near each other is not playing together nor does it necessarily mean that good teamplay will be seen in action. **Read below for clarification.


Lets back up a bit and look at what I consider to be teamplay. Other people might consider it dropping ammo or health or reviving but I think teamplay is making plays/decisions with your teammates actions in mind.

A basic example : two members on your team as RU are covering lockers on metro. They spot several enemies at the US end of lockers but cannot kill them – they revive or hang back and heal. Pushing lockers is probably not a great call so they hang back. If you were hanging around the stairs a really excellent bit of teamplay would be pushing up past the gardenbeds/backstairs and shooting the players at US lockers in the face. You could delay entering until you see your teammates engage (using mini map/audio) the pair at US lockers, then engage.

This is teamplay at its core. Just because a player is in a jet does not mean this sort of thing is not happening. In fact with a scoreline of 60-2 I think it would be hard that these sort of player ARE happening regularly, even if he is not deliberately doing it. He would be assisting players on the ground that need assistance and he would be locking out the enemy air assets.


At the same time wide open maps just fail for dynamic team play that is good. The problem is not as obvious but the amount of communication due to the more open nature of the map will work the same way. Maps need definition, pathways, walls, chokepoints and flaking routes. Having none of these is the same as not giving enough options. An example of this would be Antenna on Caspian. Generally you can cover everything easily. I think older BF players would point out that you could flank a really really long way around and come from behind. To be fair this is probably possible but I would say it is a bad choice and you are letting your team down if you opt for this. Your team would be playing down 1/2/3/flanking players.

Good teamplay at its core is the interaction between players. It is not dropping health or ammo.

I put it to you – Battlefield maps are the wrong shape. All the maps start narrow, go to one point then maybe out to 2-4. This is wrong, especially for pub gaming because it funnels the team that plays offensively onto one point, then the base. The BF3 maps are also setup so once you have pushed a team back to its base there is very little chance to push out due to narrow approaches out of the base. In my opinion, instead of funneling all resources out through a narrow passage the map designers at DICE should give bases many, many more escape routes to easily attack more than the first flag. This allows more teamplay because of the above mentioned “too many player” syndrome. Designing a map this way also allows comebacks.

I think DICE have partially learnt this lesson, Talah Market has many approaches for the attackers in conquest assault

Lets link to some stuff! For fun, but no profit.

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Here are some high value domains linked with really weird anchor text. Will they pass value? Lets find out 😀 Content below from theverge comments

I don’t mean to be a detractor or anything like that, but has “Android activations” ever been defined? It would seem to me that that would count anytime anyone resets their phone or buys one second-hand would count as a new activation. I highly doubt that would be a significant number that Google would report that instead of actual device sales to make it look better than it actually is, which begs the question, why not report actual devices?

Because there are at least a dozen Android manufacturers so Google can’t track their sales…
Are you really asking this question? Apple is the sole manufacturer of iOS devices, so they know how many they sell. Google doesn’t commercialize all the Android devices just their branded ones, so they can’t track the sales, what they track is the software getting online once it’s activated and since it’s linked to specific components within that device even if you flash ROM the phone, it’d still count as one activation. Now please stop being intentionally obtuse and implying Google is padding their numbers while Saint Apple is always legit.

But you have to remember all of the non-cellular devices that run on Android as well, including mini-pc, all of the various WiFi only pure Android tablets and media devices, Amazon Kindles, Google TVs, actual TVs, set-top boxes and all of those other Android devices that are not even counted here. According to Google, those devices don’t figure into the count at all. Given that Android products increased their world-wide market share to 42.7 percent from 39.8 of tablets now, that is a significant number unaccounted for. In the US, that percentage may be even higher.

Battlefield 3 Mouse Sensitivity – Best Mice, mousepads, high or low sens?

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Ah mouse sensitivity, the bane of almost every gamer out there who is trying to improve.

Mice and pads are also chopped and changed with such regularity that it is hard to imagine the users even get used to them. Is this needed or is this almost compulsive changing a products of the mouse/pad industry.

What is the best sensitivity for bf3?

If you look on the web for Battlefield 3 or any other game you will find two sides to this argument. One side knows what they are talking about and the other side does not. Unsurprisingly the side that does not know what they are doing like new mice and tend to spout the rubbish mice manufactures say.

Selecting a reliable mouse is a large part of mouse sensitivity. Without a reliable sensor you cannot perform.

  • Lack of unremoveable negative or positive acceleration
  • Malfunction speed (important for low sensitivity)
  • Lift off Distance (Distance at which the mouse stops tracking when picked up)
  • Prediction or angel snapping (smooths out bumps)
  • Picking the best mice is for another time, however the most important thing is a reliable sensor so you can run a lowish sensitivity. Correct, low sens is the best for almost everyone. This applies to most FPS. Sensitivity numbers and DPI are not needed here. Basically use anything over 400DPI – Not sure you can buy a mouse with lower sensitivity than that anymore. Any gaming mouse will do it. Next up you want to set sens low enough, set it somewhere above 30cm.

    Some mice with good sensors: Razer Deathadder, Zowie AM, Microsoft Wheelmouse optical/explorer V3/intellimouse, Razer Abyssus (tape the sensor to fix the lift off distance issue), Logitech 518. This is not the be all end all list but it is something to start on.

    Why low mouse sensitivity for Battlefield 3 / FPS?

    Gaming is about being consistent. Sure some players perform well with high sens but generally you should use medium, or even better, low. Low sensitivity provides more consistent performance and aim. Your reaction time and close in aim can suffer, but if your objective is to improve your game, reaction is not a huge issue. You should be situationally aware at all times and not reacting to split second changes too often.

    Low sensitivity also smooths out problems such as nerves and cold hands. Having low sens is a benefit if you are planning to start playing competitively and suffer from jitters.

    I started writing this about three weeks ago and after reading to here can’t remember where I was planning to go with it. At any rate, if you are not awesome (and even if you are), lowering your sensitivity is probably a good idea. After that stop screwing with it and build the muscle memory for good snapping.

    On top of this you should pick a scope type and stick to it. The red dots and holo sights have different sensitivity multipliers (yeah you are retarded DICE) so using one and sticking with it would be best. It would be nice to try something along the lines of changing DPI to get a real zoom fov sensitivity multiplier but really at this point in the game with my interest waning I CBF.

    Low sensitivity needs a low sensitivity mouse mat

    Get something big. I like the Razer Goliathus Extended because it is gigantic. The Extended costs a little more than the other Razer mats but you get two for the price of one. Simply cut it in half when you receive it, twice as long until you need to replace it! Speed has more friction and control has less, go figure. Chopping one of these in half gives you a wide and slightly narrow mat compared to the largest Razer pads. This is a good budget solution.

    Before buying or ordering a mousemat I strongly suggest googling for your mouse + mat. Some mice have issues tracking on specific pads.

Are there Strategies and Tactics for Operation Metro in Battlefield 3 ?

Are you looking for a strategy for Operation Metro map in Battlefield 3? Lucky for you I am an expert in.. well, not metro but disparaging horrible map/game design choices.

First up lets define what is refered to by metro. Specifically conquest, +200% ticket, 64player spam fests. Not one to be hung up on arguments of skill, but the stratless tube that is metro surely has little.. of anything. Even action is lacking. Rush, TDM, Squad rush and other game modes are not metro when most players discuss metro.

Look guys, you really need to get out more if you are still enjoying metro after all this time. The lack of strategy or tactics (or anything really) required is borderline retarded. With that said, lets get down to business!

Why is Metro so popular

There are a number of reasons – it manages to cram a large number of players into a small area better than most other vanilla maps. With all the other vanilla and Back to Karkand maps you cannot run (without manually admin changing the level) 64 players on conquest small maps*. This meant that out of the box the only three flag map available to 64p admins was metro. You could of course play 64 player TDM, but generally did not end up with the “front” that forms on metro (more on this later).

*These are a lot more fun than metro.

The original theory was that metro players wanted unlocks. I played some operation metro while getting BF3 unlocks and it did speed up the process marginally. However not being OCD this was only required for 2-3 weapons. Maybe for below average players who wanted every unlock under the sun this could have been a reason for the first.. six months? Can’t imagine it taking much longer than that. Spam dem hallways boys.

The next theory was players wanted rank 100, specific dog tags or simply to inflate their stats. With the advent of double XP we see even more reason to push for crazy high SPM.

This is a decent theory, at least it took a while to be debunked. Now metro is full of players at rank 100, who only play metro. Was their taste tainted by playing so much to get there.

I think in truth they like it. This does not bode well for future releases of the game or other developers watching Battlefields progression, but that is the topic for another article.

So metro strategies? Please!

There is no strategy as such for metro (see metro definition above, this does not apply to squad rush or even conquest with reasonable player numbers. However this is not metro.). Teams line up at various choke points* and try to kill each other. Generally no players push, the ones that do will occasionally get past the front and maybe their squad mates will spawn on them. I don’t think this is really a strategy, it is just how they choose to play. There are no flanking options, no brain options when doing this. You can identify the least guarded route, but with 32 players and three avenues of attack you are going to run into a problem of facing off at least 5:1. Probably worse odds.

*Popular ones are Side/front/back stairs, tickets vs outside, US first flag and both team spawns.

There is no strategy, get over it 😀