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  • "BleedingUranium" started this thread

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1

Thursday, May 4th 2017, 1:05am

CTE Patch, May 3rd - Massive vehicle overhaul

This is likely to be either the May retail patch itself, or at the very least this will be in it, and it looks phenomenal. On the level of the BF4 Spring 2015 patch for weapons, but for vehicles; I'm incredibly excited for all of this.

Patch notes, and I'll copy them here for those who prefer reading them like that:


MAP & MODES

Spectator Mode: Fixed a bug where the first person camera could become stuck during the Pigeon Carrier Artillery camera sequence on the Assault Tank.

Changed ticket count for Domination to 200 from 100.

Fixed missing game mode description for Breakthrough.

Tweaked scoring values for capturing flags in Conquest. Capturing gives less score now, however more capture ticks have been added and the team controlling more than 3 flags than the other team will be awarded Conquest Control bonuses.

Decreased the percentage of contribution to flag capture/neutralize from 50% to 30%.

Added Join Any Operation button to main operations screen. Will start a matchmaking session to join any available operation at any size (40 or 64).

All Platforms - Spectator - Frontlines - Spectator camera missing from the map on Frontlines, Verdun and Soissons.


VEHICLES

Tweaked self repair for A7V, FT17, St. Chamond, and Pierce Arrow.
  • Reduced health gained per self repair cycle from 320 to 200.
  • Reduced time taken to complete a self repair cycle from 8s to 5s.

This makes these vehicles' self repair equivalent to the self repair of the MkV Landship.

Doubled the health of Field Gun and Stationary AA. Made Field Gun and Stationary AA Indestructible. Field Gun and Stationary AA will now enter a disabled state at 50% health where they become unusable. To use the weapons again they must be repaired back to 100% with the repair tool.

Increased time that the shell camera is active on the MkV mortar landship from 3.5s to 4.5s. This better fits the increased flight time of the new heavy shell.

Changed how max range for AA is applied. Max range now varies depending on the pitch of the gun. Shells can travel a maximum horizontal distance of 300m, and a maximum vertical distance of 450m. This applies to both the stationary AA and the AA truck. Previously AA shells timed out at the same max distance from the gun regardless of direction, resulting in a roughly spherical volume covered by the gun. This means horizontal range was as large as the max height the shells could reach, and that at very high altitudes the AA could cover very little area, even if its range was technically large. The new AA shells will have slightly less horizontal range than before at low altitutes, but they will retain that range all the way to the flight ceiling. This will make AA much more effective against high altitude aircraft without making it able to reach distant, low flying ones as well.

Extended Fighter and Attack Plane elevator flap scaling curves to better cover the entire speed range.

Reduced cooldown of speed boost ability from 30s to 15s for both the Dogfighter and Airship Buster Attack Plane.

Set up rear view on all planes: Albatros Fokker Spad Sopwith Rumpler Halberstadt Salmson Bristol Gotha Caproni - Hold freelook while in 3p to use rear view.

Attack Plane Changes:
  • Retuned attack plane elevator flap scaling curve. Attack Plane turning will now be much closer to that of Fighters, but still slightly worse.

Improved underused Attack Plane variants:
  • Increased damage of the Airship Buster variant's primary MG from 32 to 40. This puts its AA DPS on par with Fighter MGs.
  • With its speed boost active, the new flap scaling curves will allow this variant to achieve a higher turn rate than the Fighter for a short time. The reduced cooldown on speed boost will allow this advantage to be used more often. Together these changes should make the Airship Buster more competitive with Fighters in its air to air role.
  • Increased velocity of tank hunter 37mm from 222m/s to 267m/s and reduced drag from 0.005 to 0.003. These changes should make the 37mm slightly easier to land hits with, especially against moving or distant targets.

Changes to Fighter plane variants:
Dogfighter
  • Added new secondary weapon, Incendiary Ammo. Incendiary Ammo does greatly increased damage to plane parts, allowing the dogfighter to quickly cripple an enemy plane by breaking a wing.
  • Changed active ability from emergency repair to speed boost.

Bomber Killer
  • Changed active ability from speed boost to emergency repair.

Swapping speed boost and emergency repair on the Dogfighter and Bomber Killer should help both variants in their respective roles. Speed boost gives the Dogfighter a maneuverability edge over the other Fighter variants, and emergency repair gives the Bomber Killer a better chance of surviving tail gun fire from Bombers and Attack Planes.

Increased field gun damage against light vehicles. Armored cars will no longer take less damage than light tanks from field gun hits.

Changes to FT Packages

Close Support Tank:
  • Increased 37mm HE ammo from 4 to 5
  • Replaced Secondary Case shell with Coaxial LMG These changes should help this tank better fulfill its general purpose role.

Flanker Tank:
  • Increased reload time on the autocannon from 2.5s to 3.75s
  • Increased HE autocannon direct damage from 15-10.5 to 17.5-12.5.

This results in a 20% reduction in cannon uptime. The direct damage increase will offset the lower uptime against vehicles when targeting vehicles. These changes should make the Flanker slightly less effective against infantry.

Howitzer Tank:
  • Corrected primary weapon to HMG as shown in customization, was actually LMG. The more powerful HMG should help offset its limited firing arc when compared to the Coaxial LMG of the Close Support Variant.
  • Added 3p freelook to the FT Howitzer Variant. Missed this one with the other tanks because the normal version has a turret that can rotate 360 anyway.

Added rear firing Tankgewehr as driver secondary weapon for the Tank Hunter Landship Variant.

Enabled driving and 3p camera while using driver rear guns in the Squad Support and Tank Hunter Landships.

Improved MkV Mortar Landship Variant Changed secondary mortar shell from airburst mortar to heavy mortar. Heavy mortar does much more damage and is effective against both infantry and vehicles, but has a much longer reload.

Replaced alternate smoke and gas mortar shells with with track repair and vehicle smoke equipment. These changes should make the mortar Landship more viable as a combat vehicle, rather than sitting in mortar stance in the backline.

Changed driver secondary weapon from case shell to flamethrower on the A7V Flame Tank Variant. This change will reinforce this variant's role as a close range tank.

Fixed a bug with third person aiming on vehicles that caused a bullet to not fire in the correct direction when aiming at a soldiers head while they are on a horse.


WEAPONS & GADGETS

Changes to bayonet charge:
  • Activated aiming speed modifier during prepare state as well as charge state. This means a player can rotate a maximum of 50 degrees during the prepare state. Also added an input modifier disabling strafe while charging.
  • Adding subtle boost to 3P footsteps when bayonet charging to increase threat awareness. Boosted volume of Enemy VO for Bayonet Charge when close to player.
  • Slightly reduced maximum turn rate while charging.
  • Removed damage reduction while in charge. Weapons will now hit charging players for normal damage.

Fixed bug where Bipod Audio could persist when switching to secondary weapon.

Tweaked criteria for cross-class medal to require single shot rifles.

Added UI for grenade resupply.

Reduced the occluder size for the scope glint from 0.25m to 0.15m to hide it behind walls better.


GAMEPLAY

Adding a camera shake advanced gameplay option to adjust the amount of camera shake caused by explosions, etc.

Added missing spotting animation when spotting a downed allied soldier as a medic with the Medical Syringe.

Automatically show low on ammo icons on friendly soldiers.

Made all players immortal during EOR. This got cut last minute.


CONTROLS

Players using controllers can now do custom buttons/sticks mappings.

Fixed select Operation button not properly appearing when using the joypad or on console.


UI

Moved ping widget to be below the kill log.

Fixed no squad in squad select screen being selected if the player is not in a squad. Will now select the first squad in the list by default. Also added support on PC for pressing the space bar to join/leave a squad.

Fixed issue with the flag icons and world icons ghosting when going in and out of the customize screen from the deploy screen.

The user is able to switch the UGC option on a child account when fully blocked.


NETCODE

Implemented per region threshold settings for server side hit detection: 130ms for US + Europe, 200ms elsewhere.

Fixed server side hit registration interpolation.

Leading shot only necessary by the margin above the threshold, eg. For US @ 150ms ping, you have to lead by 20ms.

Fixed latency display for server which is also responsible for decision if to perform client or server side hit registration.

Fixed input offsets for server side hit registration to match client side.

Fixed wrong hit indicator display when dying.
Who has fun, wins.

This post has been edited 1 times, last edit by "BleedingUranium" (May 4th 2017, 4:53am)


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Thursday, May 4th 2017, 1:32am

This is the most excited I've been at any point since the game's release.

DICE are COMPLETELY serious about sorting this game out. Everything they've listed has been properly thought out and makes sense.

A new episode? A New Hope?

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Thursday, May 4th 2017, 1:50am

These vehicle changes are in serious danger of making too much sense. There's actually a good reason to take the vanilla FT-17 now?! Mortar Landship has HE rounds to pound tanks instead of only annoying infantry?!

The thing that I'm non-jokingly concerned about now is repair cycles being shortened. I think everyone here can agree that this is a direct buff to solo driver survivability, so I'll be watching how it plays out on CTE

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Thursday, May 4th 2017, 1:58am

There's actually a good reason to take the vanilla FT-17 now?!


I'm so happy the grandfather of all modern tank design (that specific loadout) is actually going to be both viable and more reflective of a typical tank, with the cannon/MG combo.

I also like that almost all of the changes are buffs and new additions, with very little nerfing.
Who has fun, wins.

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Thursday, May 4th 2017, 2:35am

I just tried the Mortar Landship and it's actually useful for once! I believe it uses the same shells as the train(albeit worse range and reload time) which makes it hella effective against infantry and tanks.
I haven't tried the new Howitzer, Close Support, Tank Hunter or Heavy Flamthrower variants but they sound a whole lot more unique, if not more useful then their current versions.
It's a shame they didn't mess with the Mortar Truck though, they either need give it the same Heavy mortar as the Landship or remove that shit as it's nothing but a team handicap.
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Thursday, May 4th 2017, 2:50am

It's a shame they didn't mess with the Mortar Truck though, they either need give it the same Heavy mortar as the Landship or remove that shit as it's nothing but a team handicap.

Mortar Truck, what's a Mortar Truck? /s

The standard Artillery Truck is more of a hindrance though, and here's why. While the Mortar Truck is very obviously a troll vehicle (meaning that it is almost never chosen because a lot of players recognize it's shitty-ness), the Artillery Truck is cleverly designed because it tricks players into thinking of it as a useful vehicle when it's actually shit and does nothing advantageous for the team. It's the Scout version of a tank, so it's inherently about selfish play and useless contribution. It's nothing but a stat booster, mainly K/D.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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Thursday, May 4th 2017, 4:01am

The thing that I'm non-jokingly concerned about now is repair cycles being shortened. I think everyone here can agree that this is a direct buff to solo driver survivability, so I'll be watching how it plays out on CTE


Reddit disagrees.

They think having the same hp/s on a shorter cycle equates to a nerf.

They're not even considering that the window for interrupting repair just decreased by close to 40%.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


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If it flies, it dies™.

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Thursday, May 4th 2017, 4:20am


Howitzer Tank:
Changed driver secondary weapon from case shell to flamethrower on the A7V Flame Tank Variant. This change will reinforce this variant's role as a close range tank.
Added 3p freelook to the FT Howitzer Variant. Missed this one with the other tanks because the normal version has a turret that can rotate 360 anyway.


Wait a minute, the FT Howitzer tank has a HMG and a flamethrower now in addition to the howitzer?
I love the math behind the statistics
It's possible to find me online at almost any given time, due to the fact that my schedule is hectic and rather non-existent.

Who needs sleep anyways?
(PC/PS4 gamer)

Various bf4 spreadsheets: (nothing special, just raw data from the Symthic website put into a spreadsheet to analyze all values at once)

Spoiler Spoiler


General Weapon spreadsheet:
BF4_Weapons_enhanced_UPDATED_2016
Soldier Equipment:
BF4_Gadget_Damage
Interactive Damage Table
bf4_dmg_at_range - Google Sheets
Unsuppressed Sniper Rifle Bullet Drop Charts
bf4_sniper_guide
Suppressed Sniper Rifle Bullet Drop Charts
Suppressed bf4_sniper_guide
More user friendly Unsuppressed Sniper Rifle Bullet Drop Chart
Friendlier Sniper rifle Bullet Drop Chart
More user friendly Suppressed Sniper Rifle Bullet Drop Chart
Friendlier Suppressed Sniper Rifle Bullet Drop Chart

  • "BleedingUranium" started this thread

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Thursday, May 4th 2017, 4:55am


Howitzer Tank:
Changed driver secondary weapon from case shell to flamethrower on the A7V Flame Tank Variant. This change will reinforce this variant's role as a close range tank.
Added 3p freelook to the FT Howitzer Variant. Missed this one with the other tanks because the normal version has a turret that can rotate 360 anyway.


Wait a minute, the FT Howitzer tank has a HMG and a flamethrower now in addition to the howitzer?


The line itself is correct, but they wrongly put it in the Howitzer section; I just edited it on this end.

The A7V Flame Tank now has a third flamethrower as the driver's secondary, replacing the Case shells. I am excite.
Who has fun, wins.

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Thursday, May 4th 2017, 4:58am

Wait a minute, the FT Howitzer tank has a HMG and a flamethrower now in addition to the howitzer?

No, it looks like the patch note is incorrect and referring to the A7V Flametank. The Flametank as is has the Canister Shell as the secondary armament, and it looks like the May update will change that to a Flamethrower.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho