Bad Company 2 Montage – Invaders Must Die

Gavin has just released his first Bad Company 2 montage video. It’s an impressive montage of sniper and tank action.

Unfortunately his site isn’t loading for me (something weird with my dns and his site) and I left a comment but it didn’t post. Honest Gavin! I did!

I loved his takedown of the helicopters, but the opening scene is a little too long. Great video nonetheless.

BC2 back stabbing rewarded again

Bad Company 2 will get a new patch on PC next week. One of the bugs fixed is for those who like sneaking around …

Knifing people in the back works again

There are other tweaks too:

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.

‘Course it’s all for PCs, no sign of console patches any time soon. Here’s a Reddit post on the above tweaks.

Edit: I was wrong, consoles are getting patch on May 11th. The patch will include the changes above plus the changes in the previous patch so super fast tracers and nerfed M60s will be the order of the day on consoles soon too! Ug Banga Whack.

Engineers rock on Arica Harbour

You gotta love the engineer class when playing on Arica Harbour in Bad Company 2. Whether attacking or defending on the first base they’re very useful due to the large number of vehicles on each side. Instead of an RPG or CG I equipped mines and made a dent in the attacking armour. 3 kills with mines! Woo!

Good thing too because I don’t think much of the primary weapons they get. I’m sure I used the M1 during that round.

Admin 101: Postfix smtp limits

I’ve just moved all my sites on to a new install of Ubuntu on one of my VPses. This site and In Photos are now on the same server again and the VPS has finally calmed down.

Between configuring Apache (turn off keep alives, and reduce the number of child processes), installing xcache and the WordPress object cache and configuring it, and configuring MySQL I totally forgot about Postfix.

I did install Postgrey of course but when Blacknight switched the ocaoimh.ie web and mail traffic to this server things started to go screwy.
Load average shot up, I thought it was Apache and spent quite some time playing with the number of processes, all to no avail. I didn’t immediately notice the large number of smtp processes when I did a “ps auxw”. I was looking at Apache.

What was happening was a rumplestiltskin attack on my server. Rogue bots all over the Internet try to send spam emails to mail servers using randomly generated addresses in the hope of guessing a correct one. It happens all the time, and I had configured Postfix correctly in the past, but I had forgot this time.

So, if your server is suffering under the strain of too many Postfix smtp processes open up /etc/postfix/master.cf and look for the smtp line:

smtp inet n – – – – smtpd

Change the last dash to a number, try small first, depending on how much mail traffic your server gets. I changed mine to 3, restarted Postfix, and the server is humming along nicely now. Postfix was actually using up more resources than Apache during those attacks! It’s unfortunate that Ubuntu (and probably every other dist of Linux) allows unlimited number of smtp processes.

Oh, I’m hosted at Linode. Yes that’s an affiliate link, but I’ve been using them for years and been very happy with them.

Positive Bad Company 2 Results

Celebrate when you’re doing well! The following screenshots were taken of my stats during this gaming session and I was very pleased with myself.

I haven’t played much in the last 2 days but I did play 2 rounds with a (mostly) good group of guys yesterday evening. There was one annoying wookie on my squad who persisted in staying well back from the main fighting. I mean like, 1 base back far back from the fighting. I spawned on him once and cursed him for having to run so far to join the action again. I could have sworn we lost one game and then won the second game while defending but my stats say I won both games. Is that a bug?

Bad Company 2 Shotguns

Spurred on by the videos below I decided to give the shotguns in Bad Company 2 a go yesterday evening. I played about 15 minutes of a game of Rush on Arica Harbour. I joined the game late when our team was about to lose Alpha and then quickly lost Bravo in the first base and the fight in the town went just as quickly too.

The shotguns (pre patch) are great, within their limitations. You’ve obviously got reduced range and on a wide open map like Arica Harbour they’re not ideal but in close combat when the other team had bombed the third Bravo it was effective. According to my stats I got 4 kills with them. 2 for each of the 870 and Saiga, and 1 headshot for each too! I preferred the Saiga for it’s semi auto fire, and switched back and forth between magnum ammo and extra shells so I couldn’t really tell a difference in such a short game.

The two videos below give conflicting advice. Use whatever suits you best. 🙂


(via)

I always wondered about this. If you quit during a game of Rush does that count as a loss on your stats? I don’t think so. My “rounds played” and win/loss haven’t changed as I never finished the game I was playing.

Rocking Rush, the video

Geoff posted a new Bad Company 2 video yesterday evening, one in which Dave and myself feature. The clip of the attack on a crate in Laguna Presa was one we played a few weeks back. I was across the road laying down smoke but eventually got spotted by an assault guy.

The other team were seriously good, and I think they held us off the next base. (Thanks Dave for the heads up. I hadn’t checked Youtube yet this morning!)