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News zu Battlefield 4

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#party !!!!!
Chatlog von MordorHQ mit [DICE] DarkLord
http://pastebin.com/R7zXZdgj
 

There are 3 presets in Battlefield 4:

  • Official - Your run of the mill, 'normal' mode. This contains 3d spotting, audio spotting, full ttk, ammo pool system, etc etc. What we've come to expect of the 'new' Battlefield games.
  • Ranked - I'll come to this (literallytroll.png) in a second.
  • Unranked - Servers with admin scripts, like limited amounts of guns, not being allowed to do certain things etc. blah blah you get the gist.
So what is in Ranked mode?
Ranked mode provides stat tracked, ranked gameplay with changes to the 'core' game. This is so that when people use the auto search feature, they aren't dropped into a match they wouldn't be comfortable in. The people looking for ranked games, would know full well what they're searching for.
What makes this so great however, is how much we can customize whilst keeping the game ranked.

The following, which we've been asking for in a 'classic' preset are available in ranked mode, whilst keeping stat tracking and ranking available:
  • 3d spotting on/off - Turning it off immediately makes the server label 'hardcore'
  • magazine pool as opposed to ammo pool
  • health regen on/off - DarkLord wasn't sure whether this also included vehicles.
  • Squad leader spawning only on/off
  • Change the ticket bleed rate
So I know what you're thinking: "If these settings fall under 'hardcore' mode, won't we have to suffer with even lower TTK?!"
That's the beauty of it, you can set the TTK to 100% and keep the server settings, despite it being 'hardcore.' It's unconfirmed if you can make the TTK even longer, but at least we can deal with the 'normal' TTK.

 


außerdem:

15/10/2013 07:06 <DarkLord7854> you can't disable lock-ons
15/10/2013 07:06 <DarkLord7854> adrinex: we removed lockon for rpg
15/10/2013 07:07 <DarkLord7854> though you're not supposed to know that yet
15/10/2013 07:07 <DarkLord7854> so.. shhhhh

:somuchwin:

::discuss::

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Hier einige Änderungen, die gemacht wurden/werden aufgrund des Feedbacks und Balancings (Ausschnitt: Vehicle, Infantry)

 

 

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.

 

Diskussion

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BATTLEFIELD 4 WORLDWIDE RELEASE SCHEDULE

 

Wondering when you'll be able to jump into Battlefield 4? Find your region below for worldwide pre-load and launch timing.

Pre-load means that, starting at the listed time, you'll be able to go ahead and download your game early, but won't be able to play until the stated release time. Pre-loading lets you get your download process finished earlier so that you can get in to the game the second it's out in your region.

  • You'll be able to pre-load Battlefield 4 at least 24 hours before the game's release in your region. Some players may be able to pre-load earlier than others depending on when the game is set to release per region.
  • Find your country in our Region Definitions article if you're unsure which release-region you're in.
Note, the times below represent when Battlefield 4 will be released digitally through the Origin Store. Battlefield 4 is available on Xbox 360 and PlayStation 3 in each region per the date listed alongside the release time.

All times are listed in local time respective toward the region.

  • East and Central Asia
    • Pre-load: At least 24 hours before launch
    • Game Launch: Oct 29 at 12:01AM KST
  • North America
    • Pre-load: At least 24 hours before launch
    • Game Launch: Oct 29 at 12:01AM EDT
  • Russia
    • Pre-load: At least 24 hours before launch
    • Game Launch: Oct 29 at 12:01AM MSK
  • Australia
    • Pre-load: At least 24 hours before launch
    • Game Launch: Oct 31 at 12:01AM AEDT
  • European Union
    • Pre-load: At least 24 hours before launch
    • Game Launch: Oct 31 at 12:01AM CET
  • New Zealand
    • Pre-load: At least 24 hours before launch
    • Game Launch: Nov 1 at 12:01AM NZDT
  • India
    • Pre-load: At least 24 hours before launch
    • Game Launch: Nov 1 at 12:01AM IST
  • South Africa
    • Pre-load: At least 24 hours before launch
    • Game Launch: Nov 1 at 12:01AM SAST
  • United Kingdom, Ireland, Portugal
    • Pre-load: At least 24 hours before launch
    • Game Launch: Nov 1 at 12:01AM GMT
  • Japan
    • Pre-load: At least 24 hours before launch
    • Game Launch: Nov 7 at 12:01AM JST
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