Heard a rumor that a PC patch has been released...?
Im at work
(should be the same as PS4/xbone but hopefully without breaking obliteration game mode)
yeah indeed there is a 824mb update.
i guess it's the same update that was already released for ps/xb 2 days ago :
Quote:
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
SPECTATOR MODE
-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode
-Removed the black screen that was visible when switching between cameras and players in Spectator Mode
-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible
-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons
-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else
-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player
-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player
-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes
NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com].
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. 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.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. 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.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-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.
-THe SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-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.
-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.
-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.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-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. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-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.
hope that's the staff shell bs exploit. It was so bs, if you didn't use that exploit, you basically lost any tank battle in advance (and since i don't use exploits, i mostly lost, unless i faced a moron who couldn't aim straight lol).
-Fixed an issue with data re-sending that was causing rubberbanding on some servers
but where are the fixes for player position on the map ("netcode") and insta-death while running that were present in the PS4 patch log?
EDIT: ah well they have changed the PS4 patchlog now... same as PC
the above is the changelog from the 360 (which is the same as the ps3/4) and i assume it's the same for the pc. Maybe they added something else for pc, we will see i guess.
Thing is that the patchlog for the PS4/Xbone was different yesterday. mentioned a fix for a mathematical error that killed the player while running and bumping in to any object...
I'll see if I can find it.
EDIT: ok, I cant find it cached anywhere... lets just hope the fix is in
Latest and greatest...
Last edited by bangalter on Thu, 6th Mar 2014 10:58; edited 1 time in total
I have sound, but the crosshair is dissapearing again... -.-
Dice... hahahahah
30 minutes of gameplay and then "Something went wrong!".
Edit:
Ohh and before Sin says anything. Yes, it must be my computer cause it's working ace for you.
stop baiting please.
Believe me, i'm frustrated enough with the game myself.
I just don't bitch about it constantly on a forum where it doesn't really matter (as in, it won't change anything, no matter how much you bitch about it here lol).
So DICE fixed a bug, broke it again, fixed it again and broke it again
For some people
The sound bug never came back for me once they fixed it and even then it was only Golmud and some other map?
Only sound related bug I'm still getting is that right after loading, the first 2-3 seconds sound sometimes goes away, especially in choppers. But by the time I take off it's back.
[–]sliced_limeLead Technical Scripter 6 points 48 minutes ago
There's never going to be a single "netcode patch" that just "fixes the netcode". This patch does contain several improvements to some of the worst offenders when it comes to "netcode" though - damage sync when hit by multiple bullets from fast-firing rifles as well as death sync fixes are in this patch, and should hopefully make a big difference in term of one hit kill situations and feeling unfairly killed by the game.
Well they managed to fuck up the kill-cam completely. Now it shows random enemies. Or no one at all. Also the new AR and m320 are broken/glitched, when unlocked.
Nice testing DICE:
Last edited by monk3ybusin3ss on Thu, 6th Mar 2014 18:17; edited 1 time in total
Tick rate shouldn't need to be changed for a game like BF4. Just people that know nothing about a 'net code' want a tickrate of a billion. What they should fix/mask are out of sync issues, that's causing 90% of the problems as far as I can see.
Yes, because "tick rate" magically fixes any "netcode" issues people have. It's not as if Q3 had a tick rate of 20.
Wait...hold on...something is not correct in that statement
30 being the maximum you could realistically play at as well (in Q3, obviously) anything above that broke the game royally
I love how everyone still keeps raving on about "tick rate", when it's the interpolation and lag compensation that are fucked up. In fact, I suspect that 90% of people using the term "tick rate" started their online gaming with that amazing piece of shit called CS Source, since that's the first that term was ever used for the server update rate (which in Q3 for example, meant server FPS limit since that was one thread and shit client FPS meant shit "netcode").
Yes, because "tick rate" magically fixes any "netcode" issues people have. It's not as if Q3 had a tick rate of 20.
Wait...hold on...something is not correct in that statement
30 being the maximum you could realistically play at as well (in Q3, obviously) anything above that broke the game royally
I love how everyone still keeps raving on about "tick rate", when it's the interpolation and lag compensation that are fucked up. In fact, I suspect that 90% of people using the term "tick rate" started their online gaming with that amazing piece of shit called CS Source, since that's the first that term was ever used for the server update rate (which in Q3 for example, meant server FPS limit since that was one thread and shit client FPS meant shit "netcode").
No. It was first used way before in HL1 (maybe Q2 even?). Both server fps and tickrate svars were there. The lag and interpolation problems you're referring to would not exist if it was amount of packets would be higher - would be much less of a factor if it's good or sucks.
Tick rate shouldn't need to be changed for a game like BF4. Just people that know nothing about a 'net code' want a tickrate of a billion. What they should fix/mask are out of sync issues, that's causing 90% of the problems as far as I can see.
Really? Then this video is pure bullshit.
Yes I know nothing about anything so I'm waiting for opposite demonstration.
However for the last 2-3 days I've been noticing the fact that some of my shotgun blasts just have no effect sometimes, the game doesn't even register the hit on the opponent and they kill me right afterwards.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
No. It was first used way before in HL1 (maybe Q2 even?). Both server fps and tickrate svars were there. The lag and interpolation problems you're referring to would not exist if it was amount of packets would be higher - would be much less of a factor if it's good or sucks.
Quick up front: I use engine names below, because obviously it's the engine that does it. GoldSrc = HL1/CS, SRCDS = HL2/CS Source, Tech 3 (T3) = Q3.
No, GoldSrc is vastly different. You're referring to sys_ticrate, which is the internal processing rate, or frame rate if you will. In SRCDS that just fps_max. In T3 (can't remember for T2 -Q2- if I'm perfectly honest) it's sv_fps.
The -tickrate parameter for SRCDS is in fact an interpolated value. At 100 it calculates 100 updates per second; at fps_max 1000 that means every 10 frames, at fps_max 600 every 6 frames. GoldSrc has no equivalent, that calculates it every frame. Sending those updates to clients happens at sv_maxupdaterate for both of them. T3 doesn't even have a separate update rate, it just does it in every frame. To put it in statistical terms; SRCDS has a separate resolution for the packets, whereas the other two do not. "Tick rate" has a very different meaning between these engines. It also explains why SRCDS wanted tickrate 100 ideally; it matches with the updaterate and desired FPS, meaning fresh data for every client frame.
As for BF4 compared to these? Can't compare. What would "tick rate" refer to for BF4? Process rate of packets? Internal processing rate? Interpolation rate?
My point is that "tick rate" is the biggest fucking bullshit term that has come to life in the last decade. And no, no one referred to server FPS as "tick rate" before SRCDS. In fact, server FPS wasn't that important to begin with, as GoldSrc and Tech 3 are highly synchronous engines. GoldSrc you could push to 1000 FPS, T3 would get unplayable at 40.
And I haven't even touched on all the client-side CVARs for all of these games. In all cases however, clients are forced down to the server's maximum update rate; so that's sv_maxupdaterate for GoldSrc and SRCDS, sv_fps for T3.
escalibur wrote:
Really? Then this video is pure bullshit.
Yes I know nothing about anything so I'm waiting for opposite demonstration.
Just happened in Paracel Storm but it recovered as soon as I respawn.
However, we win the match, credits roll out aaaaaaaaaand battleblog and flash crash the game AND firefox?
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Carrier Assault mode explained. After reading, seems to me that it won't disappoint, it can really lead to simultaneous, independent battles in 3 or 4 different fronts, all contributing to win a match. The only thing that I don't like too much is the parachuting out of thin air above the carriers in phase 2, back in BF2142 you had to earn that privilege by managing to sneak an APC (which carried the famous drop pods) very close to the enemy Titan. I guess we'll have to wait and see how it will play out.
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