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    PC Game Update Mar 6

    http://battlelog.battlefield.com/bf4...5226155386316/

    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.

    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.

    #2
    -Fixed an issue with data re-sending that was causing rubber banding on some servers
    About Time.
    Increased the maximum rank to 120
    What rank is above General, Commander in Chief?
    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


      #3
      Originally posted by Apache Warrior View Post
      About Time.

      What rank is above General, Commander in Chief?
      Apache
      general 10-20 Stars?

      Comment


        #4
        This reminds me of when Commercial Martial Arts Schools discovered that they could make more money by adding stripes to belts. Yellow Belt with 24 stripes.................sheesh.
        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


          #5
          -Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
          Why do I never get to see the 'fun' bugs.

          Comment


            #6
            Originally posted by goldenfooler View Post
            general 10-20 Stars?
            You get a box in the mail containing high voltage cable cutters XD




            I'm not insane. I'm just overwhelming!

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            Comment


              #7
              Been waiting for this nerf forever.... the fucking noobiest weapon of all - V40 Mini

              -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.

              Another good tweak, since these guns were terrible to use and fire...

              -Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.

              Pretty much a useless attachment until now...

              -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.

              A good nerf. The MAA was the most overpowered unit in the game with ARM's. With 20MM you could base camp all day.

              -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.


              Maybe less purely armor killing loadouts of HE/Staff or Sabot/Staff will be used. You're pretty much fucked in a tank vs tank battle unless you also use Staff shell. Ironically, it hardly impacts the tanks ability to kill infantry with the Staff shell... making guns like the LMG or HMG useless and clearly giving a better than all loadout for tanks.

              -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.

              Comment


                #8
                dont get your hopes up to much their wigz
                https://www.youtube.com/watch?v=joaQoaEbUb4

                Comment


                  #9
                  Originally posted by zackman40 View Post
                  dont get your hopes up to much their wigz
                  https://www.youtube.com/watch?v=joaQoaEbUb4
                  Yeah, saw the AA mine garbage via Reddit earlier. It's like they've turned this game into CoD. Grab a chopper, fly around, kill shit... oh shit, stingers... ok, fly behind cover... cover is low, place AA mines nearby... dead chopper. Zavod 311 is going to be worthless now as a scout pilot, it tended to be if the enemy MAA was good or not, but even then, you could simply fly around Delta & Charlie, or through them, and it wasn't as much an issue as flying higher up. Now... add AA mines, slams, and even flying low doesn't save your ass from AA.

                  And the favoured scout whores (IE: any leaderboard player with over 20,000 scout kills) map is Flood Zone. Why? No MAA, oh and the US side has a ton of cover, infantry on the rooftops are literally free kills. If you can aim decently, enemy scout pilots are easy to kill since you can window them(only every fire the pilot side door, the splash damage kills the pilot faster than the bird)... So now, Flood Zone will be rooftops littered with AA mines. Why bother loading Stingers when you can drop 2 mines, run off and shoot people. Add Ammo Boxes, gl air! Dead before you even had a chance.

                  I really don't bother flying much anymore as a result, it's literally a no win situation with scout choppers or attack choppers. Jets really don't have it nearly as bad since they can fly much higher and farther away.

                  My problem is the lack of consistency with BF4. Active Protection blocks HE shells, hydra, zuni, 25mm & 30mm cannon shots, all the infantry portable launchers, but it also blocks airburst, 30mm gauss cannon, laser guided missiles? Ok I can understand the missiles... but airburst and 30mm gauss? wtf. Block actual explosives not bullets(regardless of their size).

                  Javellin, RL, it'll destroy just about any armor. BF4, fire, hold lock, too bad only 25 damage. Seriously? All that for a measly 4 points more damage than an MBT Law? Which mind you... can be fired without ADS'ing and still get 21 dmg on a vehicle and fire significantly faster than a Javellin. Ok, so the Javellin does double damage with a laser lock.

                  Here's the 2nd part that doesn't make sense: Infantry PLD only has a range of 250m, SOFLAM, 500m. So both essentially do the same thing, except one is a remote controlled PLD. The Javellin only has 350m... but you can lock on from anywhere once a laser is on it. 1) PLD and SOFLAM should have the same range 2) Javellin should have significantly more range if not an outright buff to the damage. Otherwise, there's no reason to equip one when the MBT LAW, RPG, SMAW, and SRAW are significantly better in any regard.

                  When I get an unlock, I expect it to have some kind of usage. Not be something worthless. Instead we have a wide variety of explosives available to infantry, with some clearly being better in everyway than others. Oh yeah, 320 launcher with 3 grenades... because BF4 really needed more LVG & V40 spamming.

                  Comment


                    #10
                    Via Reddit

                    Players and Admins. Post your new patch experiences here. I will try to keep the list updated throughout the day.
                    Bugs
                    TDM NO Sound Bug - Starts after one team reaches 100 kills. Seems to only be on extended ticket settings.
                    No kill cards in Hardcore
                    AR160 Underbarrel m320 Visual Bugs - AR160 is not showing its long reload animation.
                    Killcam showing incorrect information about who killed you
                    Laser dots still getting stuck
                    Jet cannons not doing damage to other jets and the gunship seems more prevalent.
                    Ninja Tweaks
                    Possible L85A2 RPM nerf from 800 to 750
                    Javelin buff from 25 to 34 damage
                    Hardcore, the MLRS & Mortar have a crosshair on the map, Attack Jet JDAM also has a crosshair.
                    Aim reticle in attack and stealth jets is now fixed in the center. HUD more bold.
                    The supply drop actually is usable and doesn't get stuck in the skybox in Locker.
                    Emergency repairs for scout heli is now removed - http://www.youtube.com/watch?v=ADL4H_Qd0qg
                    UCAV properly shows up in the killfeed
                    Battlelog
                    Live scoreboard is broken (again) at least for conquest.
                    If you turn level 111, then your BL rank is 00.
                    Server Settings
                    Changing Vehicle Spawn % now makes server Custom
                    It seems changing any setting that did not make it Custom, now makes it Custom. RoundTime, ModeCounter, etc.
                    Confirmed by GSP's that DICE has confirmed this as a new bug.
                    Disclaimer: These may or may not have been confirmed yet.

                    Comment


                      #11
                      The jet cannon not working on other jets and ac130 and even the uavs has been in since the 25 feb update.

                      Comment


                        #12
                        So is the game playable now after this update?


                        I hadn't played since November.

                        Comment


                          #13
                          My game has been completely playable since January. The only issue I have is some stuttering when using Mantle.

                          Comment


                            #14
                            The game runs great for me too. No lag, crashing or other problems.
                            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


                              #15
                              Originally posted by juneau View Post
                              My game has been completely playable since January. The only issue I have is some stuttering when using Mantle.
                              Seen some threads about mantle causing stuttering, going to be a while before its perfect i assume. Game runs great now, couldn't play for the first 2 weeks due to constant crashes but they got a the patch wagon pretty quick. Still some issues but shouldn't have any performance wise.

                              Comment

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