The Battlefield 4 Thread 2015

No, it's not. And it has dedicated servers. ;)

Yet I had/have a far more consistent experience on MW2/3 p2p hosting than BF4 on dedicated servers :( don't play COD much any more but when I jump in for the odd game the hit reg/general feeling in regards to delay is night and day different to BF4 does my head in as I shouldn't have problems like this with an <10ms latency.

EDIT: TM server on 60Hz 64 player is hilarious - worse than dialup but so funny how broken the game gets.
 
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I really like the flow of the new map. The centre flag gets a bit hectic but had some great firefights at the other flags. There was plenty of flanking and off flag action. I also like the limited armour on the map, balances out really nicely.
As for 60tic servers on 64 player, the one I was on this morning was smooth as silk.

JB
 
I really like the flow of the new map. The centre flag gets a bit hectic but had some great firefights at the other flags. There was plenty of flanking and off flag action. I also like the limited armour on the map, balances out really nicely.
As for 60tic servers on 64 player, the one I was on this morning was smooth as silk.

JB

When I first joined was fairly smooth some oddities but nothing major - I got to 12-1 or something then lag and general brokeness (with the server issues icon) kicked in hard.
 
Yet I had/have a far more consistent experience on MW2/3 p2p hosting than BF4 on dedicated servers :( don't play COD much any more but when I jump in for the odd game the hit reg/general feeling in regards to delay is night and day different to BF4 does my head in as I shouldn't have problems like this with an <10ms latency.

EDIT: TM server on 60Hz 64 player is hilarious - worse than dialup but so funny how broken the game gets.

High tick rate servers only work if the server is up to it. Anyone can host an 120Hz server on an android phone as far as I can see. TDM 16 player only @120Hz. 60 Hz for 32-48 player conquest. 64 player conquest I haven't seen it work above 30Hz TBH.

In other news congrats to the kiwis. It was about time they showed us why they are considered to be the best rugby union team in the world. The Aussies really deserved to be in that final, and they were justly beaten. gg
 
High tick rate servers only work if the server is up to it. Anyone can host an 120Hz server on an android phone as far as I can see. TDM 16 player only @120Hz. 60 Hz for 32-48 player conquest. 64 player conquest I haven't seen it work above 30Hz TBH.

Yeah seems to be more than that though - a single client with a low framerate or >125ms latency seems to result in the whole server falling apart on the ones I've played on with >16 players and 60+Hz.

Was amusing just now as the server was swapping every 20 seconds from over the top hit reg where anything shot vaguely near another player was always registering (or positive hit reg as someone termed it) to 0 hit reg except with splash damage weapons.
 
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In other news congrats to the kiwis. It was about time they showed us why they are considered to be the best rugby union team in the world. The Aussies really deserved to be in that final, and they were justly beaten. gg

Was a great game :D Was tense when we got that yellow card but we came back quickly and got some points.

RE High tick rate servers - are they easy to find? How do the 60hz perform on 48 player server? Only a couple of weeks now until I'm back :D
 
Its really easy to find the different tick rate servers now.

It seems really really sensitive to people with high latency (and I'm guessing low framerates as well) though was playing in a 60Hz server that had dropped to ~20v20 with no one pinging over 70ms and it was reasonably good, 3-4 more people joined with a couple of them ~150ms latency and it all fell apart.
 
I dont beleave people with high pings cause server rubberbanding. A person with lets say 10ms who then gets 100ms ingame and notices lag due to bandwidth problems/ packet loss will lag more then a person with a natual ping of 100ms and no bandwidth problems.

I was playing on the TM server yeserday morning for 5 rounds no lag 64 players. Then after that every round lagged. Jets became unusable. Bugs started to appear. Tanks invisable to thermal like they was destroyed. Repping tank with no repair tool showing. Then i noticed a 2nd TM server @ 60hz running on the same IP. So im guessing Both servers wasn't active early morning and the server box cant handle 2 servers running at 60hz when full


I then joined TM #2 which lagged and crashed with in 5min. i've also played on bf4 american servers in the past and saw no signs of rubberbanding like i saw on TM. The lag on TM Server was bad to the point i saw an empty jet moving backwards in the air, showing red on minimap like someone was flying it backwards lol
 
I was playing on the TM server yeserday morning for 5 rounds no lag 64 players. Then after that every round lagged. Jets became unusable. Bugs started to appear. Tanks invisable to thermal like they was destroyed. Repping tank with no repair tool showing. Then i noticed a 2nd TM server @ 60hz running on the same IP. So im guessing Both servers wasn't active early morning and the server box cant handle 2 servers running at 60hz when full

Yep - Server boxes with too many VM's is my guess. How are you finding the tank play post patch? Staff shell annoying? Frontal damage increase noticeable? Sabot or AP? What about APS?
 
I dont beleave people with high pings cause server rubberbanding. A person with lets say 10ms who then gets 100ms ingame and notices lag due to bandwidth problems/ packet loss will lag more then a person with a natual ping of 100ms and no bandwidth problems.

I was playing on the TM server yeserday morning for 5 rounds no lag 64 players. Then after that every round lagged. Jets became unusable. Bugs started to appear. Tanks invisable to thermal like they was destroyed. Repping tank with no repair tool showing. Then i noticed a 2nd TM server @ 60hz running on the same IP. So im guessing Both servers wasn't active early morning and the server box cant handle 2 servers running at 60hz when full


I then joined TM #2 which lagged and crashed with in 5min. i've also played on bf4 american servers in the past and saw no signs of rubberbanding like i saw on TM. The lag on TM Server was bad to the point i saw an empty jet moving backwards in the air, showing red on minimap like someone was flying it backwards lol

The UK server boxes seem to be badly oversubscribed :( you can tell when its the server that is struggling as you get 1 second pulses in vehicles as its running out the vehicle history time before updating the clients. The "netcode" has always struggled with big latency deltas and that seems to be emphasised with 60+Hz was playing a few times last night with different scenarios:

Almost empty server (~8v8) with most players sub 50ms but one at ~150ms mostly played ok until a few more people joined then started going weird - admin kicked the 150ms player and almost immediately it stabilised.

20v20 with almost everyone <70ms was fine for ages - few new players joined with people pinging in the 150-200ms region quickly fell apart.

Might just be coincidence but from the last couple of days I've seen a pattern where high ping players on 60+Hz servers with more than about 16 players or so result in it all falling apart and likewise player loads over 40 seem to cause problems with 60Hz :S playing 20v20 with everyone well under 100ms was the closest I've seen to good from BF4 yet - still some oddities (people just appearing or disappearing, etc.) but the hit reg was bang on.
 
Yep - Server boxes with too many VM's is my guess. How are you finding the tank play post patch? Staff shell annoying? Frontal damage increase noticeable? Sabot or AP? What about APS?

For a smooth experience on 30 tick rate for 2 64 players server & headroom

You roughly need this amount of server power.
Intel Xeon X3430 4 x 2.40 GHz
8 GB DDR3
100Mbit connection.


it sounds overkill. but Each day each server will use 500MB of ram easily & it rarely empties it self. so 8GB gives you a few days without a reboot + windows server uses 2GB easily. with that CPU you will see around 20%-80% cpu usage on 30 tick

so for single 60hz server
Anything around
Intel Xeon X3430 4 x 2.40 GHz
6 GB DDR3

would be sufficient. battlefield servers are very sloppy & have to run on Windows Server...... + that with GSP VM everything everyone is in for a bad time.
 
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Shame official/ranked BF4 servers are locked down to certain providers :( I used to rent some ridiculously powerful dedis back in the day just to run game servers as smooth as possible.
 
indeed. What EA need to do is:

Linux Server Support
Open us to Map editing tools
Work on BF5, leave BF4 to the community modders.

community happier & more players due to new Cool Maps, EA happier as they can now cream BF5
 
I suspect the map editing tools are a serious spread out mess and not easy to package up without also shipping outs GBs of raw files, etc. :S seems developers that have a nice self contained studio for world editing in their games like radiant or unreal ed are few and far between.

It certainly would help BF4 take off from where it is now though - I've atleast 3 solid map ideas that I started doing for COD4 but never finished up :S
 
Yep - Server boxes with too many VM's is my guess. How are you finding the tank play post patch? Staff shell annoying? Frontal damage increase noticeable? Sabot or AP? What about APS?


Been playing a mix of inf/jets/tank depending on map so not had much gametime in tank like i normally do. Only Tested AP rounds when normally use sabot.

VS the MBT i've noticed that AP rounds can do around 27% damage when its a direct shot to the front. And 22% to the side. Damage that i have taken was 27% to the front. Then 25% to the front when enemy tank was at an angle to my right. Not sure if 22% is max side damage for AP

Cant comment on staff shells. APS uptime is something you really notice. Like when jets are using hydra and cannon on you. Only being able to block 2.5 secs of shots puts you at more risk. APS really needs to be carefully timed before using it when dealing with huge amounts of inf or when a missle lockon targets you from the air or ground at long range.

I can see the LAV being a pain if used well and has a gunner using laser for tow/missle lockon
Also enjoyed inf play. The 450 capture points add up nicely. Makes it more rewarding playing inf as offensive and aggressively attacking capture points and enemy on maps like zavod/lockers/floodzone/pascal storm and dawnbreaker.

Can't be bothered to play today tho!

The UK server boxes seem to be badly oversubscribed :( you can tell when its the server that is struggling as you get 1 second pulses in vehicles as its running out the vehicle history time before updating the clients. The "netcode" has always struggled with big latency deltas and that seems to be emphasised with 60+Hz was playing a few times last night with different scenarios:

Almost empty server (~8v8) with most players sub 50ms but one at ~150ms mostly played ok until a few more people joined then started going weird - admin kicked the 150ms player and almost immediately it stabilised.

20v20 with almost everyone <70ms was fine for ages - few new players joined with people pinging in the 150-200ms region quickly fell apart.

Might just be coincidence but from the last couple of days I've seen a pattern where high ping players on 60+Hz servers with more than about 16 players or so result in it all falling apart and likewise player loads over 40 seem to cause problems with 60Hz :S playing 20v20 with everyone well under 100ms was the closest I've seen to good from BF4 yet - still some oddities (people just appearing or disappearing, etc.) but the hit reg was bang on.

Cant say i noticed any lag on other 60HZ servers in the past but i didn't spend a lot of time on them like i did on TM. The Lag just snowballed to the point air became useless to use. then tank usage became worst then it was before. Then inf play was a total joke
 
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