Operation Mortar looks very cool. Wave Breaker could be very nice too.
The other too sadly look very generic and boring. And more like a camper/sniper fest
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
Yep Nansha Strike looks disappointing so far, after DICE said it was the biggest naval map ever. But he said Conquest Large had flags outside the main island but he didn't show that, just 5 flags inside the main island. So I take he was playing Conquest Small?
Also, lol @ the comments saying "so now we have 5 Paracel Storm?" They should go back to COD, Paracel is one of the best maps in vanilla BF4, period. And anyway, most of these look distinctive enough.
I know there was a post about R30 server patch notes but these are the updated ones.
R30 Server Update
-Players will no longer be able to pick up deployed AA mines
-Players will no longer be able to equip an AA mine together with rocket launchers
-Fix for an issue where players could have two Javelin projectiles in the air at the same time
-Javelin damage has been reduced from 34% to 30%
-Active Radar cone on the Ground Active Radar Missiles has been reduced from 5 degrees to 2 degrees
-Reduced the resupply time of the Flares from 25 to 20 seconds
-Reduced the resupply time of the ECM from 30 to 25 seconds
-Increased the resupply time of Active Protection from 30 to 35 seconds
-Bullpup weapons with 1x sights should now all properly benefit from increased movement speed while aiming down the sight
-Increased the damage of the CBJ-MS all ranges to better balance its low rate of fire
-Reduced the direct damage of the Attack Helicopter Zuni rockets as they were slightly too powerful after the last adjustment - as a result that last increase has been toned down to 50%
-Increased the side to side recoil of the AWS to balance it with other 800 RPM LMGs and keep its unique firing behavior
-Reduced the damage of the FIM-92 Stinger and SA-18 IGLA to 35% from 45% against Scout, Attack Helicopters and jets
-Toned down the helicopter flip caused by FIM-92 Stinger, SA-18 IGLA and Starstreak HVM-2 impacts
Looks nice. Anyway, the video makes clear the guy narrating never played Titan mode before (even though he tries at least once to imply he did). He says he's worried because with 64 players in the battle inside of the carriers will become a clustefuck, yeah, no... the 64 players won't be inside the carriers, you can very well win the match without your team setting foot in the enemy carrier at all Also, from the video there's much more space to move around in these carriers that there was in the titans back in 2142.
On the negative side, he says there's no escaping the carrier to survive after the last M-COM is destroyed, shame on you DICE
-Increased the resupply time of Active Protection from 30 to 35 seconds
-Reduced the direct damage of the Attack Helicopter Zuni rockets as they were slightly too powerful after the last adjustment - as a result that last increase has been toned down to 50%
I really dont see why they did that. AP had already long reload time unless you did some camping with the tanks etc and the attack heli is again low-powered.
I never considered the attack heli low-powered. It has trouble surviving for long when faced with AA support, but it can cause devastation better than most other vehicles.
in my over 200 hours of bf4 i've yet to see an attack chopper wreck havoc. i only see them wreck, period. They're a pathetic shadow of what they used to be in bf3. It's a miracle when one of them lives for more then 30 seconds rofl.
Of course much of that is the "fault" of the op mobile AA, but also the stingers/iglas and even tanks and IFV lol. They are so slow and clunky, it's so easy to down them .. with pretty much anything.
yeah but what good is damage output, if you can hardly ever reach an actual combat zone lol. 99% of attack choppers never even see combat lol, but are shot down shortly after they lift up or on the way to combat.
The biggest problem it still faces is how it gets knocked over by a single stinger. That means you can choose between two ways of flying. Either you stick nice and low to the ground like you should be doing, but get butt fucked as soon as anything hits you since you flip over and die. The other options is to fly high, at which point you have 7 engineers, an Anti-Air and probably a jet locking on to you (or just shooting you) within seconds.
Well that and its insane sluggishness. In BF3 the scout chopper was sluggish when it should be the most nimble one. In BF4 the attack chopper, which should be the fastest of the three and manoeuvrable enough to carry out attack strikes, is the worst of the three. It has the characteristics of a transport chopper :/
I don't know why are they descreasing the time for flares to ressuply if they sometimes don't even work properly. I can't tell how many times have I been shot down with stinger/igla in the exact moment I deployed flares or ECM.
To elaborate a bit further then that;
The helis now face way more threats then in BF3.
They flip over from just about anything making it insanely hard to level out again without taking a direct hit from any random thing out there.
And transport helis should have one more set of flares or at least a little bit better maneuverability or speed.
Yeah, he's right on most accounts. Although he also says that it's hard for two guys in an attack chopper to take out a single guy in a scout chopper, that's not the case
Yeah, he's right on most accounts. Although he also says that it's hard for two guys in an attack chopper to take out a single guy in a scout chopper, that's not the case
That and transport helis are super dangerous... O.o
But yes, I'd agree with him on most of his points.
That and transport helis are super dangerous... O.o
They are, actually. Once you figure out how to use the miniguns, they are ridiculously deadly, I've taken out jets with them
And I've been using the transport chopper on the first stage of Shanghai as a bad ass stationary machine gun. B is between two flats on either side, on the defending side's spawn there's a couple of lower flats. Land on the closest one right next to the edge, switch to machine gun position and you've got a full overview of the entire upper deck, all three stairs, the ramp and both doorways under the taller flats (one of which leads to alpha). If you position it right, the only way a stinger can get to you there is if the enemy move well into your view, so you can shoot them down in time.
Same goes for RHIB boats, for the record; that minigun can annihilate an unsuspecting chopper (scout or attack) fairly quickly.
I don't know why are they descreasing the time for flares to ressuply if they sometimes don't even work properly. I can't tell how many times have I been shot down with stinger/igla in the exact moment I deployed flares or ECM.
You seem to have forgotten there is a delay between deploying a flare/ECM and incoming missile diverting or droping a lock.
They aren't a super-clear-all-threats-thing.
The biggest problem it still faces is how it gets knocked over by a single stinger.
not the case anymore, latest server patch fixed it (R30)
-Toned down the helicopter flip caused by FIM-92 Stinger, SA-18 IGLA and Starstreak HVM-2 impacts
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