Basically the whole "headglitching" thing and how there is one animation where if you shoot a guy with only his head exposed the model flinches and the head moves so you can't shoot it again was an issue. Also there was some really sloppy work on crouching behind cover and how it pretty much never rendered/registered on the other end of the guy who was shooting you.
So what they did was cut a bunch of animations and speed up the time that the crouch was registered on the other end, what that did was cause some serious wonk when you are shooting at someone who is moving/strafing. It's the CTE and they're just testing it so it isn't that big of a deal.
Oh and "Classic mode" is coming to the CTE in the next few patches.
I saw where they are also reducing bullet damage for all weapons except for the sniper rifles and handguns due to the increased lethality of the "normal" weapons as of late. To be honest, I'm okay with this.
Please make classic mode be no health regen and empty mags on reload.
That'd be great.
There used to be 2-3 classic mode servers, and they were fairly populated, but I guess with the mass exodus when the game was in a shitty state, people stopped playing, because they aren't there anymore
I really liked them, they also had squad leader-only spawn.
So what, I can't buy individual DLC? I have to buy premium even though most of the previous DLC's maps and modes are no doubt barely being played by now?
So what, I can't buy individual DLC? I have to buy premium even though most of the previous DLC's maps and modes are no doubt barely being played by now?
Awesome
Wut?
What platform are you on? I can get them individually on xb1...
So what, I can't buy individual DLC? I have to buy premium even though most of the previous DLC's maps and modes are no doubt barely being played by now?
I really like the idea of limiting spawns to squad leaders and recon beacons. They should make that part of the standard CFG.
I would really love to see this in the base game, but limited spawn locations basically requires pubbies to be careful squad leaders or place their damn beacons in useful places. You could maybe get that happening if you increased the squad spawn bonus (or just in more team-based servers and game variants) but I'm getting really pessimistic over how much XP rewards actually get players to put useful play over personal gratification.
Yay, they're currently testing a Classic preset setting on CTE, should show up soon on regular I hope.
You mean all the HUD stuff and mechanics are present, but with friendly fire active too? No 2D-auto-audio spotting? More? What does this *classic* preset entail exactly?
Such a thing on live servers would be a dream come true. I so miss having to play mindfully with vehicles and explosives.
the latest battlefest mission is for 40 million resupplies in roughly 7 days. As of this posting, the total is already at 5.7 million in just over 5 hours. Yeah, I don't think this one will be a problem either. I wonder if the mission will be completed today.
the latest battlefest mission is for 40 million resupplies in roughly 7 days. As of this posting, the total is already at 5.7 million in just over 5 hours. Yeah, I don't think this one will be a problem either. I wonder if the mission will be completed today.
CTE info on what's being worked on and what's being shit out in the next patch:
READY
- 3p head flinching improvements
- Base map Rush improvements first pass (all maps but dawnbreaker ready, new cover slightly tweaked ruleset)
- Network visualization overlay (think frameoverlay)
- Visual recoil dampening tuning
- High freqency bubble automation
- Squad Join improvements (non CTE)
- AUTO network frequency bubble settings
- Netcode damage application tweaks
- Revive 2.0 (triage, bugfixes)
- 3P player crouch fixes (faster)
IN PROGRESS
- UI/HUD improvements
- Suppression tuning pass
- Obliteration Competitive improvements
- RUSH improvements (per map & general)
- A bunch of improvements (top user issues etc)
- Server degradation
- Full Weapon balance pass
- Full Vehicle balance pass
- Soldier movement tweaks (improve direct control)
- Soldier movement: getting stuck in "snags"
- Hardline-inspired READY preround state/deploy screen
- Validate player kit on deploy
- Map fixes/art fixes (collision issues)
- FrameHistoryTime value changes
- "dusting" and "blood-dusting" fixes (sync with server side tick)
- UI declutter of HUD
- Health and damage incoming fixes
EXPERIMENTAL & CTE TESTS
These probably won't be released, atleast not in this form - we might test them on the CTE though:
- Vehicle physics improvements
PLANNED
N/A atm (lots planned, but for next initiative - focus on core gameplay now)
There have definitely been some odd things in this version of Battlefield I'll never understand why they changed it.
I am waiting for the premium price to go down a bit before I jump back in. I've been exploring some other summer sale games, but the one thing they got so right in this game, for me, was the water maps. I'm hoping the Naval Strike stuff is as good as when this first came out and I spent all my time in an assault boat hoping the hurricane would come in.
My all time favorite has been BF 2142 so things like spawn on squad leader are right up my alley!
Yay, they're currently testing a Classic preset setting on CTE, should show up soon on regular I hope.
You mean all the HUD stuff and mechanics are present, but with friendly fire active too? No 2D-auto-audio spotting? More? What does this *classic* preset entail exactly?
Such a thing on live servers would be a dream come true. I so miss having to play mindfully with vehicles and explosives.
I too also enjoy FF on very much, feels much more immersive to me! It hasn't been confirmed exactly what settings will be in there, but I believe FF will definitely make a come back.
I personally enjoy these settings:
- No 3D spotting
- No health regen
- 100% health
- FF on
- Squad leader only spawn
- Mag pool instead of ammo pool
I do not like the No-killcam though, which seems to be the default for Classic. I hope not.
SL spawn only to me is a great mechanic, it slows down the pace of the game without having to go with higher TTK.
Satsumomo on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
@Shogun TeamSpeak is up... If you had your bookmark via IP that is likely why it broke. I moved to a different physical server, and datacenter so the IP changed. For the host just put finalack.com .
If that doesn't get it working, give me the error you are getting.
Xbox360: D1G1T4LSYN ( Yes, those are numbers. )
PSNID: DigitalX86
Nintendo ID: digitalsyn
3DS Friend Code: 5300 - 9726 - 6963
Steam: http://steamcommunity.com/id/D1G1T4LSYN/
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
@Shogun TeamSpeak is up... If you had your bookmark via IP that is likely why it broke. I moved to a different physical server, and datacenter so the IP changed. For the host just put finalack.com .
If that doesn't get it working, give me the error you are getting.
PATCH CHANGES
This is what is included in this patch:
Fix for squad spawning under terrain
Visual Recoil Improvements
New red sights for the red parts (more glowing better against bright lights/sun).
Fixed reported issues for AEK, PK-S and Compact sights, Glock18, M39EBR and USAS-12 (thank you, and please report more issues if you see them!)
High Frequency Bubble AUTO option improvements
Allow high frequency update on Gen3 (Xbox 360 & PS3).
Added additional logging for frequencies used.
Added server side clamping of value if bandwidth gets congested (also shows as new color on the NetworkPerfOverlay).
Much faster reaction to changing network connections and bandwidths.
Server Degradation
Fix for memory leak believed to cause server degradation over time.
Lancang Dam: Enabled levolution sounds for late joiners
Commander fixes
Handled edge case where commander assets never get activated for team if it is under proxy attack.
Handle edge case in commander where someone is trying to re-enable an action when it is in cooldown state. Already unlocked assignments will no longer show up in end of round screen
Updated Headshot blood FX
No more POW! – first pass Added option for choosing the minimap default scale (Auto, 50m, 100m, 150m)
Operation Metro 2014 Fixes
Added blocking volumes to stop players exploiting outside play areas
Integrated 5 crash fixes from Hardline (all platforms, PC)
Vehicle spawn timers now work as intended and start counting when the game starts
Preround Ready-state added to Conquest Large (Initial testing)
First pass at a ready state inspired by the Hardline dito. First rough draft (not final UI). Let us know about issues you find!
Known issues:
Teams are shown with T1 and T2. Should show abbreviated faction names with correct colors.
Switching teams during the ready state will not update the minimum needed player counts.
Only Conquest supported right now.
Soldier Movement
Toned down regular movement acceleration a couple of notches more, left sprint acceleration as is.
GAME MODES
Goal: Improve selected gamemodes to deliver the intent and playstyle envisioned for the gamemode in question
Obliteration
Changed bomb animation so it fades out when bomb stops moving.
Bomb now resets when bomb carrier is spotted or shoots their gun.
Fix for issue where bomb wouldn’t move after entering vehicle.
Normal Obliteration bomb update is every 3s.
Competitive Obliteration bomb update is every 8s.
Obliteration Competitive
Compressed play spaces.
Dawnbreaker: Disabled elevators
Disabled levolution.
CTF
CTF now gives the win to the team with the most points regardless of flag captures
Carrier Assault
Disabled in carrier spawns for attacking team.
Only parachute spawns are open both stages.
BULLET COLLISION CLEANUP
We now have a new effort where we look at the worst object in the game when it comes to bullet collision – and fix them. Much thanks to this thread: Open Forum thread by Zoutepoel - Thank you!
DICE RUSH
To focus testing, for this update we are removing some maps from rotation to get feedback on the latest updated.
PARACEL STORM – CTE PREMIERE
Slightly edited MCOM placements 1A, 1B, 2A, 2B, 4A, 4B.
Edited spawns (defender paradrops at base 1 for example).
Edited emplaced weapons.
Added some cover at base 2.
Added cover and light pre-destruction at base 4.
Edited destruction mask around new cover.
1xTransport helicopter, 1xLTV, 1xRHIB, 1xMBT on all bases
Vehicle Changes – Attackers
Removed scout helicopter from later bases.
Removed one RHIB at base 1.
Replaced one PWC with an AAV on PC and Gen4 on base 1 & 2. This also means that that PWC is gone for Gen3.
Transport helo no longer allowed outside of normal combat area.
Transport helo spawn disabled on base 3 and 4.
Forced respawn delay on RHIBs to 20s (Rush rules respawn delay x1.5 = 30 seconds)
Vehicle Changes – Defenders
Added two PWC and a RHIB for defenders on base 1.
HAINAN RESORT – UPDATE
**KNOWN ISSUE: Minimap not showing correct info at the attacker starting carrier and the new beach. Needs updating
Edited terrain and added rock cover at base 1 to provide another flanking route for attackers
Edited combat area for attackers and defenders around base 1
Rotated and moved carrier for attackers on base 1 (including all spawns)
Added AAV for attackers on PC and Gen4 at base 1
Removed scout helo
Added 2 attacker RHIBs to base 2 (will not exceed max allowed of type)
Added 1 attacker RHIB to base 3 (will not exceed max allowed of type)
Removed emplaced weapons at base 2, 3 and 4
Moved MCOM 4A and 4B
Edited cover around MCOM 4A and 4B
They're talking about the dumb areas where you have a clear line of sight, but your bullets hit an invisible wall. They're concentrating on fixing all those areas.
So guys, get this. There are these things for your video card called drivers, right? So it turns out mine were from 2012. I updated mine and hoooooooly shit. The improvement is incredible. I can play on medium/high now instead of low/low slideshow!
Short version: I'm back to shooting mans on the battlefield!
Posts
I don't think the movement needed any tweaks at all.
Basically the whole "headglitching" thing and how there is one animation where if you shoot a guy with only his head exposed the model flinches and the head moves so you can't shoot it again was an issue. Also there was some really sloppy work on crouching behind cover and how it pretty much never rendered/registered on the other end of the guy who was shooting you.
So what they did was cut a bunch of animations and speed up the time that the crouch was registered on the other end, what that did was cause some serious wonk when you are shooting at someone who is moving/strafing. It's the CTE and they're just testing it so it isn't that big of a deal.
Oh and "Classic mode" is coming to the CTE in the next few patches.
That'd be great.
http://www.gfycat.com/ColorfulImperturbableBedlingtonterrier#
This is a headshot indicator, also a place holder till proper effect (blood splatter) is created.
https://www.youtube.com/watch?v=4GujXel-X2w&feature=youtu.be&a
This means I now can run engineer and throw my own ammo boxes to myself to refill my sraw/stinger/javelin and sit back and do fuckall all game.
There used to be 2-3 classic mode servers, and they were fairly populated, but I guess with the mass exodus when the game was in a shitty state, people stopped playing, because they aren't there anymore
I really liked them, they also had squad leader-only spawn.
Awesome
Wut?
What platform are you on? I can get them individually on xb1...
https://www.origin.com/en-us/store/browse/expansion/battlefield
Also v1 damage chart for the CTE weapon tweaks:
Keep in mind that is the first "attempt" and they will be tweaked and changed as things go in the CTE.
I would really love to see this in the base game, but limited spawn locations basically requires pubbies to be careful squad leaders or place their damn beacons in useful places. You could maybe get that happening if you increased the squad spawn bonus (or just in more team-based servers and game variants) but I'm getting really pessimistic over how much XP rewards actually get players to put useful play over personal gratification.
hAmmONd IsnT A mAin TAnk
You mean all the HUD stuff and mechanics are present, but with friendly fire active too? No 2D-auto-audio spotting? More? What does this *classic* preset entail exactly?
Such a thing on live servers would be a dream come true. I so miss having to play mindfully with vehicles and explosives.
the latest battlefest mission is for 40 million resupplies in roughly 7 days. As of this posting, the total is already at 5.7 million in just over 5 hours. Yeah, I don't think this one will be a problem either. I wonder if the mission will be completed today.
24/7 meatrocker boosting servers here we go.
- 3p head flinching improvements
- Base map Rush improvements first pass (all maps but dawnbreaker ready, new cover slightly tweaked ruleset)
- Network visualization overlay (think frameoverlay)
- Visual recoil dampening tuning
- High freqency bubble automation
- Squad Join improvements (non CTE)
- AUTO network frequency bubble settings
- Netcode damage application tweaks
- Revive 2.0 (triage, bugfixes)
- 3P player crouch fixes (faster)
IN PROGRESS
- UI/HUD improvements
- Suppression tuning pass
- Obliteration Competitive improvements
- RUSH improvements (per map & general)
- A bunch of improvements (top user issues etc)
- Server degradation
- Full Weapon balance pass
- Full Vehicle balance pass
- Soldier movement tweaks (improve direct control)
- Soldier movement: getting stuck in "snags"
- Hardline-inspired READY preround state/deploy screen
- Validate player kit on deploy
- Map fixes/art fixes (collision issues)
- FrameHistoryTime value changes
- "dusting" and "blood-dusting" fixes (sync with server side tick)
- UI declutter of HUD
- Health and damage incoming fixes
EXPERIMENTAL & CTE TESTS
These probably won't be released, atleast not in this form - we might test them on the CTE though:
- Vehicle physics improvements
PLANNED
N/A atm (lots planned, but for next initiative - focus on core gameplay now)
I am waiting for the premium price to go down a bit before I jump back in. I've been exploring some other summer sale games, but the one thing they got so right in this game, for me, was the water maps. I'm hoping the Naval Strike stuff is as good as when this first came out and I spent all my time in an assault boat hoping the hurricane would come in.
My all time favorite has been BF 2142 so things like spawn on squad leader are right up my alley!
I too also enjoy FF on very much, feels much more immersive to me! It hasn't been confirmed exactly what settings will be in there, but I believe FF will definitely make a come back.
I personally enjoy these settings:
- No 3D spotting
- No health regen
- 100% health
- FF on
- Squad leader only spawn
- Mag pool instead of ammo pool
I do not like the No-killcam though, which seems to be the default for Classic. I hope not.
SL spawn only to me is a great mechanic, it slows down the pace of the game without having to go with higher TTK.
Shogun Streams Vidya
@Shogun TeamSpeak is up... If you had your bookmark via IP that is likely why it broke. I moved to a different physical server, and datacenter so the IP changed. For the host just put finalack.com .
If that doesn't get it working, give me the error you are getting.
PSNID: DigitalX86
Nintendo ID: digitalsyn
3DS Friend Code: 5300 - 9726 - 6963
Steam: http://steamcommunity.com/id/D1G1T4LSYN/
Shogun Streams Vidya
PATCH CHANGES
This is what is included in this patch:
Fix for squad spawning under terrain
Visual Recoil Improvements
New red sights for the red parts (more glowing better against bright lights/sun).
Fixed reported issues for AEK, PK-S and Compact sights, Glock18, M39EBR and USAS-12 (thank you, and please report more issues if you see them!)
High Frequency Bubble AUTO option improvements
Allow high frequency update on Gen3 (Xbox 360 & PS3).
Added additional logging for frequencies used.
Added server side clamping of value if bandwidth gets congested (also shows as new color on the NetworkPerfOverlay).
Much faster reaction to changing network connections and bandwidths.
Server Degradation
Fix for memory leak believed to cause server degradation over time.
Lancang Dam: Enabled levolution sounds for late joiners
Commander fixes
Handled edge case where commander assets never get activated for team if it is under proxy attack.
Handle edge case in commander where someone is trying to re-enable an action when it is in cooldown state.
Already unlocked assignments will no longer show up in end of round screen
Updated Headshot blood FX
No more POW! – first pass
Added option for choosing the minimap default scale (Auto, 50m, 100m, 150m)
Operation Metro 2014 Fixes
Added blocking volumes to stop players exploiting outside play areas
Integrated 5 crash fixes from Hardline (all platforms, PC)
Vehicle spawn timers now work as intended and start counting when the game starts
Preround Ready-state added to Conquest Large (Initial testing)
First pass at a ready state inspired by the Hardline dito. First rough draft (not final UI). Let us know about issues you find!
Known issues:
Teams are shown with T1 and T2. Should show abbreviated faction names with correct colors.
Switching teams during the ready state will not update the minimum needed player counts.
Only Conquest supported right now.
Soldier Movement
Toned down regular movement acceleration a couple of notches more, left sprint acceleration as is.
GAME MODES
Goal: Improve selected gamemodes to deliver the intent and playstyle envisioned for the gamemode in question
Obliteration
Changed bomb animation so it fades out when bomb stops moving.
Bomb now resets when bomb carrier is spotted or shoots their gun.
Fix for issue where bomb wouldn’t move after entering vehicle.
Normal Obliteration bomb update is every 3s.
Competitive Obliteration bomb update is every 8s.
Obliteration Competitive
Compressed play spaces.
Dawnbreaker: Disabled elevators
Disabled levolution.
CTF
CTF now gives the win to the team with the most points regardless of flag captures
Carrier Assault
Disabled in carrier spawns for attacking team.
Only parachute spawns are open both stages.
BULLET COLLISION CLEANUP
We now have a new effort where we look at the worst object in the game when it comes to bullet collision – and fix them. Much thanks to this thread: Open Forum thread by Zoutepoel - Thank you!
Collision fixes in this update:
Lumphini Garden Fixes
Glitch fixed (https://www.youtube.com/watch?v=xKinYHR2cMI)
Improved collision of shed building.
Fix for glitch in wall near D.
Fix this object (http://tinypic.com/view.php?pic=ta37np&s=8#.U9b29rEQ470)
Affected levels: Zavod 311, Nansha Strike
DICE RUSH
To focus testing, for this update we are removing some maps from rotation to get feedback on the latest updated.
PARACEL STORM – CTE PREMIERE
Slightly edited MCOM placements 1A, 1B, 2A, 2B, 4A, 4B.
Edited spawns (defender paradrops at base 1 for example).
Edited emplaced weapons.
Added some cover at base 2.
Added cover and light pre-destruction at base 4.
Edited destruction mask around new cover.
1xTransport helicopter, 1xLTV, 1xRHIB, 1xMBT on all bases
Vehicle Changes – Attackers
Removed scout helicopter from later bases.
Removed one RHIB at base 1.
Replaced one PWC with an AAV on PC and Gen4 on base 1 & 2. This also means that that PWC is gone for Gen3.
Transport helo no longer allowed outside of normal combat area.
Transport helo spawn disabled on base 3 and 4.
Forced respawn delay on RHIBs to 20s (Rush rules respawn delay x1.5 = 30 seconds)
Vehicle Changes – Defenders
Added two PWC and a RHIB for defenders on base 1.
HAINAN RESORT – UPDATE
**KNOWN ISSUE: Minimap not showing correct info at the attacker starting carrier and the new beach. Needs updating
Edited terrain and added rock cover at base 1 to provide another flanking route for attackers
Edited combat area for attackers and defenders around base 1
Rotated and moved carrier for attackers on base 1 (including all spawns)
Added AAV for attackers on PC and Gen4 at base 1
Removed scout helo
Added 2 attacker RHIBs to base 2 (will not exceed max allowed of type)
Added 1 attacker RHIB to base 3 (will not exceed max allowed of type)
Removed emplaced weapons at base 2, 3 and 4
Moved MCOM 4A and 4B
Edited cover around MCOM 4A and 4B
The game doesn't actually try to adjudicate that, right? It's talking about bullets colliding with non-bullets?
Its all those stupid corners that you have a clear line of sight on someone but your bullets impact an invisible wall two inches away from your face.
http://gfycat.com/DependentShyInexpectatumpleco
Short version: I'm back to shooting mans on the battlefield!