User blog:Jumping Melons56932/Battlefield 4 Patch Tweaks

I signed into PSN 5 minutes ago and begun downloading a patch on the PS3 for BF4. I believe other platforms will be getting a similar patch very soon or already have had it. Tweaks include vehicle, soldier and pistol teaks to my knowledge. Please leave me a message if there is anything else and I will update. Patch notes below.
 * Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked. This gives the M1911 a clear accuracy advantage for range, while the COMPACT 45 has a clear ammunition per magazine advantage.​
 * Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45. This will allow all pistols to bypass Body Armor at close range. Additionally, the FN57 and the QSZ-92 have had their long range damage increased to allow them to properly bypass Body Armor at all distances. Finally, the CZ-75 has also had its long range damage raised to give it a diverse role among the handguns.
 * Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM. This delay represents the way these weapons work in real life, while also improving their responsiveness in game.
 * Increased the magazine capacity of the QSZ-92 to 20 rounds, the proper amount for this weapon in real life. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.


 * Corrected a small error with the COMPACT 45 accuracy when crouched or prone. The weapon was accidently less accurate than intended.
 * AA vehicles now carry 4 instead of 6 missiles
 * Velocity of MAA's 20MM Cannon gun changed from 1200 m/s to 800 m/s
 * Reduced impact of all Anti-Air Missiles though damage remains the same
 * Reduced cone in which Active Radar searches for targets
 * Gunner Cannon and Zuni Rockets damage increased for Attack Helicopter
 * Scout Helicopter 25MM Splash damage reduced
 * Reduced "intelligence" of MBT-LAW missiles
 * M2 SLAM maximum damage range reduced from 6m to 3m
 * STAFF shell damaged reduced by 25%
 * Fixed glitch where Active Protection and MP-APS did not stop 12 G Frag rounds.
 * Numerous other glitch and stability fixes.

DMRs

 * Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat.
 * The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Pump Action Shotguns

 * Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled.
 * These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.

Carbines

 * Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

General

 * Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition.
 * While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.
 * Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
 * The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
 * Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

Sources:

 * http://blogs.battlefield.com/2014/01/bf4-balancing-vehicles/
 * http://blogs.battlefield.com/2014/01/balancing-bf4-weapons/
 * http://blogs.battlefield.com/2014/01/balancing-bf4-pistols/

Apologies
Sorry to Awyman13 for not formatting this identically to his style. My internet has decided to be a (word we all know but can't say...). I still feel this style is fine.

Extra
Remember player appreciation month is in a few days. When you think about it... this starts off the thing pretty damn well.