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I don't think it helps as when the building collapses the whole map goes white/grey.
logged 140 hours in the beta.
pretty much the same time I spent with Bf3 the last 2 years.
its just better.
Khan.
I don't think it helps as when the building collapses the whole map goes white/grey.
I don't think it helps as when the building collapses the whole map goes white/grey.
Yeah i didn't like that, the map was nice, bright and shiny until that mist descended, it looked horrible.
They did fix the roof top sniper problem though, they increased bullet drop and decreased bullet velocity.
The Forum was full of whiny snipers crying that it was harder to hit moving targets.... wah wah wah sniff.
Good! most off them disappeared off the roof tops and it was once again safe to run around.
Yeah i didn't like that, the map was nice, bright and shiny until that mist descended, it looked horrible.
They did fix the roof top sniper problem though, they increased bullet drop and decreased bullet velocity.
The Forum was full of whiny snipers crying that it was harder to hit moving targets.... wah wah wah sniff.
Good! most off them disappeared off the roof tops and it was once again safe to run around.
Didn't know that and good show, they made sniping Childs play with the distance thingy you can change, now time to buff the OSK.
logged 140 hours in the beta.
pretty much the same time I spent with Bf3 the last 2 years.
its just better.
Khan.
Battlefield 4's final version will boast a long list of improvements from the game's recent beta, developer DICE has announced.
PC players will be pleased to hear that DICE is working on the beta's sometimes low frame rate and stuttering issues, as well as its high CPU usage for dual, quad and six-core processors.
Console owners will get more controller layouts in the final game, including a "Legacy" layout similar to Battlefield 3. A fix to better find populated servers will also be included.
A list of more general tweaks and bug-fixes lies below, but DICE saw fit to draw attention to one particular exploit in particular - the elevator catapult.
"Although an interesting concept, elevators were never designed to act as a catapult or teleporter," community manager Vincent Vukovic wrote in a new blog post. "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!"
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, RPGs, 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 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)".
Removed an unused "Underslung" key binding on PC, the "Select Gadget 1? key binding now controls both of these actions as expected.