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Battlefield 1 |OT| Make War Great Again

terrible

Banned
Or you get revived while laying in the line of fire or under 5 grenades who are about to blow. Weeeeee.

Nobody can turn down free points! Remember in BF3 when you could almost infinitely revive people after they died? You'd get stuck in a die revive die revive die revive loop. Thank god they patched that, it was funny though.
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
I don't really like Locker/Metro style maps because they're the antithesis to what attracts me to Battlefield by reducing play space complexity to limited, defined bottlenecks. I can appreciate the attraction to chaos but it's simply not Battlefield to me much in the way as anything other than Conquest 64 is not Battlefield. If I wanted to play grindy games I'd play something else.

Quite happy with how the other maps look, visually at least. Just hope they're well laid out.
 

Donos

Member
Read it wrong the first time. Thougt you wrote "...as much as Conquest 64 is not Battlefield." and i was ready to fight you on the street with fists eatchildren.

They are a nice diversion now and then, or when you are close to unlocking something and want it done fast but i usually had enough for weeks after one round of clusterfuck.

But a buddy of me played only those maps on 24/7 servers on BF3/BF4. He probably didn't know that these games had vehicles.
 
I don't really like Locker/Metro style maps because they're the antithesis to what attracts me to Battlefield by reducing play space complexity to limited, defined bottlenecks. I can appreciate the attraction to chaos but it's simply not Battlefield to me much in the way as anything other than Conquest 64 is not Battlefield. If I wanted to play grindy games I'd play something else.

Quite happy with how the other maps look, visually at least. Just hope they're well laid out.

I like them as long as its only a few. Its a nice change of pace. Locker i didnt mind because everytime it appeared was after a pretty big map. As long as they keep them to one or two maps like that. But yeah, i wouldnt want a lot of maps like that. Thats not BF to me either.
 

Lemnisc8

Member
Ooh, does this apply to the ones laid down by one of the light tanks as well?

I really wish this was explained in-game . . .

Good question, I'll test it and get back to you if you don't get there before me.

I did go back and test infantry and it is definitely three.

UPDATE: it is indeed 6 for the light tank as well.
 
Because spamming explosives or shooting into choke points for an entire round is boring for a lot of people. I can handle one round of that once in a while but it's really boring doing the exact same thing over and over again.
As opposed to what, exactly? You're doing essentially the same thing on any other maps.
 

terrible

Banned
As opposed to what, exactly? You're doing essentially the same thing on any other maps.

I can't agree with this at all. Being stuck at the exact same choke points spamming explosives or blind firing isn't anywhere near as varied as the encounters on regular maps regardless of game mode. The amount of different angles you can attack and defend from on well designed maps is exponentially higher than on something like Metro.
 

EatChildren

Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
As opposed to what, exactly? You're doing essentially the same thing on any other maps.

The draw to other maps over Locker/Metro is precisely because of the more open play space making that repetition at least more varied in nuance of approach and encounter diversity. Taking a flag on the more open maps must factor in a combination of open spaces, cover, and interiors, along with class, vehicle, and tool use of both sides, and direction of approach usually relative to other captured points.

It's not like other maps aren't guilty of having flags that favour chokepoint grinds, but for many (myself included) the thrill and identity of Battlefield is capture points that avoid this.

Where Locker/Metro repel interest is that they are fundamentally very repetitive, especially when playing on larger servers, as the available play space is measurably far lesser and thus the strategic diversity in capturing points is reduced.

Capturing a flag in the middle of an open map surrounded by a small village with many interiors available for use is very, very different to capturing a flag in a room that has only two or three hallway entry points and no verticality.
 
heard about the battlefield dog tag mission the day it was live, played it everday for hours right through the active period, totally forgot about it and missed the window. was reminded about it yesterday by one of westies vids. why cant they just put it up on the weekly medal select screen? would never have forgot then because im in there much.

also been waiting weeks for a medal to show that i havent already done yet.
 

FaceTurn

Member
Bought the game recently and have been playing quick match. Tried the server browser but it seems to only show 10 or so servers regardless of what filters I have on. Is there something I'm doing wrong? Also can't find a hardcore server for the life of me.
 
Bought the game recently and have been playing quick match. Tried the server browser but it seems to only show 10 or so servers regardless of what filters I have on. Is there something I'm doing wrong? Also can't find a hardcore server for the life of me.
Hardcore is under custom games. And IMO is easier to just search for quick match. What's your region btw?
 
Bought the game recently and have been playing quick match. Tried the server browser but it seems to only show 10 or so servers regardless of what filters I have on. Is there something I'm doing wrong? Also can't find a hardcore server for the life of me.

The server browser is a broken mess.
 
Just put an SSD in my laptop last night.

Holy cow, what a difference.

e:

Is it just me, or do all Dreadnaught drivers suck? I've literally never seen a match on Fao Fortress where the rear cannons can hit anyone because the driver has no idea how to play and has chat disabled.
 

Creaking

He touched the black heart of a mod
Man, the heavy MG sentry kit is so lousy. Not enough armor to justify the reduced speed and general weakness of the gun. Not to mention nothing you can do about gas.

Any secret to using that particular kit that makes it worthwhile?
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Man, the heavy MG sentry kit is so lousy. Not enough armor to justify the reduced speed and general weakness of the gun. Not to mention nothing you can do about gas.

Any secret to using that particular kit that makes it worthwhile?

It's meant to suppress. So it's gonna be "shit" if you're going for direct confrontations. That said: If you have a medic and support giving you health and ammo, you can be on the frontlines and wrecking easily with it.

I'd rank the Battlefront classes as:

Tank Hunter (DAT GUN) > Flamethrower (DAT LACK OF RANGE) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> LMG (suppressive fire)

Tank Hunter sadly isn't in all the maps, but once you get good with the iron-sight sniping you can take snipers, infantry AND tanks out while the tanks are probably 99% oblivious on where you are.
 

Creaking

He touched the black heart of a mod
It's meant to suppress. So it's gonna be "shit" if you're going for direct confrontations. That said: If you have a medic and support giving you health and ammo, you can be on the frontlines and wrecking easily with it.

I'd rank the Battlefront classes as:

Tank Hunter (DAT GUN) > Flamethrower (DAT LACK OF RANGE) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> LMG (suppressive fire)

Tank Hunter sadly isn't in all the maps, but once you get good with the iron-sight sniping you can take snipers, infantry AND tanks out while the tanks are probably 99% oblivious on where you are.

Suppression isn't worth a whole lot when guys can bayonet charge you without much fear of going down.

Also, you're forgetting the Villar Perosa in your ranking. That's my personal favorite weapon. Destroys.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Also, you're forgetting the Villar Perosa in your ranking. That's my personal favorite weapon. Destroys.

I haven't seen that except ONCE on like Ballroom Blitz. I seriously don't know any map that carries it besides that one (in Operations) everything else is Flamethrower or LMG with Tank Hunter on maps that have tanks (Suez, Senei...)
 

Mahonay

Banned
I haven't seen that except ONCE on like Ballroom Blitz. I seriously don't know any map that carries it besides that one (in Operations) everything else is Flamethrower or LMG with Tank Hunter on maps that have tanks (Suez, Senei...)
On Conquest it spawns on the B flag at Monte Grappa. I've gone on absolute tears with the Villar Perosa, it rips through enemies like butter. The TTK is insane, and you get a lot of ammo. Clip is small but just have to duck back when you're reloading. Combine that with some Medics heeling you, and Support classes rearming you, it's scarily powerful.
 

Creaking

He touched the black heart of a mod
On Conquest it spawns on the B flag at Monte Grappa. I've gone on absolute tears with the Villar Perosa, it rips through enemies like butter. The TTK is insane, and you get a lot of ammo. Clip is small but just have to duck back when you're reloading. Combine that with some Medics heeling you, and Support classes rearming you, it's scarily powerful.

Seriously. With a decent team of medics, I near single-handedly defended a Rush point, killing near to 40 attackers in one life. Would have kept going, but we won.

It's weapons like that that make me annoyed at the likes of the suppresive sentry kit. If not for the increased health, that one would feel like a straight downgrade. Every other kit has a weapon I'd love to use normally, but with the LMG kit, I'd prefer to use something like the BAR instead.
 

BPK

Member
I've said it before but I find I'm playing rush more than conquest in a Battlefield game for the first time ever. On OG ps4 rush is such a smoother experience. 64-player conquest feels so choppy and sluggish.
 
On PS4 Pro. Haven't played in a while. Server browser shows all severs as 30HZ. Did they downgrade frame rate for multiplayer?
I think they have always been 30 HZ. Don't know if that's Sony fault or EA

I've said it before but I find I'm playing rush more than conquest in a Battlefield game for the first time ever. On OG ps4 rush is such a smoother experience. 64-player conquest feels so choppy and sluggish.
Try operations ?
 

SlimySnake

Flashless at the Golden Globes
Yeah, 40 player operations on the pro is a silky smooth experience.

I am up to 1,455 score per minute now playing nothing but operations. Been going on some crazy multi killstreaks lately so decided to make a Gamescom trailer mash up. The MG15 kills were my favorite.


https://youtu.be/WWWw-K3ekss
 

Smokey

Member
Got the BF1 trial on PC. I did a search for Conquest games with no filters, and hardly any showed up

V4GpTQY.jpg

Looking for less than 64 players returns no results.

This can't be it can it? I've got to be filtering wrong or something, right? What about Hardcore mode?
 

Tubie

Member
Got the BF1 trial on PC. I did a search for Conquest games with no filters, and hardly any showed up



Looking for less than 64 players returns no results.

This can't be it can it? I've got to be filtering wrong or something, right? What about Hardcore mode?

I think this is normal for PC Battlefields.

I don't even think BF4 had official DICE servers at all on PC.
 

Smokey

Member
I think this is normal for PC Battlefields.

I don't even think BF4 had official DICE servers at all on PC.

They did.

I don't remember it being like this on PC BF4, and bf1stats says there's 50k+ people online. Fill like I'm filtering wrong or something, because I don't see Hardcore mode either.
 

Tubie

Member
They did.

I don't remember it being like this on PC BF4, and bf1stats says there's 50k+ people online. Fill like I'm filtering wrong or something, because I don't see Hardcore mode either.

Oh I see what you mean now, that is definitely weird.

Maybe try no filters at all and see what comes up.
 

Moloch

Neo Member
Wonder if anyone else is experiencing this on Sinai Desert:

https://www.youtube.com/watch?v=jadiu836pBg

Flag/vehicle icons not updating as they should, progress/availability lags behind then catches up after a while, very frustrating. Only happens on Sinai desert non custom servers when there are more than 40-ish people on the server.

They are investigating it but this is really taking the fun away, appearantly most people dont have this issue as they are taking tanks left and right without the icon even changing for me, i have 0 packet loss and a 15ms ping and tried numerous things that did not help. Other maps always update instantly oddly enough. If i hit Squads then back out of it everything is updated until it starts lagging behind again shortly after.
 

Kastrioti

Persecution Complex
The fog that hits on Giants Shadow about halfway through each match makes it the worst map by far IMO.

World War 1, fog of war, yeah I get it but it lasts way to long and just makes the map no fun. Couldn't see shit from when our team was at about 400 until the end of the match.

It just makes the map not fun to play at all.
 

WillyFive

Member
The fog that hits on Giants Shadow about halfway through each match makes it the worst map by far IMO.

World War 1, fog of war, yeah I get it but it lasts way to long and just makes the map no fun. Couldn't see shit from when our team was at about 400 until the end of the match.

It just makes the map not fun to play at all.

The fog in that map is great. It's one of the best weather events in the game, since areas that would normally be inaccessible due to due to being open to fire are now safe to traverse, introducing new routes to the objectives. Only reason I can think for not finding that fun is if you aren't willing to change classes for some reason.
 

Theorry

Member
Holy shit the CTE patch notes.

Battlefield 1 CTE Patch 1 [3211582]
Welcome to the first patch notes on the BF1 CTE. This is where we get the chance to experiment with features and content to see how everyone likes it, before exposing it to the whole Battlefield community. You are among the first players to test the contents of this patch, and we hope you will like it. In this patch we’re bringing back the ever popular ribbons from previous Battlefield titles. We are also increasing the max class rank to 50.

Read below to find out more about the contents of this patch.

Ribbons

You will now be able to collect ribbons as you play. There are 20 different ribbons to collect, and each time you get a ribbon you also receive a 500XP. The ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other ribbons you’d like us to add, we’re always listening!

Elite Codices

It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25000 bonus XP. Not bad when you’re chasing those new max class ranks.

Increased Max Class Ranks

The new max class rank will be 50. When you hit 50, you will be granted some extra nice class flair in the kill card to really taunt your fallen foes.

Servers

We’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the Victory-screen, so no extra time between rounds has been added. This feature may be turned off initially, and some servers will never have it.

Those are the major features we’re adding, along with a bunch of bug fixes and other tweaks listed below.

Vehicles

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.
Fixed an issue where the Heavy Tank would not show on the minimap when firing like other vehicle. *Reduced the cooldown of gas abilities on vehicles to 25 seconds to make up for reduced gas duration. *Fixed issue where multiple tanks could become available to a team when they shouldn't be.
Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.

UI

Fixed an issue where the Warbond symbol overlapped the amount of availible warbonds in Arabic language.
Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.
Fixed an issue where player nametag would not show in the kill log for some type of kills.
Improved the logic for fading out crosshairs and UI when aiming down sights.
Fixed english spelling error for magnification.
Kit rank progress bar now becomes invisible once you reach max rank.
Fixed issue where amount of warbonds could overlap UI container.
Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.
Improved performance in the menu system.
Tweaked design of friends list.
Player will now track first medal by default.
RSP server information will now display owner of server.
Now sorts regular servers below RSP servers in the server browser.
Added server information in ...-menu.
Fixed a bug where joining server animation started twice when joining server.
Fixed a bug where the user remained in hang after failing to join a server.
Fixed a bug where the tracked medal was not highlighted.
Fixed a bug where players were unable to see the highlighted text in end of round.
Fixed a bug where the party hub did not update party members.
Fix back animation of white part on personalized recommendation cards.
Fixed issue where underwater sounds could get stuck on land.
Fixed issue where the player could move on top of the map on Argonne Forest.
Fixed a bug where personalized recommendation cards would not fade.
Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.
Fixed a bug where players could scroll using "R" in the the comcenter on console.
Fixed a bug where the end of round countdown stoped when quickly navigating through the tabs.
Fixed a bug where the mouse scroll did not work in list of recommendation cards.
Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.
Fixed a bug where stats updated after reentering the weapons page.
Fixed issue where XP boost could overlap UI container.
Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.
Fixed a bug where it was not possible to inspect skins in the Inventory.
Fixed a bug where Standard Battlepack real-money price sometimes did not show up.
Fixed 7 UI related crash bugs.
Fixed several localization issues.
Map Adjustments
Fixed an issue with floating debris after destroying a table.
Fixed an issue where players could get stuck in a table.
Player will no longer clip through the visual mesh of windmill interiors.
Grenades and dynamite will no longer fall through the floor of the windmill balcony.
Removed flickering effect on tall wooden fences.
Destruction fixed between tall wooden fence parts.
Vehicle selection is now disabled while the preound countdown is running in order to provide a more fair selection process for vehicles.
Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.
Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.
Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.
Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.
Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.
Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns under ground, moved another out of a tree.
Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.

Weapons

Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.
Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.
Bayonet charge kills should now properly award service stars.
Fixed illogical behavior when using K Bullets with the Martini-Henry.
Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.
Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.
Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.
Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.
Increased damage of the Martini-Henry between 30 and 80 meters slightly.
Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:
Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.
Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.
Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.
All: Moved out damage dropoff by 1 m and added damage curves.

Model 10-A Slug changes:

Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.
Increased No.3 Revolver rate of fire in ADS from 119 to 138.
Added missing tiered reloading to flash flares.
Fixed issue with tiered reloading in the Mle 1903.
Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1. *Corrected errors in moving dispersion for crouched hipfire on shotguns.
Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.
Retune of Luger1906 Reload Audio to match new animation.
Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).
The Tankgewehr now resupplies 4 rounds at once.
Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.
Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.
Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Tweaked post reload delays to better match animations on the following weapons:
Cei-Rigotti 0.4 to 0.6 s.
Mondragon 0.5 to 0.5667 s.
Selbstlader 1906 0.8 to 1.0667 s.
Bodeo 1.1 to 1.0 s.
Bulldog 1.0 to 1.1 s.

Increased horizontal recoil by 14.3% on the following weapons:
Automatico Trench
Hellriegel Factory
M1909 Storm
Madsen Storm
MG15 Storm
BAR Storm

Reduced horizontal recoil of some self-loading rifles:
Autoloading 8 0.6 to 0.4.
Cei-Rigotti 0.64 to 0.56.
M1907 SL 0.84 to 0.7.

Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.
Increased damage of the Martini-Henry between 30 and 80 meters slightly.
Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:
Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.
Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.
Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.
All: Moved out damage dropoff by 1 m and added damage curves.

Model 10-A Slug changes:
Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.

Increased No.3 Revolver rate of fire in ADS from 119 to 138.
Added missing tiered reloading to flash flares.
Fixed issue with tiered reloading in the Mle 1903.
Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1.
Corrected errors in moving dispersion for crouched hipfire on shotguns.
Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.
Retune of Luger1906 Reload Audio to match new animation.
Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).
The Tankgewehr now resupplies 4 rounds at once.

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.
Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.
Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.

Spectator

Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.
New button added in Spectator mode to view the gamer card of a spectated player.
Added button labels to the view modes in Spectator mode for PS4/Xbox One.
Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.
Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.
Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.
Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.
Possession announcer VO will now not play for freecam and tabletop spectators.
Fixes Pre-EOR music not activating for spectators (all game-modes).
Gated "Lost Objective" VO to not play for spectators in Conquest/Breakthrough/Domination.
Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.
Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.
Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.
Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.
Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.
Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.
Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.
Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.

Gameplay

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.
Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.
Increased the threshold for suppression effects to prevent suppression from occuring too early.
Reduced gas duration from 22 to 15 seconds.
Tweaked suppression effects and low health visuals.
Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.
Controls
Fixed PC custom keybindings not properly remapping for Behemoths.

CUSTOM GAMES / RSP

Added custom game setting to toggle Behemoth on/off.
Added custom game setting to toggle Squad Leader Only Spawn.
 
This game is frustrating a lot, but when it's intense, it's intense. My team got pushed back to the last cap of the last map of Oil of Empires with two battallions left, barely managed to hold the last point and roll it over to the last battallion. Then we somehow managed to hold out for the entire battallion :O

There's nothing in there about the revive glitch...
gvkpaVg.gif

I'm more upset about them not fixing the glitch where the self-heal randomly doesn't work on bombers.
 

SlimySnake

Flashless at the Golden Globes
This game is frustrating a lot, but when it's intense, it's intense. My team got pushed back to the last cap of the last map of Oil of Empires with two battallions left, barely managed to hold the last point and roll it over to the last battallion. Then we somehow managed to hold out for the entire battallion :O



I'm more upset about them not fixing the glitch where the self-heal randomly doesn't work on bombers.
had that happen to me once. so frustrating because some moron got in the train and wouldnt capture A. He sat back and got sniped by the Artillery truck the entire last battalion. While we kept getting murdered trying to get to C from B constantly getting flank from A.

For some reason, i was put into three straight games last night where the attacking team was stuck on the second sector of the very first map. they really need to do some decent teambalancing in b/w rounds.
 
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