• Battlefield 4 V.1 "Stretching Necks"
    14,525 replies, posted
[QUOTE=StrawberryClock;42524437]You guys should try spectator mode at least once before the Beta ends, it's actually kind of fun to fuck around and see everyone do their own little thing.[/QUOTE] You get this sort of stuff with spectator [video=youtube;QnQrstbgwTE]http://www.youtube.com/watch?v=QnQrstbgwTE[/video] At first I thought it was just gonna be people ghosting, but then it turned into something much better.
So if i upgrade to a new os would it wipe everything i currently have on
[QUOTE=snijboer;42520969]Looks like i'm back into action with....[b]slugs![/b] [img]http://oi39.tinypic.com/dcv79u.jpg[/img] Anyone else thinks that usig slugs on 870mcs is harder than in bf3? And does anyone can approve you can kill insta-kill if you make a headshot with slugs?[/QUOTE] I'm a 870 whore, because [sp]Used slugs in BC2, 1k+kills, and 50k+ kills in BF3[/sp] They nerfed slugs, slugs can insta kill if you are close enough and headshot, though not all the time. I have the same amount of kills, but 83% accuracy and didn't get many 1 shots compared to regular buckshot. I'll try duckbill with slugs see if that works.
I've developed a real dislike of instant vehicle spawns when playing obliteration. It just seems that the moment you destroy a tank guarding the bomb, 2 more pop up when you and your team run out to grab it. And vice versa, Just ends in a clusterfuck in the middle. The same goes for conquest but not so much because there are many more places those vehicles can go.
And we are out... of the beta.
It was a good beta. Was the #1 attack chopper pilot in my city according to the leaderboard :v: Glad I stored my favourite emblems. [QUOTE=cherry gmod;42529724]I've developed a real dislike of instant vehicle spawns when playing obliteration. It just seems that the moment you destroy a tank guarding the bomb, 2 more pop up when you and your team run out to grab it. And vice versa, Just ends in a clusterfuck in the middle. The same goes for conquest but not so much because there are many more places those vehicles can go.[/QUOTE] Instant / fast vehicle respawn has always been terrible for the game flow. You can't catch a breadth or use your victories over opposing vehicles to your advantage when they're instantly back in the field.
Damn, it's over? I was hoping to get in at least more than 4 full matches without timing out before it ended :(
And the waiting begins.. again. At least I had so much fun in the beta that I pre-ordered the game.
I wish I had money to buy the game. It was a fun beta.
It was a fun beta yes, i'm glad it has ended at 15th oct though. Now we have timeout and wait for 2 weeks! Now hopefully they'll add more destruction on Siege of Shanghai though. The destruction in Siege of Shanghai was really lesser than ever. So i hope they'll do something about that.
Oh fuck off, took me ages to get the damn thing working and now it's over. GODAMMIT.
Just curious since I'm new to Battlefield, can I buy the Battlefield 4 premium pack after the game is released? Or is it a preorder thing?
[QUOTE=supersoldier58;42536627]Just curious since I'm new to Battlefield, can I buy the Battlefield 4 premium pack after the game is released? Or is it a preorder thing?[/QUOTE] You can buy premium anytime you want.
I waited on premium until it was on sale for $15 or so. Unfortunately not many people were playing on the new maps as much so I feel as though it was a bit of a waste.
[QUOTE=Leintharien;42536864]I waited on premium until it was on sale for $15 or so. Unfortunately not many people were playing on the new maps as much so I feel as though it was a bit of a waste.[/QUOTE] premium is usually a waste its only bonus is when it's initially released, there is like a flock to it, then it simmers back down
I feel like I got my $30 worth of Premium from Aftermath and End Game alone. End Game itself gave me 40 hours on it's maps playing CTF. The bonus weapons from Close Quarters was a perk. Armored Kill wasn't very fun though imo.
I'm going to preorder the game soon. Going to use IntKeys because they have it the cheapest out of all the places I have checked, and it includes the China Rising DLC, and I don't think most keyshops do that. For anybody else looking to preorder it cheaply, heres the link. [url]http://www.intkeys.com/index.php?main_page=product_info&cPath=75&products_id=427[/url] Only ends up being 41 euro which is pretty good. In terms of the beta, whats the verdict? I haven't stayed up to date with it and I didn't really play it because I was having massive issues getting it to run on my laptop while I'm away at college.
I had loads of fun with the beta, China is my favorite faction.
[QUOTE=Over-Run;42537484]I'm going to preorder the game soon. Going to use IntKeys because they have it the cheapest out of all the places I have checked, and it includes the China Rising DLC, and I don't think most keyshops do that. For anybody else looking to preorder it cheaply, heres the link. [url]http://www.intkeys.com/index.php?main_page=product_info&cPath=75&products_id=427[/url] Only ends up being 41 euro which is pretty good. In terms of the beta, whats the verdict? I haven't stayed up to date with it and I didn't really play it because I was having massive issues getting it to run on my laptop while I'm away at college.[/QUOTE] Bought a BF4 key for 35 euros from G2A.com a month back (it's more expensive there now). Don't see a point in buying the Deluxe Edition now when I'm probably going to get Premium anyway.
Three extra gold battlepacks are irrelevant btw. Battlepacks can be gained endlessly from XP and gun kills.
[QUOTE=sa2fan;42537563]I had loads of fun with the beta, China is my favorite faction.[/QUOTE] I do love to play as China! Really interesting faction.
Late by 6 days but I've just seen this video [video=youtube;3iuvVX8_P7M]http://www.youtube.com/watch?v=3iuvVX8_P7M[/video] :v:
The very first, post-beta changelog for the full release: [url]http://blogs.battlefield.com/2013/10/thanks-for-bf4-beta-feedback/[/url] [QUOTE]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)”. -Removed an unused “Underslung” key binding on PC, the “Select Gadget 1″ key binding now controls both of these actions as expected.[/QUOTE]
[quote] Locking Weapon Changes -RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.[/quote] Yessssssssssssssss
Well I played a bit more of the beta, was wanting to play some tonight actually but was too late. It's decent with some nice new features, the guns and recoil somehow feel better than BF3 but still...that price..it's too much, it doesn't feel enough to consider it a new game for a new game price. Still feels like it could've been more of an expansion than a whole new game. Maybe one day, in the far future, it'll be reasonably priced.
[QUOTE]-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. [B]Reduced the lock on distance for RPGs, SMAW[/B], 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.[/QUOTE] [QUOTE]-[B]RPG7 and SMAW can no longer lock on to Laser Designated Targets[/B]. It was inauthentic and not balanced.[/QUOTE] What? So which is it? Anyhow; I never really had any problem with the RPG locking on to laser designated targets in the beta, just missed that missile fired warning sound. It felt that giving the RPG the ability to lock on encouraged teamwork more and made the snipers more useful.
[quote]-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.[/quote] I hated tanks for this.
[QUOTE=sa2fan;42547051]I hated tanks for this.[/QUOTE] Yea... The amount of traffic signs I destroyed is unbelievable.
Or how about when your crosshairs are on another tank, but you shoot a little concrete barrier to the right instead. :| It always seemed like the shell coming from the tank didn't come out of the end of the barrel, but somewhere else on the front of the tank.
[quote]Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time.[/quote] An improvement, especially if resupply points are awarded at all for the further magazines. But still: [quote]Grenades, RPG’s, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.[/quote] If this means that gadgets won't be replenished by the ammo packs, then this is why I'll be needing those points: so that I can get to the ammo box as soon as possible to as to to properly support Engineers and other classes with consumable gadgets in Conquest Large. For two similarly functioning gadgets which are intended to keep the team in the fight, the ammo pack was utterly inferior to the first aid kit in the beta (which it seems will still restore 100% health even if you keep moving). And if the player has to sit on top of the pack to continue getting ammo back anyway, then I still might as well have an ammo box to resupply more soldiers at once, and restore their explosives (and my own) while I'm at it.
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