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bf2...esl..dogfight irgendwas. bei unserem match war dir so langweilig das du mir tipps gegeben hast. ich glaub du bist der fairness halber auch ein zwei mal gegen den flugzeugträger geflogen.  :roflmao:

Oh man das muss lang her sein^^ :D

 

Der Flugraum wird erweitert:

https://twitter.com/IDF_Akaorcram/status/426312427668389888

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Upcoming Game Update 

We are aiming to get a new update live for all platforms at the end of January/beginning of February (timing might change.) This update will include a number of stability improvements, tweaks, and fixes. We will get back to you with the change notes as the update goes live. 

Upcoming Gameplay Balancing 

We are actively looking for your feedback on a couple of core gameplay balancing items. Head to this Battlefield Blog post[blogs.battlefield.com] to make your voice heard. In the upcoming weeks, we will also share a large number of balancing tweaks that we are making to Battlefield 4 in future updates, including changes to DMR performance, anti-air, and more. 

BF4 Multiplayer Experience 

We are looking to improve a number of items to further enhance the overall multiplayer experience. We will share more details on this in February. In the meantime, thanks for your feedback on items that you have helped us identify.

 

 

http://battlelog.battlefield.com/bf4/forum/threadview/2955065224040922298/

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Balancing BF4: 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/

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Ankündigung: BF4 PLAYER APPRECIATION MONTH
 
DICE General Manager Karl Magnus Troedsson bedankt sich mit einem Monat voller Geschenke bei allen Battlefield Spielern.
 
 
 
Um euch allen für euer Engagement und eure Unterstützung zu danken, ist es mir eine große Freude den Battlefield 4 Player Appreciation Month ankündigen zu dürfen. Ab Samstag den 1. Februar 2014 sagt DICE allen Spieler DANKE und startet einen Monat voller Community-Missionen und täglicher Geschenke. Und dafür müsst ihr nicht mehr tun als einfach ins Spiel zu springen.
 
Wir freuen uns sehr über das anhaltende Feedback rund um alle Aspekte von Battlefield 4. Wir nehmen euer Feedback sehr ernst und es hilft uns wirklich sehr dabei, die Spielerfahrung  deutlich zu verbessern. Die aktuellsten Informationen über den Stand der Updates findet ihr im Battlefield 4 Kontrollraum (status.battlefield.de). Dort findet ihr auch einige neue Informationen über die Dinge, die in Kürze kommen werden. So werden wir beispielsweise in Kürze damit beginnen, eine Anzahl von Verbesserungen im Bereich „Netcode“ zu machen. Dies wird das Erlebnis im Multiplayer deutlich verbessern. Weitere Informationen dazu können in Kürze mit euch teilen. Zudem werden wir im Februar das Platoon Feature in seiner ersten Version für Battlefield 4 vorstellen. Mit dieser sozialen Funktion könnt ihr euch, sehr einfach mit euren Freunden zusammenschließen und gemeinsam eure Statistiken sammeln. Wir arbeiten zudem an weiteren Funktionen, nach denen ihr bereits gefragt habt.
 
Nun lasst uns gemeinsam einen Blick auf die Aktionen im Player Appreciation Month werfen. Zusätzlich zu diesen Aktionen haben wir in den kommenden Wochen einige weitere Ankündigungen, doch zuerst die Highlights des kommenden Monats.
 
 
 
Ein Tag, ein Battlepack
An jedem Tag, an welchem du dich im Februar ins Spiel einloggst, erhältst du einen bronzenen oder silbernen Battlepack. In jedem dieser Battlepacks findest du diverse Boni wie beispielsweise XP Boosts und Soldatentarnungen. Normalerweise dauert es etwa 30 Stunden Spielzeit eine solche Menge an Battlepack zu erspielen. Jeden Tag im Februar, an dem du dich in den Multiplayer Modus einloggst, erhältst du einen neuen Battlepack. An normalen Wochentagen handelt es sich dabei um bronzene Battlepacks. An Samstagen und Sonntagen werden es silberne Battlepacks sein. Und vergesst bitte nicht, die XP Boosts im Spiel zu aktivieren, um euren Fortschritt im Spiel zu beschleunigen.
 
 
 
Shortcut Bundle
Wir bereiten zwei Shortcut Bundle für Battlefield 4 vor, welche im Laufe des Player Appreciation Month ohne weitere Kosten zum Download bereit stehen werden. Diese freien Shortcut Bundles werden in Battlefield 4 (Hauptspiel) alle Pistolen und Granaten freischalten, so dass ihr einen Ausgleich für verlorene Spielzeit bekommt. Wenn nun ein Spieler neu in Battlefield 4 ist, hat er so eine gute Chance zu den Spielern aufzuschließen, die das Spiel schon seit dem Release spielen. Wir werden euch über alle Details informieren, sobald wir die Erscheinungsdaten für diese Pakete festgelegt haben.
 
Für unsere Battlefield 4 Premium Mitglieder, fügen wir zwei weitere Waffenshortcuts hinzu. Diese schalten alle Scharfschützengewehre und alle Schrotgewehr frei. So könnt ihr, wenn ihr denn wollt, eure Hände schnell an eine große Anzahl von verfügbaren Waffen in Battlefield 4 legen.
 
Double XP Wochenende
Im Verlauf des Player Appreciation Month werden wir ein Wochenende mit doppelter Erfahrung für alle Spieler durchführen. Wenn ihr zu den vielen Battlefield 4 Premium Mitgliedern gehört, werdet ihr ebenfalls ein zusätzliches Wochenende mit doppelter Erfahrung als zusätzlichen Bonus erhalten.
 
Community Missionen
Alle Spieler werden die Möglichkeit haben, an weltweiten DICE Community Missionen teilzunehmen und mit allen Spielern gemeinsam an der Freischaltung von goldenen Battlepacks zu arbeiten. Im Verlauf der ersten Mission wird es eure Aufgabe sein, innerhalb eines bestimmten Zeitraumes eine gewisse Anzahl von Dogtags zu sammeln. Weitere Informationen zu den Community Missionen werden wir in Kürze veröffentlichen.
 
DICE Entwickler Gespräche
Eine Verbesserung der Interaktion mit Entwickler und Transparenz darüber, wie wir arbeiten, sind häufige Fragen, die wir aus der Community erhalten. Im Laufe des Player Appreciation Month werden wir deshalb eine Reihe von Interviews mit einigen Battlefield 4 Entwicklern von DICE veranstalten. In diesen Interviews könnt ihr die Entwickler nach ihrer Arbeit befragen, sie nach dem Aufwand fragen, welchen sie in Battlefield 4 investiert haben oder, im Falle unseres Core Gameplay Designers, wie der Balancing Prozess genau funktioniert. Die genauen Zeiten und Termine dieser Interviews werden bekannt geben, sobald der Player Appreciation Month begonnen hat.
 
Wir werden über alle Aktivitäten des Battlefield 4 Player Appreciation Month im Laufe des Februars weitere Informationen für euch bereitstellen. Schaut einfach hier wieder vorbei, um keine Information zu verpassen.
 
Wenn ihr aktuell Battlefield 4 spielt, dann hoffen wir, ihr genießt diesen Battlefield 4 Player Appreciation Month. Wenn ihr eine Weile nicht gespielt habt, dann habt ihr jetzt eine großartige Chance wieder einzusteigen. Wer immer ihr seid, wir freuen uns über die Zeit, die ihr in Battlefield 4 verbringt. Wir danken euch für euren Support und hoffen von euch in den Battlelog Foren zu hören.
 
Karl Magnus Troedsson, DICE VP & GM
 

 

Dies ist ein unverbindliches Angebot. Der Battlefield 4 Player Appreciation Month findet vom 1. Februar 2014 bis 06. März 2014 (”Promotionzeitraum”) statt. Battlefield 4 (”Produkt”), eine gültige Plattform, eine Internetverbindung sowie die Annahme der EA-Nutzungsbedingungen und Datenschutrichtlinie erforderlich, um auf die In-Game Inhalt zugreifen zu können. Die PC-Version erfordert zudem die Registrierung eines Origin-Kontos, den Download und die Installation der Origin Client Software (http://origin.ea.de) sowie die Annahme der Origin Endbenutzer-Lizenzvereinbarung (EULA). Eulas, EA-Nutzungsbedingungen und Datenschutzrichtlinie sind unter http://Doc.EA.DE einsehbar.  Für die Registrierung sowie für den Zugriff auf die Online-Dienste musst Du mindestens 14 Jahre alt sein. Bronze oder Silber Battlepacks werden während des Promotionzeitraums 13:00 CET – 12:59 CET (nächster Tag) angeboten und automatisch zugeteilt, sobald der Login in das Produkt innerhalb des jeweiligen täglichen Zeitfensters erfolgt. Shortcut Bundles werden eine Woche lang angeboten und müssen während dieses Zeitfensters entweder über www.origin.com (für PC) oder http://marketplace.xbox.com/ oder https://store.sonyentertainmentnetwork.com (Entsprechend der genutzten Konsole) heruntergeladen werden. Gültig wo immer BAttlefield 4 angeboten wird. Der Code kann nicht ersetzt, ausgetauscht, gegen Geld eingetauscht oder mit anderen Angeboten, Rabatten, Gutscheinen kombiniert werden.
 
Bearbeitet von renesweb74
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Balancing BF4: Upcoming Pistol Tweaks

 

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

 

 

1) Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked. This gives the M1911 a clear accuracy advantage for range, while the COMPACT 45 has a clear ammunition per magazine advantage.

2) Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45. This will allow all pistols to bypass Body Armor at close range. Additionally, the FN57 and the QSZ-92 have had their long range damage increased to allow them to properly bypass Body Armor at all distances. Finally, the CZ-75 has also had its long range damage raised to give it a diverse role among the handguns.

3) Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM. This delay represents the way these weapons work in real life, while also improving their responsiveness in game.

4) Increased the magazine capacity of the QSZ-92 to 20 rounds, the proper amount for this weapon in real life. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.

5) Corrected a small error with the COMPACT 45 accuracy when crouched or prone. The weapon was accidently less accurate than intended.

 

--------

 

BALANCING BF4: UPCOMING SOLDIER WEAPON TWEAKS

 

 

DMRs

1) Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Pump Action Shotguns
1) Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled. These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.

Carbines
1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

General
1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition. While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.

2) The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.

3) Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

 

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

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Mal wieder:

 

Bitte hier keine Diskussionen/Anmerkungen posten, hier kommt nur News rein!

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BALANCING ITEMS WE ARE MONITORING

1) Players have suggested that the TV missiles be allowed to 1 hit kill enemy aircraft. While we initially considered increasing their damage to 90% from 80%, we decided against this change. The TV missile is not intended to be an anti-aircraft weapon system, and while skilled players may currently be able to use it that way, we do not find its current damage level to be imbalanced.

 

2) Players have also suggested that Sniper Rifle and 12G SLUG rounds be allowed to penetrate body armor at close range. The purpose of body armor is to specifically counter these kinds of threats, and players with these weapons have received significant buffs to accuracy to allow them to achieve close range headshots with higher frequency. Finally, the goal of 12G SLUGS is a long range alternative for shotguns, players wishing to defeat body armor at close range with shotguns should utilize the 12G FLECHETTE rounds instead.

 

3) As a capable all around weapon, players have suggested the GALIL ACE 23 is over powered. Players of specific types, especially competitive players, will gravitate towards a weapon that can work in any situation. The ACE 23 is out performed at close range, long range, and has competitors at medium range. We see no need for a change at this time.

 

4) Below Radar has been a hot topic, asking why it was “removed” from BF4. Below Radar was never a part of the original design for BF4’s locking mechanics, and while we have discussed allowing a low altitude state to cause lock on to take longer, the added frustration of being unable to lock on to targets does not offset the added danger to helicopters at low altitude. Furthermore, having a low altitude state only affect PASSIVE or ACTIVE radar missiles would add additional confusion, as it did in BF3 when stingers still worked on Below Radar vehicles.

 

5) Long Range scopes for DMRs were tested extensively internally before release. We specifically removed these scopes from those weapons as we found any class being able to effectively snipe was detrimental to the overall pace and gameplay of BF4. We have no intentions of adding those scopes to DMRs for BF4.

 

6) As a guaranteed get out of jail free card, aircraft counter measures are only designed to allow a vehicle to escape distant danger, not to enable the aircraft to be immune to lock on weaponry. While this is a tricky balance, we’re currently happy with the reload times and amounts of counter measures carried by aircraft.

 

7) MAA is too powerful against the AC130 and other ground vehicles. The reduction to the range of the MAA cannons should address the issue of the AC130, and at this time we feel that the balance between MAA and other ground vehicles is appropriate.

 

8) Ground destruction makes vehicle driving difficult after significant combat. We’re happy that the dynamic aspect of BF4 has a direct impact on the gameplay, and at the moment do not think this is in need of any tweaks.

 

9) Some players have been disappointed in the rate of fire of the G36C carbine, citing it being different from BF3. We understand the feelings of fans when their favorite gun doesn’t work in the same way it was before, however BF4 is its own game, with its own balance, and all weapons received various changes and balance factors. We do not intend to change the rate of fire of the G36C.

 

10) Attack helicopter maneuverability is also a hot topic. We’re open to the idea that the Attack Helicopters could benefit from an increase in speed and maneuverability. At the moment, we’ve made tweaks to the primary threats for Attack Helicopters, and we want to see how that change affects the battlefield before we make additional changes blindly.

 

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

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UPCOMING BF4 GRENADE TWEAKS

1) Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3. A player may now have 3 active HAND FLARES, up from 1 before. The HAND FLARE remains mostly a gadget of comic relief, though its ability to blind IRNV sights should not be forgotten. The increase in the number the player can carry should allow for a larger tactical use of both the HAND FLARE and the M84 FLASHBANG.

 

2) Increased the effect of M84 FLASHBANG grenades on friendly and enemy players. When Friendly Fire is OFF, friendlies receive approximately half the effect duration. Previous duration was 4 seconds, now 5 seconds for enemy players. Additionally increased the range at which a player feels the full effect of the flash, and increased the effect on players not looking directly at the flash bang. This should sufficiently improve the reliability of the M84 FLASHBANG, and make it a viable choice in the grenade category.

 

3) Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion. The RGO was essentially an instant kill in Hardcore, it now has a reduced 1 hit kill range, however accurate throws will yield higher damage values in Core. This clarifies the role of the RGO as an accurate impact hand grenade, while still not allowing 1 hit kills in Core.

 

4) Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied. The player continues to carry 3 V40 grenades, and is still able to use 2 of them to get a kill in Core. Previously the V40 was entirely superior to the M67 in Hardcore, this change aims to balance them in Hardcore, while also keeping their effectiveness intact in Core.

 

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

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Was nicht im Changelog stand:

 

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Ask DICE: Questions for Alan Kertz

 

kertz.png?v=1391449076.38

 

As part of the Player Appreciation Month [blogs.battlefield.com] we present the first “Ask DICE”, where you have the chance to ask Battlefield 4 developers questions about their specific fields of expertise. First up is Lead Core Gameplay Designer Alan Kertz. This is how Alan describes his role here at DICE: 

ALAN KERTZ: “As Lead Core Gameplay Designer on Battlefield 4 it’s my job to work with the team that designs the weapons, vehicles, gadgets, and soldiers in creating a balanced, fun, and authentic-feeling Battlefield. I’ve been a designer on Battlefield for 8 years now, starting with Battlefield 2142 and including both Bad Company games, Battlefield 1943, and Battlefield 3. I’m looking forward to your questions about how we balance Battlefield!” 

Post your questions on gameplay balancing in this forum thread for a chance to get them answered by Alan Kertz. Remember that relevant, clear, and concise questions have a better chance of getting answered! 

Please remember that this thread is for questions rather than commentary. Posts that do not contain a relevant question will be removed, please ensure your comments are in line with the Guide to Forum Use rules. [battlelog.battlefield.com] 

The answers will be published by the end of this week. Thank you!

 

 

 

http://battlelog.battlefield.com/bf4/forum/threadview/2955065224476437192/

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Download Battlefield 4 Ringtones

 

Tired of your phone not sounding like a defibrillator? Don’t worry. As part of the Battlefield 4 Player Appreciation Month, we would like to share some Battlefield 4 ringtones with you. Eight tracks with Battlefield 4 music and sound effects have been added to the Battlefield 4 Soundcloud page. The sounds are available for download on Android and iPhone devices, for the duration of the Player Appreciation Month.

 

http://blogs.battlefield.com/2014/02/battlefield-4-ringtones/

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Second Assault kommt in 10 Tagen (am 18.2.) für Premium-Member

 

Stand heute in Origin - wurde aber recht schnell wieder gelöscht. Denke aber das kommt hin...

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