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Battlefield 4 |OT2| Is it fixed yet?

meshwork

Member
Also, there's an 824 MB update now live for PC players, aw yiss. Let's see if they finally fixed my REX.
They probably didn't :(
 

Kabuto

Member
Also, there's an 824 MB update now live for PC players, aw yiss. Let's see if they finally fixed my REX.
They probably didn't :(

The client side patch is probably the same as the PS4 one. Crossing my fingers and hoping that the server side patch fixes the netcode a little.

I got the late Premium Gold Battlepack of the week and Veteran Battlepack with the update!
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
PC Game Update Mar 6

March 4 PC Game Update Notes
-Several crash fixes and stability improvements
-Fixed an issue with data re-sending that was causing rubber banding on some servers
-Increased the maximum 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 kill feed 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 grayed 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 ambiance 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.

Seems like the PS4 patch, good stuff.

BTW played some matches last night, it felt awesome! Sooo smooth! The killcam is hella broke though.
 
I've been using the RFB and have found it to be pretty damn effective. But I don't think it's the best one there, is it?

I'm using it as well because I'm trying to make DMRs work but man I am really slow with it. Not getting any kills at all. I probably just need to lay off the scopes. Never have much success with them. But then I'm probably missing the point of the DMR.
Being a DMR mainer, I have found that the ACE 53 SV is the best and use it almost exclusively. It offers a great balance between close range potential / versatility (low spread increase per shot, high ammo count) and general accuracy. However, the SCAR-H SV and the SVD-12 are less luck based at long ranges, and they're a realistic consideration.

As for the RFB, its main advantage over the three listed is that its a bit more accurate if you're moving and shooting at the same time, but this isn't very helpful in practice (at least relative to the ACE 53 SV's general versatility). It's gimped by terrible muzzle velocity, weird recoil, and relatively bad reload times.

It IS weird! I knew I wasn't crazy. Just cannot get a handle on it as easily as some other guns.

Dude's name and clan tag... LMAO.

That's pretty great.

OH MY, the reduction of the delay in firing on the magnum...

giphy.gif


Feels so good. Similar to BF3 now.

Hyped for that PC patch now.

http://battlelog.battlefield.com/bf4/platoons/view/3060688774698025168/

yeah do it, i already kicked out all PC only guys from the console platoon. (sorry)

Don't be sorry. It was always going to be this way. Applied to the PC platoon.

Has anyone seen this? Sums it up pretty well for somebody who didn't play between December and February.
 

TheZink

Member
So I'm playing obliteration and my guns don't work. I'm unloading clips in people and nothing. Only thing I could do was stab. Anyone else have this problem? It's seriously annoying. Three games in a row. Occasionally a gun would work but probably 20% of the time.
 
So I'm playing obliteration and my guns don't work. I'm unloading clips in people and nothing. Only thing I could do was stab. Anyone else have this problem? It's seriously annoying. Three games in a row. Occasionally a gun would work but probably 20% of the time.

i'm sure it's a feature! some of your magazines are loaded with blanks! those pranksters at DICE hard at work :D
 

Barmaley

Neo Member
Playing squad deathmatch and the sound just disappears in the last third of a round. How do they manage to bring in new bugs with every patch? Is there someone on the team sabotaging the whole project? Some activision mole?
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Are the new ranks retrospective? AKA if I've earned a shit load of XP since being 110 will I just be 120 straight away? Don't care either way, just curious.

Short answer: No.
Long answer: LOL No.

Why?

Because DICE™.

Still can't put either of the GAF logos on the PC emblem. *sigh*
 

Symax

Member
So I'm playing obliteration and my guns don't work. I'm unloading clips in people and nothing. Only thing I could do was stab. Anyone else have this problem? It's seriously annoying. Three games in a row. Occasionally a gun would work but probably 20% of the time.

Bullets are premium only.
 
Made a PC-version platoon for people if that's even gonna be popular.

If not well I made it for nothing. I'll edit the emblem later. But I really don't see this taking off but if it helps Noisepurge out...
Applied to PC platoon. Maybe I can actually play with a group some time. :)
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
BTW the Naval Strike Main Menu is godlike looking
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Non-premium works. I dunno why I'm not able to use the Premium, guess I haven't unlocked one of the shapes (despite the fact that looking at it building it's nearly using the same shapes...?) needed for the Premium. Oh well at least there's a logo now. Yay?

Now if Splinter, Sco, the Frenchman, and the Mexican would join so it's "legit..." *cough cough cough*
I'm probably bringing the legit-ness down by a fair bit.
 
Those AA mines are going to be everywhere. Such a terrible idea, air power is already severely lacking compared to previous games. There are enough options to take down helicopters and jets, really unnecessary to add aa mines. Miss the days when choppers were actually feared and not just a joke.
 
Those AA mines are going to be everywhere. Such a terrible idea, air power is already severely lacking compared to previous games. There are enough options to take down helicopters and jets, really unnecessary to add aa mines. Miss the days when choppers were actually feared and not just a joke.
I'll disagree on jets - anything that can take down a jet can take down a heli - except its far more difficult. Which means in a world where anti-air is correctly balanced against helis, jets will be just like in bf3 untouchable except to ace pilots.

Oh I read the anti-air mines are useful against mavs so I assume they might be useful against suavs and ucavs, the latter of which I've been enjoying too much lately.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
...So the AA mines are the reason why Stinger/IGLA isn't able to hit MAV's this outing despite them being able to in BF3?

DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIICE.

Also that snub-nose revolver looks hot.

And the Patriot is back. <3 <3 <3 <3 <3 <3
 
The new weapons besides the bizarre anti-air mine thing look pretty sweet. More revolvers for my collection. :3 Liking that wood handle and low barrel. Tashte.
 

scogoth

Member
Now if Splinter, Sco, the Frenchman, and the Mexican would join so it's "legit..." *cough cough cough*

Already have two platoons for PC players. We just mandate that you change your name to [GAF]Drunken____________ for drunk platoon and [GAF]Drunken-disneypricessname- for princess platoon.

Princess > Drunk > GAF
This is the order of things that are and shall be
 

Ocho

Member
Already have two platoons for PC players. We just mandate that you change your name to [GAF]Drunken____________ for drunk platoon and [GAF]Drunken-disneypricessname- for princess platoon.

Princess > Drunk > GAF
This is the order of things that are and shall be

Drunk > GAF > Princess. Hooah.
 

Ocho

Member
Drunk > GAF > Princess. Hooah. > Nachos > Cheese >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Salsa/Sour Cream

Accept you want to be the Nacho to my Salsa. By the way, how is the Drunken Princess theme song called?
 
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