Battlefield 3 (also known as BF3) is the twelfth installment of the Battlefield series, and direct sequel to Battlefield 2. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the Bad Company games.
The following weapons appear in the video game Battlefield 3:
In the beginning of the single-player mission "Semper Fidelis" and "The Great Destroyer", Blackburn acquires a Beretta M9. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. Another note of interest is that unlike in Battlefield: Bad Company 2 and Medal of Honor's multiplayer, the M9's magazine is 15 rounds + 1 in the chamber like in reality. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up. The M9's model is also modified to be the "93R" in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.
The Glock 17 is shown in an official screenshot for the Battlelog. Called "G17C", although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.
Glock 18 Generation 3
The Glock 18 Generation 3 appears as the "G18". It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.
The USMC variant of the M1911, the M-45, can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named M1911 S-TAC) exist, but prior to the release of the End Game DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called "All about precision". After completing it (which require 20 headshots with pistols), the pistol is unlocked.
The MP-412 REX revolver returns from Bad Company and Bad Company 2 as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in Bad Company 2, the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to "flicking" them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.
The MP-443 Grach returns from Bad Company 2 and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.
Taurus Model 44
The .44 version of the Taurus Model 44, the Model 44, appears as an unlockable sidearm, and can be fitted with a scope. Appears as ".44 Magnum", one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.
Dog Tag Weapons
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found only on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.
Beretta "93R" Dog Tag 100/500 kill - Beretta 93R / Fake "92R"
Beretta M9 Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Beretta M9 Suppressed Dog Tag 100/500 kill - Beretta M9 / Beretta M9
Glock 17 Dog Tag 100/500 kill - Glock 17 / Glock 17
Glock 18 Dog Tag 100/500 kill - Glock 18 / Glock 18
MEU (SOC) Dog Tag 100/500 kill - M1911A1 / MEU (SOC)
MP-442 REX Dog Tag 100/500 kill - MP-412 REX / MP-412 REX
MP-443 Grach Dog Tag 100/500 kill - MP-443 Grach / MP-443 Grach
MP-443 Grach Suppressed Dog Tag 100/500 kill - Makarov PB / MP-443 Grach
Taurus Model 44 Dog Tag 100/500 kill - Taurus Model 44 / Taurus Model 44
Handgun Mastery Dog Tag Handgun Medal 1 Time - Single Action Army 1873
"toe2toe" Dog tag - Beretta M9 / MP-443 Grach
Unlike previous games in the series, SMGs are all-kit unlockables, and not strictly limited to an Engineer/Spec Ops-type class.
Heckler & Koch MP7A1
The H&K MP7A1 can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The "reload-from-empty" animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.
Heckler & Koch UMP45
This weapon can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.
FN P90 TR
The FN P90 TR boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.
The PP-19 Bizon-2 is included in the Back To Karkand expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.
The PP-2000 returns from Bad Company 2, feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.
The MP5KA4 is added to BF3 via Close Quarters DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the "Armored Kill" expansion.
For the first time in a main Battlefield series game (excluding spinoffs like Battlefield Play4Free), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most videogames where you have to see the whites of the enemies' eyes for shotguns to be effective.
The Benelli M1014 features semi-automatic firing and its tactical stock fully extended during gameplay. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS. It's unrealistically inaccurate despite having a Cylinder Bore.
The SPAS-12 is one of the 10 guns appearing in the Close Quarters expansion pack. Despite having a fire selector, it is limited to pump action for balance reasons. It performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear. The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by "-12", both being 12-gauge, and that they were both in the Battlefield: Bad Company series, they have little in common. The Close Quarters DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.
The M26 MASS can be used only in the Assault kit in the "Gadget 1" slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. For some odd reason, the AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.
The Pancor Jackhammer, called the "MK3A1", is included in the Back to Karkand expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.
Remington 870 MCS
The Remington 870 MCS appears as the "870MCS". The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.
The Saiga-12K returns from Battlefield 2 and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).
SWD/Cobray Street Sweeper
The SWD/Cobray Street Sweeper is included, identifiable by the winding key on the front of the drum magazine and lack of a rear-mounted drum advance lever. The weapon is referred to as the "DAO-12" in material advertising the game's pre-order rewards, as it was in Battlefield 2; this stands for "double action only, 12 gauge" and is a description of the weapon rather than a correct name for it. The name was kept as an homage to Battlefield 2. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.
Last week we told you about Battlefield Premium, a package that not only gave you access to all upcoming expansion packs on release but also gave you them 2 weeks early. Due to Sony’s agreement with DICE and EA, Playstation Battlefield Premium users were given access to the newest expansion, Close Quarters, last week and this week is the turn of the 360 and PC Premium users.
I’m a recently converted PC gamer and got BF3 free with the graphics card I purchased — I used this freebie to justify paying $49.99 for Premium as in the long run it works out cheaper than buying each expansion and there are a great many more benefits beside. Close Quarters adds four new maps, two new game modes, five new dog tags, and 10 new assignments and weapons. As the name suggests the new maps and game mode are all designed for close quarters combat.
Mode: Gun Master
Gun Master is one of the new game modes and was originally seen in Counter Strike but was also implemented in CoD: Black Ops. Each player starts at level 1 with the same pistol, but to advance a level you need to kill two people with that pistol. You are then given a different gun with which you have to kill another two people and so on, until you reach the last level (17) in which you have to kill someone with a knife. If you’re the first to do this then you win.
In my brief stint with this game mode I actually quite enjoyed it. I can’t see myself playing it all the time but every now and then it’s nice to take a break from the strategy involved in some of the other game modes and not have to think about which loadout to choose. And while it’s very easy to come from behind in this mode, it can get a little disheartening to see everyone moving on levels and coming at you with assault rifles while you’re still struggling on the Magnum. A couple of lucky encounters can come straight after each other and put you right back into mid table, but that doesn’t always happen.
Map: Ziba Tower
Ziba Tower is set on the top floors of a luxury hotel, there are two floors of interiors which provide the three walls surrounding an outdoor pool area. There are a couple of long empty corridors — just long enough for you to start sprinting along then have an enemy come round the corner shoot you in the face before you can even aim down the sights of your gun. There’s an open balcony running around the pool area on the second floor which is great to pick off some unfortunate soul who is trying to sprint their way across. There’s also a little pool bar in the middle of the open pool area which is great to take cover in if you find yourself being picked off from the heavens with no idea which direction it’s coming from. As frustrating as running into an unexpected enemy can be, it’s the same for all the new maps and I found this one to be one of my favorites. The surprise drop can just as easily be swung the other way round with you coming out on top. If you find yourself being shot from behind more often than not you can jump into a side room and lie in wait as your predator comes bundling through swiftly becoming the prey.
Map: Operation 925
Operation 925 is one of the maps I’ve played most in my time with Close Quarters, purely by chance. It’s not my favorite but it’s the one I seem to perform best on, probably because I know the layout that little bit better. Navigating your way around any of these maps can be tough at first because of the many corners, you may also find yourself getting frustrated at your K/D ratio because you weren’t expecting to suddenly bump into an enemy or spawn and find one stood not ten feet away ready to pick you off.
This map is set in an office building which is probably where the operation name came from (working 9 2 5), my favorite part of the map is the blocks of office desks just next to a long walkway. You can easily take cover in between these desks popping your head up just long enough to fire a clip into an enemy soldier who hasn’t taken cover. Most action takes place on the middle of the three floors with some people using the underground car park or upper floor to try and navigate round the back of oncoming infantry.
Scrapmetal is an interesting map, set in two warehouses connected by two bridges with multiple levels and numerous nooks and crannies that I’m still getting lost and disorientated in it. I tend to head for the two connecting bridges as there’s some strategically placed obstacles that can be used in a firefight between you and an enemy at the far end and more often than not you’ll end up in a duel whenever you take the bridge. There are also a number of metal staircases with gaps in between the steps leaving you vulnerable from both fire above and below so be sure the floor you’re on is clear before moving up.
Map: Donya Fortress
Donya Fortress is a beautiful map set in a huge mansion, with ongoing restoration projects on and under the ground floor. The map reminds me a little of Villa from Black Ops but on a grander scale. Again, much like the other maps, always be expecting to run into an enemy especially on the inside as there’s plenty of sharp corners here too. There’s an exposed courtyard too but there’s not much cover here so best to stick to the edges if you need to get across. There’s a vantage point on the upper floor for picking off people in the courtyard but not many people will be running through and you’re more likely to have an enemy chance upon you than you are at taking someone out.
Up close and personal
I’ve focused my play time on the 16-man Gun Master mode so far, so I’m not sure if the maps get bigger depending on the mode and/or number of players, I imagine it would get pretty hectic on all of these maps if not. The other game mode is Conquest Domination which is similar to CoD‘s Domination mode as players may spawn in a random location, because of this, capturing control points becomes a lot quicker. Throw this in with with the Close Quarters maps and some RPGs and you’ve got all out mayhem on your hands.
All of the maps do feel like they should be in a Call of Duty game but that’s down to their close quarters nature instead of the sprawling expanse of the maps we’re used to in BF3, especially on the 64-player PC maps.
All in all I’m enjoying this release so far and for anyone looking to purchase it I’d definitely recommend putting in the extra and getting yourself Premium, the early DLC and monthly double XP events alone are worth it (even if none of us really wants to give anymore money to EA).