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CONFIRMED: RPGs will NOT be locking weapons in BF4

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    CONFIRMED: RPGs will NOT be locking weapons in BF4

    Taken from Reddit BF4:

    I think we all knew this would be the case, but finally, confirmation.

    <AdrIneX> Just one more question DarkLord

    <James_D_Sidious> can you tell the gameplay designers to remove the lock-ons at least for the RPG

    <AdrIneX> lock-on for the RPG7 is a bit weird because there's no visor or indicator to look through

    <AdrIneX> so the soldier can't know or hear when it locks on

    <DarkLord7854> you can't disable lock-ons

    <DarkLord7854> adrinex: we removed lockon for rpg

    <DarkLord7854> though you're not supposed to know that yet

    <DarkLord7854> so.. shhhhh

    Full Chat Pastebin: http://pastebin.com/R7zXZdgj

    MordorHQ thread in which the pastebin was posted: http://www.mordorhq.com/showthread.p...ed-by-Darklord

    Reddit thread about Classic Mode sharing this pastebin with us, thanks to: http://www.reddit.com/user/rukqoa http://www.reddit.com/r/battlefield_...d_by_darklord/

    Edit to remind everyone about the SIX types of Rocket Launchers coming in BF4, only one of them (RPG and SMAW) will be dumb fired, the rest will have some type of guidance:

    1.) Non Lock-on: RPG and SMAW: Dumb fired RPGs just like in BF3 (and every other Battlefield game ever)

    2.) Wire Guided that can Lock on: SRAW (AT-4): Fires instantly like an RPG, but it's a wire guided rocket the shooter can keep steering into the target. It IS capable of locking onto designated targets.

    3.) Lock on weapon: Stinger and Igla - Locking rockets vs air vehicles only

    4.) Lock on weapon: Javelin - Same as in BF3, but now the user must maintain the lock on the target until it is hit.

    5.) Lock on weapon: MBT LAW - Like a Javelin from BF3, but fires much quicker doesn't need the shooter to maintain the lock, therefore it does less damage.

    6.) Lock on weapon: Starstreak - Locks on to air and ground vehicles, with very limited ammo as it's a battle pickup.

    And here's a great video from Daskro with all of them in use: http://www.youtube.com/watch?v=OC95qNH3TA0
    The AT-4 is back! And it still locks on with the PLD. This is awesome news.
    [img]http://www.fpsreport.com/tuqui/Sig01.jpg[/img]

    #2
    Thanks Tuqui... that was very annoying. I guess they were just testing the lock on system.

    Comment


      #3
      http://www.ign.com/articles/2013/10/...d-its-problems

      Battlefield 4's open beta ended this week, and as DICE nears the launch of its military shooter this month, the developer has shared exactly how the beta test will affect the final game. Sadly, the infamous elevator catapult -- a bug which hilariously launched infantry into the sky -- isn't making the cut.

      Among other issues, DICE has repaired some spawning problems, added new controller layouts, and hopes to "minimize" how often players get stuck on loading screens. General balancing will be improved as well, while certain vehicle weapons' damage has been modified. Aim assist on consoles is now more consistent regardless of range -- so now you won't magnetize to someone right in front of you.

      Miss the beta? We played it for two hours. Watch it below, check out the full details of the beta's aftermath beneath it, and look for IGN's review of BF4 this month.

      Low frame rate/stuttering PC players may have experienced trouble in the Beta getting the game running at a good frame rate. Rest assured that we’re using the information we received to optimize the performance for the launch of the game. We also released three game client updates and a number of game server updates during the Beta to address some of these issues and to gather more information to ensure a smoother launch.

      Stuck on loading screen

      We have identified some of the reasons why players, mainly on PC, were getting stuck on the loading screen and are currently working around the clock to decrease the rate at which this occurs. The latest PC patch for the Beta helped for some players and we are confident we will be able to minimize this issue for launch.

      High CPU usage during the Beta

      CPU usage could sometimes skyrocket for dual, quad and six-core processors. We identified some of the reasons and released three patches with fixes that went live during the Beta, to address the problems. This was a true Beta, and as such all the crash reports that were generated during this period will actually help us make a better game.

      Controller layouts (X360/PS3)

      We’ve increased the available controller options in Battlefield 4, including the new controller layout and multiple alternatives that we hope will make you feel right at home. If you’re more comfortable with the controls from Battlefield 3, we’ve got you covered. Just by bringing up the options menu, you can choose the “Legacy” layout, which is similar to that in Battlefield 3.

      Empty server listings (X360/PS3)

      While in the Server Browser you may have seen lists of empty servers. By changing the filter options, you’ll be able to find populated servers that you can join. You can also use the “Quick Match” function to quickly get into the action.

      The elevator catapult (All platforms)

      Although an interesting concept, elevators were never designed to act as a catapult or teleporter. The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos you’ve posted. Thanks!

      Gameplay balancing

      We are still balancing gameplay, and in true DICE fashion will continue to do so well after the release of Battlefield 4. Below are just some of the gameplay changes based on your feedback that we’re making in time for the launch of the game.

      Infantry Changes

      -Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill. The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.

      -Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.

      -Tweaked the compensator and muzzle brake so they’re properly less accurate in sustained automatic fire.

      -Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.

      -Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.

      -Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPG’s, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.

      -Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.

      -Fixed an issue where the knife stab didn’t align with the kill event.

      -The revive time has been increased from 7s to 10s.

      Vehicle Changes

      -Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.

      -Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).

      -Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.

      -Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.

      -Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.

      -Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.

      -Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.

      -Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.

      Locking Weapon Changes

      -RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

      -Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

      -All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.

      General Changes

      -The kill string in the score log now appears sooner, making the UI more responsive to a kill event.

      -The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.

      PC Specific Changes

      -Fixed a string in On Foot PC key bindings that should have read “CROUCH (TOGGLE) / PRONE (HOLD)”.

      Comment


        #4
        Well, I can see now that on the open Island maps that choppers are gonna molest us like in BF3. Since when in real life did a stinger not bring down a chopper with one hit. It makes me sick to have to shoot a chopper multiple times, all the while some tank driver is shootin you from a mile a way cause he seen your rocket go up. I die so much trying to take out vehicles, it makes it not even worth messin with. And when did one Javelin not blow a tank, any tank, into 5000 pieces. They already have IR smoke, so lets make it where they are damn near indestructible.

        Also the recoil on these weapons are wicked enough, how the hell you gonna kill someone long range while your gun is dancin around and you cant even aim any more. Dice will never learn. They didnt learn in BF3 and they've picked right back up where they left off with all the little vehicle whores who cry like women when they cant rape the other team. It just doesnt make sense some of the stuff that they listen too.

        Aim assist in consoles... lmao.
        [COLOR="#008080"][/COLOR][SIZE="5"][COLOR="LightBlue"][B]Not everything that counts on the battlefield is countable.[/B][/COLOR][/SIZE]

        Comment


          #5
          The three stingers part is crap. So by the time ill be able to fire every one i carry off, they will have flared twice. BF3 had it right with two.
          Delivering bacon goodness one round at a time.

          Comment


            #6
            Originally posted by baconoclock View Post
            The three stingers part is crap. So by the time ill be able to fire every one i carry off, they will have flared twice. BF3 had it right with two.

            Apache

            Where do you put the Bayonet?
            Chesty Puller (upon seeing a flamethrower for the first time)
            I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
            Frank Lloyd Wright

            Comment


              #7
              I can't believe the elevator catapult was console only! I wanna try that lol.

              Great fix for the revive timer. 7 seconds was nowhere near enough.

              Comment


                #8
                I hope the full change list is a LOT longer. There were a lot more balance issues in the beta. Good change to reduce hmg damage on armor but what about m320 rounds doing nearly as much damage as tank rounds against armor?


                Agree with AA comments completely. It was near impossible to shoot down aircraft with AA in bf3. What DICE idiot thinks that was too easy??!!? Shocked the beta default was 25% and disappointed it only wentt up to 34%. Flares will keep all aircraft alive way too long.

                -Rand
                [img]https://farm5.staticflickr.com/4333/35734799273_0013dbe418_z.jpg[/img]

                Killing CLRs since 2004. BOOSH!
                Support Cainslair. Donate here! [url]http://www.cainslair.org/billspaypal.php?[/url]

                Comment


                  #9
                  Originally posted by Rand{CLR} View Post
                  Good change to reduce hmg damage on armor but what about m320 rounds doing nearly as much damage as tank rounds against armor?

                  -Rand
                  That's been reduced too.

                  -Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.
                  Assault were receiving too many blessings during beta. ARs were too effective, so were their grenade launchers, and in group they could heal themselves quickly. This is a step in the right direction. I just hope that the designated laser damage reduction (down to 90% dmg for all laser designated rockets) can cripple choppers and tanks away properly.
                  [img]http://www.fpsreport.com/tuqui/Sig01.jpg[/img]

                  Comment


                    #10
                    at least in HC mode you won't have to worry about someone auto repairing.

                    Comment


                      #11
                      Thanks Tuqui, missed that one on the first read-through (cell phone during a worksession ).

                      Still disappointed that they haven't balanced armor and aircraft very well. Bit worried about how good jets may be in an open map.

                      -Rand
                      [img]https://farm5.staticflickr.com/4333/35734799273_0013dbe418_z.jpg[/img]

                      Killing CLRs since 2004. BOOSH!
                      Support Cainslair. Donate here! [url]http://www.cainslair.org/billspaypal.php?[/url]

                      Comment


                        #12
                        I see where 3 stingers is rediculous... I really do, I have always hated taking out vehicles in BF3 because it is waaay too hard. however I will say MG's do a lot of damage to choppers and I was actually able to take out an attack chopper with an RPG (not locked on just a desperation attempt), in one hit... was it damaged before? probably, but I was still able to save my whole squads ass by taking it out. I've seen a lot of really annoying things in the beta, and a lot of really good things in the beta. I think the most annoying thing about the beta is all the whiney little people complaining because the tower fallig made the map 'smoggy.' But if you've ever seen a skyscraper fall it will keep dust in the air for days.

                        Comment

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