Changelog: Server - Some potential sources for lag/rubberbanding have been eliminated Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2 Server - Log file for server admins: all remote admin interface commands/events are logged Server - Log file for server admins: major server events + all chat messages are logged Server - Idle kick is controllable Server - Profanity filter can be disabled Server - Teamkill-kick system is controllable Server - Ticket counts and bleed rate are controllable per-level Server - Infantry only mode available per-level Server - Initial spawn delay and respawn delay are adjustable Server - Server description can be up to 400 characters, and use "|" for line breaks Server - Banlist can contain up to 10.000 entries Server - reduced latency in packet handling Admin Interface - fixed the player.onKill spam that occasionally happened Admin Interface - ensured that player.onJoin events always report the player name Admin Interface - events triggered when people spawn Admin Interface - much more info on kills Admin Interface - detailed stats are reported at end-of-round Gameplay - Various minor level bugfixes Gameplay - Helicopter handling has been tweaked Gameplay - Weapon tweaks have been implemented based on PC public feedback Gameplay - Tracer dart gun speed has been changed from 300 m/s to 200 m/s Gameplay - Fixed technical hang when a crate was armed outside of the combat area Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed Gameplay - Countermeasures can be fired when driving a helicopter Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced Gameplay - Advanced Spotting scope works better Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11) Gameplay - Hit box for moving targets expands based on the speed of the targets movement Gameplay - G36 now has crosshair when in Hardcore mode Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings Server Browser – Added support for retrieving update progress Server Browser - Now refreshes information Server Browser - Join queue system when attempting to join a full server Server Browser - All settings are automatically saved between sessions Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes Client - Fixed some crashes Client - Toggle/hold crouch is user controllable Client - Toggle/hold zoom is user controllable Client - Vsync bugfixed for DX10/DX11 Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log Client - Improved Play Now functionality Client - Removed K/D ratio and Skill Level filters in the leaderboards Client - Any points you get while being dead will be added to your score Client - Reduced negative mouse acceleration Client - Increased health on the Cobra to match other vehicles Client - More informative disconnection/kick reasons Client - Support for Map Packs so PC gets future VIP maps at the same time as consoles The Balance tweaks are as followed: Slightly increased the damage of the UZI at long range. The AKs74u now has more felt recoil when aiming. The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming. The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory. Increased the damage of the MG3 to bring it in line with the rest of the LMGs. Fixed a bug where the Saiga12 with slugs would do too much damage at long range. Fixed a bug where the SVU would do too little damage at long range. Fixed a bug where M95 rounds would not kill armored targets with headshots.