The Battlefield 4 Thread ~ Server details in opening post ~

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I remember back in the start of BF4 putting slams down under the bridge on Parcel Force and about 5mins later getting a multi kill whilst near A. Decided to do my customry group hump and right on queue the hackusations started. Shame Matimio made a youtube video about it, everyone cottened on then and the boats rarely came inland.

Much trololols to be had with slams. Onto the destroyed vehicles at Langcam is a good spot. Also on the tanks at the area near where the arty spawns on Zavod.
 
That sound is so out of sync, and you need to get better quality video!

720p is about my limit mate, Otherwise it would take all day to upload to youtube on my crap BT 1MB/s upload connection.

Fire-Fly what software are you using? I use Windows Movie Maker as it's free.

I'm using lightworks 11.1, the out of sync audio seem to be a common problem with some editing software.

I gave Windows Movie maker a go but didn't like it that much, I couldn't work out how to drop the sound to remove the swear words from the videos.
 
And I thought I was half decent with the SRAW :eek:

Thats insane - but its why I laugh at people complaining about the LB - a little trickery with the SRAW and with moderate skill you can take it out even through dual engineer reps. Unlike the MAA which is just game breaking in many situations.
 
thanks for the replies :D muchos understandings now! think I'll mix my load out up tonight, maybe try and work through the PDWs and rock some slams :D assume they are like mines (and not C4) where they are persistent through death but despawn when you try to put down over the "deployed" limit. just gunna go around putting one down on every group of enemy mines I see :3
 
Slams are the bane of my life as a tank man, they're so difficult to spot and destroy you outright when there are 2 or 3. I tend to drive carefully these days though, avoiding the roads and not driving near buildings or other places where slams or C4 ambushes are commonplace.

On a more positive note, I've had a few hackusations recently due to shooting down jets and helis with my trusty sabot shell :D Nothing is more satisfying than doing this in BF in my opinion, never gets old! Especially when you shoot down a transport heli carrying 4/5 people :)
 
Even worse as like friendly tags in hardcore its a bit glitchy showing the icons for them (at all or in a timely fashion)/spotting them - so many times not seen them at all when being careful and the gunner bitching about how could you miss them or vice versa seeing them when its plain they aren't showing for the driver.
 
Shame Matimio made a youtube video about it

saw that video this morning ive never bothered with slams before now im loving them :D especially on shangai putting them on the opening to flag D then one of the burnt out cars by A
 
Looks like there are some vehicle tweaks incoming from DICE.

UPCOMING VEHICLE TWEAKS
Aircraft and Anti-Aircraft
1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.

2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.

3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.

4) 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. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.

5) 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.

6) 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.

7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.

Tanks and Anti-Tank
1) 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. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.

2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.

3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.

4) 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.

http://blogs.battlefield.com/2014/01/bf4-balancing-vehicles/

It good to see them doing something about the MAA, but I still think those active radar missiles need tweaking further. Give them a maximum range after which the will no longer lock on and let ECM actually counter them.
 
Most of those changes I like, particularly the LAW and little bird ones, but the STAFF powerdown seems a bit harsh - 25%? Does that mean it'll be more or less powerful than a Sabot shell?
 
They've been reduced to four missiles from six and the cone is much smaller. Basically if you fire them on Lancang and don't lead the target you won't get a lock and won't do any damage. Turns them into less of a spam missile IMO. Good change on the gunner cannon too. It was terrible against armour. You could use every single round and still see your foe driving away.

A bit more manoeuvrability on the attack chopper wouldn't go amiss though.
 
Most changes are great but this is a ****ing joke:

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.

Zuni can do considerable damage already and more or less take a tank out in one pass by (as long as all missiles hit), thank god we have active protection!

The main thing they need to do is bring the beta control/feel back ffs...


Glad to hear reload etc. has been reduced for MBT law and SUPERB news about the staff shell :D

I remember back in the start of BF4 putting slams down under the bridge on Parcel Force and about 5mins later getting a multi kill whilst near A. Decided to do my customry group hump and right on queue the hackusations started. Shame Matimio made a youtube video about it, everyone cottened on then and the boats rarely came inland.

Much trololols to be had with slams. Onto the destroyed vehicles at Langcam is a good spot. Also on the tanks at the area near where the arty spawns on Zavod.

Yup as soon as that happened to me, I stopped going under bridges etc. unless a friendly boat went in front first...

Hate the way spotting mines/slams is broken in this game, so many times I hit Q and nothing comes up so just go racing in, only to die.... Hence why I am such a slow & careful tank driver now, have to rely on my eye sight! :p
 
Now just give the attack chopper a tad more acceleration and maneuverability and it will be quite effective again.

I must admit I use Zuni's at the moment and as long as they hit they do a lot of damage already.

The MAA might become less of a railgun now and I am liking the Active missile change.
 
Guys is there a fix to the connecting bug - it takes me 5 attempts to log into any game...any help is gratefully received!!
 
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