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Posted: Mon, 27th Jan 2014 19:43 Post subject: |
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Vehicle balance fixes
Spoiler: | Quote: | Aircraft and Anti-Aircraft
1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.
2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.
3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
4) Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.
5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
6) Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.
Tanks and Anti-Tank
1) Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
4) Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential. |
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Posted: Mon, 27th Jan 2014 19:55 Post subject: |
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Nice!
Although:
Quote: | 5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change. |
Not sure this needed to be done... attack choppers didn't really have any issues with dealing damage, as far as I am concerned. Surviving long enough to do that is the main problem.
At the moment gunners have to think whether they want waste ammo on vehicles or focus on infantry (which is what they should be doing really) while leaving the vehicles to the pilot or use the secondary weapons.
And in any case, it's really not that difficult for a gunner to finish off a vehicle that was softened up by the pilot's attack as it is.
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DimasL
Posts: 1766
Location: Spain
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Posted: Tue, 28th Jan 2014 17:25 Post subject: |
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Dont know if this is a mistake, but in the Toshiba website you can download the 13.35 Beta with Mantle, but just for the laptop cards.
http://cdgenp01.csd.toshiba.com/content/support/downloads/tc70188000a.exe
MSI MEG X570 UNIFY / A.D2 (AGESA 1.2.0.7) / AMD Ryzen 9 3950X @ 4.70 GHz / Noctua NH-D15 / EVGA GeForce RTX 3080 FTW3 ULTRA / 32GB Corsair Vengeance RGB Pro 3200Mhz CL16 / Corsair AX750w / SilverStone Fortress FT02B-W (Black)
Samsung 970 EVO Plus 1TB SSD NVMe M.2 / Samsung 850 Evo 500gb / Samsung F3 1TB 7200.11rpm / Samsung F4 2TB 5400rpm / Seagate 3TB 7200.14rpm / Seagate 8 TB Expansion Edición Especial USB 3.0
Logitech G502 Lightspeed / Logitech G640 / Logitech G915 Lightspeed / DROP Sennheiser + EPOS PC38X / Xbox360 Pad / Logitech G27 / Logitech X56 HOTAS / Logitech StreamCam
ASUS ROG SWIFT OLED PF27AQDM / BenQ XL2730Z 1ms 144Hz 1440p / HP 27q 1440p 60Hz
Internet Connection: 1Gb/1Gb Fiber
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Posted: Tue, 28th Jan 2014 19:16 Post subject: |
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Time to feel appreciated, men!
http://blogs.battlefield.com/2014/01/bf4-player-appreciation-month/
Main things to take away:
- Platoons are back
- Free shortcut bundles for handguns and grenades. Also DMRs and shotguns for Premium users
- Community missions (earn Battlepacks for completing some goals DICE will set up)
- Battlepack every day
- Talk to to DICE devs
- Some more info on updates to the "netcode" and some new features...
Edit: Oh, also Double XP Weekend... yay!
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Posted: Wed, 29th Jan 2014 12:39 Post subject: |
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UPCOMING BF4 WEAPON TWEAKS
Quote: | DMRs
1) 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
1) 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
1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
General
1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. 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.
2) 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.
3) 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. |
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Posted: Wed, 29th Jan 2014 13:05 Post subject: |
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Posted: Wed, 29th Jan 2014 13:09 Post subject: |
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ok you guys! I am organizing myself an account for bf4. If I'm lucky my mic should also arrive today... prepare for battlefield!
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Posted: Wed, 29th Jan 2014 13:11 Post subject: |
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monk3ybusin3ss wrote: | http://blogs.battlefield.com/2014/01/balancing-bf4-weapons/ |
Thanks
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tonizito
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Location: Portugal, the shithole of Europe.
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Posted: Wed, 29th Jan 2014 13:12 Post subject: |
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PumpAction wrote: | ok you guys! I am organizing myself an account for bf4. If I'm lucky my mic should also arrive today... prepare for battlefield! | Prepare for some duck rage? 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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garus
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Posted: Wed, 29th Jan 2014 13:23 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:51; edited 1 time in total
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Posted: Wed, 29th Jan 2014 15:17 Post subject: |
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I stopped BF3 around the time when the motorbikes were released and the last thing I can remember was, that when I spawned on their bikes, they somehow always knew when to leave, before the rocket hit. I never did and died alot
(you bastards could've warned me!!)
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garus
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Posted: Wed, 29th Jan 2014 15:18 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:51; edited 1 time in total
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Posted: Wed, 29th Jan 2014 18:43 Post subject: |
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Balancing BF4: Upcoming Pistol Tweaks
Quote: | 1) 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.
2) 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.
3) 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.
4) 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.
5) Corrected a small error with the COMPACT 45 accuracy when crouched or prone. The weapon was accidently less accurate than intended. |
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Posted: Wed, 29th Jan 2014 19:03 Post subject: |
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Quote: | 3) 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. |
Interdasting...
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Posted: Wed, 29th Jan 2014 19:14 Post subject: |
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Why are they buffing pistol..they weren't bad before. REX and Magnum are tough to use, yes, so I get that. But everything else was pretty good as it is.
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Posted: Wed, 29th Jan 2014 19:20 Post subject: |
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MinderMast wrote: | Quote: | 3) 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. |
Interdasting... |
oh nice............now everybody and their mothers will be sniping with that shit, cuz it's gonna be a better DMR than actual DMRs.
Edit: infact, why are they buffing every goddamn thing? not just pistols.
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tonizito
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Posts: 51429
Location: Portugal, the shithole of Europe.
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Posted: Wed, 29th Jan 2014 22:01 Post subject: |
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4treyu wrote: | They just can't win  | Or launch a finished game 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Sin317
Banned
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Location: Geneva
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Posted: Wed, 29th Jan 2014 22:06 Post subject: |
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i don't think people realize just how complex modern games are and how virtually impossible it is, to release a bug free or let alone perfectly balanced/tuned game.
And bf4, with all it flaws, is still extremely fun and enjoyable.
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Posted: Wed, 29th Jan 2014 23:41 Post subject: |
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tonizito
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Location: Portugal, the shithole of Europe.
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Posted: Wed, 29th Jan 2014 23:45 Post subject: |
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4treyu wrote: | tonizito wrote: | 4treyu wrote: | They just can't win  | Or launch a finished game  |
Yeah that too. But that's irrelevant to the point  | Hence why the point wasn't quoted
"proper" balance is impossibru, end of.
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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ixigia
[Moderator] Consigliere
Posts: 65089
Location: Italy
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Posted: Wed, 29th Jan 2014 23:55 Post subject: |
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tonizito wrote: | PumpAction wrote: | ok you guys! I am organizing myself an account for bf4. If I'm lucky my mic should also arrive today... prepare for battlefield! | Prepare for some duck rage?  |
I really missed those from the old Bad Company days
Pumpy prepare yourself
Btw, that piece of crap of Origin corrupted my installation and had to re-download the entire game (which is huge), took me two days 
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3E74
Posts: 2559
Location: feels wrong
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Posted: Thu, 30th Jan 2014 00:12 Post subject: |
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damn u...im hungry now..
that looks delicious...
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 30th Jan 2014 00:18 Post subject: |
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