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NoctyrneSAGA

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Thursday, August 7th 2014, 7:54pm

CTE Initiative #3: Teamplay

Alternative patch notes

BACKGROUND
Today we start working in the Teamplay Initiative. The goal of this initiative is to make objective and team oriented play more desirable and understandable.
We have identified a short list of tasks which we aim to be part of Final Stand release (which is coming up fast) – but also have a longer list of identified improvements for release post Final Stand.



FINAL STAND RELEASE
For this release we are focusing on a small set of initial tasks:


  • Gameplay objective scoring v1
    Make playing the objective more desirable
  • Health & ammo pack re-balance
    Change cooldowns in combat and look at points given out through these gadgets
  • Fix for Neutral/Friendly roadkills exploit & getting killed by own vehicle
    One solution for both these issues.
  • Distance Spotting changes
    Make spotting more precise, not automatically spotting big groups of enemies at a distance.
  • Footstep sound improvements
    Improve on footstep sounds being more audible in the game for enemies
  • Random callout cleanup
    Move some of the combat chatter to team only (so your soldier don’t randomly give away your position)
    These might not all look to be directly connected to teamplay or objective play – but they indirectly affect this kind of play in a negative way in our opinion.



FUTURE RELEASE – TASK LIST
Our list of PROPOSED changes has been put together based on what we internally think would be the best places to start changing the way we play objectives in this game.

We will post more details about our high level thoughs in coming updates this initiative.

We are looking for your feedback on this list – and would like to know what your top items are, both based on this list and new items, post your thoughts in the Teamplay Initiative Forum.

This is our current list of items, note that this list is far from complete and bound to change several times during the initiatives lifespan:


  • Gameplay Objective Scoring v2
  • Field Upgrades 2.0
  • Squad Leader & Commander communication
  • Intra Squad Leader communication
  • Squad Leader selection
  • Squad Respawns
  • Commander UAV
  • Teamplay Vehicles
  • Objective play tutorials & Personal Objectives
  • Kit usage/Summary on spawn screen
  • UI & HUD Objective Clarity pass
  • End of Round UI – Winning/Objetive team oriented update
  • Your idea
    As stated looking for your ideas in this area – and would very much like your input on how you think we could promote objective and team play – please tell us your ideas in the forum!
    This feedback will be helping us prioritize our decisions, and your ideas might get realized during this initiative!

For more information about our thinking and key areas of focus – see Tompen’s newsly created thread on the subject: Open Teamplay Initiative: Key Areas of Focus thread


FEEDBACK
As stated earlier – we are looking for both your feedback on our proposed list of tasks – and new ideas you think would work well to promote playing the objective and helping your fellow players/making playing a team play role more attractive.

September 19, 2014 Initiative #3: Teamplay Patch #1 (146923)

Today we release the first patch of the Teamplay Initiative, and since we are working in the same branch as the Final Stand team, the coming CTE-updates will include their changes to the game as well.
This first update does not include any specific updates to our six items for Teamplay Initiative/Final Stand release target as of yet (we are working on those items still) – but it does include some neat updates we’d like you guys to get your hands on over the weekend!



PATCH CHANGES
These are the changes in this patch:

  • Changed behaviour of spawning Battlepickups
    Will re-spawn after 60 seconds if one of these happen: Weapon runs out of ammo, weapon is dropped (when player changes weapon, dies, disconnects), and dropped weapon times out and unspawns, Deployed vehicle is destroyed.
  • Fix for Decoy Pack Scale issue
    Thank you for reporting this!


Animation fixes:

  • Changed the blend behaviour when you transition into sprint (1st person)
  • Fixed 1st person reload issue
    The reload got omitted if you pressed the reload button after an empty reload.
  • Potential fix for the guy sliding around in crouch
    Example: Battlefield 4 - Crouch Glitch - YouTube
  • Fixed problem where a Prone to Stand anim was buffering and playing late after reloads and boltactions.
  • Potential Melee animation fix
    Fix for when melee animations could get out of sync and play different animations for attacker and defender.


New Projectile Debug
We have added a debug overlay to track down issues with incoming and outgoing damage (netcode) and hitdetection. We have already seen some descrepancies using this tool internally – but can’t wait to see what we will be able to find with your help using this tool.

Projectile hit overlay rundown:


  • Blue squares indicate a spawned projectile/bullet
  • Green x indicates the client thinks the projectile has hit a soldier or a vehicle on a different team
  • Red x indicates the server confirms that damage was dealt. This currently maps to the hit indicator feedback – every time you see the red x, you should see the cross hair hit indicator.
  • The bullet display is staggered, so that the displayed data doesn’t overlap when using high RPM weapons. There is nothing tying the green x’s to the blue squares (i.e. co-location does not mean one is the result of the other) or tying the red x’s to the blue squares or green x’s. Vertical position on the graph means nothing either.
  • Enabled via in-game console or user.cfg by using: “NetworkPerfOverlay.DrawProjectileGraph 1


Known bugs/short-comings in this version:


  • On target death, green x may still show up until the server has confirmed that the target is dead. Will cause green x(+)/red x(-) discrepancy.
  • Server discarded damage – the green x doesn’t have all the damage rules available to it (e.g. assault weapon versus tank does no server damage, but will still show green x). Will cause green x(+)/red x(-) discrepancy.
  • Packet loss or server degradation may cause bunching of packets. If this is the case it’s likely that there won’t be individual red x’s for all damage applied. Will cause green x(+)/red x(-) discrepancy.
  • All server-confirmed damage dealt causes a red x – this includes grenades, claymores, UCAV, etc. Will cause green x(-)/red x(+) discrepancy
    Occasionally a phantom blue square/green x/red x will show up (usually upon exiting a vehicle). Will cause green x(?)/red x(?) discrepancy
  • Any data points drawn directly above each other are as a result of events happening in the same frame/sample (this in turn means that sometimes it’s possible for the data to exceed the usual height of 4)


Additional notes:
It’s now possible to relocate the network perf overlay graph via in-game console or user.cfg. Note that using values outside of the range 0 to screen dimension(x,y) will cause that axis to revert to the relevant bottom/right default.
An example:


  • NetworkPerfOverlay.GraphPos.x 100.0
  • NetworkPerfOverlay.GraphPos.y 200.0



September 23, 2014 Initiative #3: Teamplay Patch #2 (147622)


Today we have a small update to the CTE client, the contents touch many parts of the game however – so we need help testing these pretty wide changes.



TEAMPLAY INITIATIVE FINAL STAND GOALS
Some confusion around exactly when the first 6 items in the Teamplay Initiative will surface has been spotted. To make this clear – these items are under development. As soon as we have a testable version of any of these features, we will publish it to the CTE. The end goal is to get these features into the Final Stand release, so expect updates to hit the CTE shortly.

The Final Stand release Teamplay Initiative focus items again:


  • Gameplay objective scoring v1
    Make playing the objective more desirable
  • Health & ammo pack re-balance
    Change cooldowns in combat and look at points given out through these gadgets
  • Fix for Neutral/Friendly roadkills exploit & getting killed by own vehicle
    One solution for both these issues.
  • Distance Spotting changes
    Make spotting more precise, not automatically spotting big groups of enemies at a distance.
  • Footstep sound improvements
    Improve on footstep sounds being more audible in the game for enemies
  • Random callout cleanup
    Move some of the combat chatter to team only (so your soldier don’t randomly give away your position)


CURRENT PATCH CHANGES
These are the changes in this patch:


  • Vehicle HUD Visibility
    Changed all vehicle HUDs to render better against bright backgrounds.
    Targeted at the snow maps of Final Stand – but also to improve the base game. Smaller tweaks to important gauges and details in some vehicle HUDs.
  • Defensive Enemy Icon Shield now optional
    Now a option under Gameplay/Advanced in the ememy section, turned off by default! (most of you probably want to turn it on again!)
  • Projectile Debug Overlay fixes
    Improved matching of client X vs server X to clarify when inconsistencies happen. We’ve gotten quite a lot of feedback where you guys didn’t apply the caveats outlined :).
  • Fix for an issue with Joystick hot-plugin support
  • Fixed animation issue when transitioning into Sprint



September 26, 2014 Initiative #3: Teamplay Patch #3 (148143)


In todays update we have fixed the exploit you guys found with the new auto spotter gadget – thank you guys for reporting this issue! Please re-test this to confirm the fix holds!



PATCH CHANGES
These are the changes in this patch:


  • Hit indicator tweaks
    The hit indicators have gotten a slight overhaul – still showing three separate types per damage type: Head, Body, Limb – but now with better graphics and quicker updates. Much closer to that of BF3, and to where we want them in the end.
  • Auto Spotter exploit fix
    As stated – a fix for the auto spotter is in this build, let us know if this fix holds up under your relentless testing!


FINAL STAND FINALING
In the coming two weeks, the CTE team will be helping the Final Stand team during the wrap up of the expansion. This means many of the normally CTE-active developers won’t be as active on the CTE Forums, Reddit, etc. I personally will however, and if you have direct questions – shoot them to me on twitter: @tiggr_ (it’s by far the easiest way for me to answer as many questions as possible).

We will still be updating the CTE of course – with a focus on the Teamplay Initiative part of Final Stand release – but also other updates for that release in need of large scale testing.

FINAL STAND REVISITED
In a couple of weeks we will re-enable Final Stand maps once again on the CTE for a limited time to stress test our servers and our maps. This means you will be able to see what we did with all your great feedback, and how much the maps have changed visually in this time! It’s quite amazing how the artists get something decent looking to look and play great!.


October 2, 2014 Initiative #3: Teamplay Patch #4 (149062)


In todays update we’ve fixed one of the teamplay initiative goal items for Final Stand release! We really want you to test this puppy in detail, to make sure we haven’t broken anything else. This is probably the only time I’ll suggest you guys to try and troll people activelly :).



PATCH CHANGES
These are the changes in this patch:


  • Fix for Neutral/Friendly roadkills exploit & getting killed by own vehicle
    One solution for both these issues, you no longer can kill teammates with neutral (exited) vehicles, and they won’t kill you either.
  • Animation fixes
    Attempt at fixing the firing bug happening after revive in 1P.
    Added a few hooks to catch the crouch siding bug.
  • Hit Indicator options added (advanced gameplay options)
    You can now tweak the hit indicator’s scale and transparency on an individual level! Hopefully this will make you all content! :)


TEAMPLAY INITIATIVE FINAL STAND GOALS
The Final Stand release Teamplay Initiative goal items again:


  • Gameplay objective scoring v1
    Make playing the objective more desirable
  • Health & ammo pack re-balance
    Change cooldowns in combat and look at points given out through these gadgets
  • Fix for Neutral/Friendly roadkills exploit & getting killed by own vehicle
    One solution for both these issues.

  • Distance Spotting changes
    Make spotting more precise, not automatically spotting big groups of enemies at a distance.
  • Footstep sound improvements
    Improve on footstep sounds being more audible in the game for enemies
  • Random callout cleanup
    Move some of the combat chatter to team only (so your soldier don’t randomly give away your position)


FINAL STAND STATUS
In about two weeks time (unless we do it earlier) – we will enable once again the Final Stand maps on the CTE. This time around we will focus on performance (and showing you what has happened to the maps of course!).
This means we will prepare for this next week by integrating ALL the changes made on the Final Stand team’s side (it’s quite a big list) – so keep your eyes peeled for that update next week!

As we are still helping the Final Stand team through the finaling process, we have lowered the number of releases per week on the CTE to one. Probably Thursdays will be the day we update!


October 14, 2014 Initiative #3: Teamplay Patch #5 (152373)


Todays update includes a full integration from the Final Stand team – which means we are getting closer to showing you guys what we have been up to during the time since you last saw the maps!
Many of the fixes include changes to the levels, vehicles and weapon pickups which you won’t be able to play just yet – but later this week!



FINAL STAND MAP FEEDBACK
Showing off maps this early has been a great success in terms of how much good and constructive feedback we have gotten from the players playing them. Everything from gameplay issues to texture bugs was found and reported by you guys.

Once again – thank you for helping us make this the best release yet!



NEW SOLDIER PHYSICS
In this release we have added new Soldier Physics for collision with the world and objects. The reason for this is obviously to fix the “snags” issue.
Since this is quite a big change, we really need your help testing that this does not change the game in unintended ways.
Risks to look for:

  • Collision with objects
    Since this changes the very core of object collision, we need to gather lots of data from all levels on how well this performs. Anything that feels wrong or looks weird in connection to stepping past objects and colliding with walls etc is of importance.
  • Slope collision
    If a slope was previously too steep to climb – is it still? Does a previously traversable slope still allow you to do so?
    I’ve created a new forum for feedback on this particular change, as it needs special attention. Please report any findings there!
    Open Soldier Collision Forum



PATCH CHANGES
These are the changes in this patch:


  • Added back testrange map to CTE
  • Med bag changes (the big ones)
    No longer heals players in radius when supressed. No longer works when diving/underwater
  • Ready system fixes
    No longer allows spawning into vehicles prior to the lockdown timer reaches zero.
    Also disallows selecting vehicle until READY has been declared.
  • Improved “Red parts” in sights
    Cleaned up, resized (some) and made work much better against bright backgrounds (in particular snow).
  • Fixed issue where FLIR/IRNV sometimes would render 3x brightness
  • Improved FLIR//IRNV rendering and HUD
    More clearly displays heat signatures, and works against Final Stand snow
  • “Red dot” sights rendering improvements
    Much like the vehicle hud rendering fixes we now have a new improved renderer for the glowing red part of sights
  • Vehicle hitmarkers now triggers correctly
    Now correctly shows the hit indicator when hitting players in limbs and head
  • Hover tank controls rewamped
    New, revised and improved hover tank controls
  • Added key bind support to the Hover tank
    Now properly support rebinding of the controls
  • Pod launcher model updated
  • Snow mobile & Pod launcher screen effect fixed
    No longer enables for all players on the server when in use
  • Snow mobile track effect fixed
    Now only shows puffs of snow when driving on snowy surfaces
  • Fixed an issue where the MKV wouldn’t fly
  • Railgun now correctly damages vehicles
  • Fixed a Railgun HUD issue when entering vehicle
    Would show railgun HUD ontop of vehicle HUD.
  • Fixed achievement HUD issue
    Would loop achievement over and over when unlocked


All Final Stand maps

  • Improved on Russian grammar for signage
  • Fixed occlusion, clipping, texture, destruction, believability, small scale destruction, levelution and gameplay issues
    Look below for more details on what some of these terms mean and look like!


Arctic

  • Bullet collision on russian letters above point A & B improved
    Now works as you’d expect them to
  • Fixed un-vaultable fence at flag A
    Facing the firing range
  • Fixed lighting issue on orange tents
    No longer render in a too black color palette


Hangar 21

  • Hangar doors
    Now properly kills players when closing.
    East side foot traffic entrance now works the same way as the west one
    Climbing up the hangar doors is no longer possible
    Activation screen now correctly references hangar doors (for opening and closing)
  • Titan object collision and improvements
    Fixed several collision, occlusion and clipping issues
  • Fixed prone issue near Flag C
    Players can no longer get underneath rock formation


Giants of Karelia

  • Spectator camera bounds fixed
    No longer allows camera to see through terrain
  • Stationary Kornet launcher floating
    (Scrub Cannon) is no longer floating near objective B
  • Destroyed road no longer hides players in holes
    Now correctly switches road textures
  • Levelution: Roof collapse collision
    Roof collapse soldier and bullet collision improved and cleaned up


Sub Base

  • Blast door button now functions as intended
    Was placed inside wall
  • Rock collision for bullets improved
    Most rocks used on top of sub base mountain now has better bullet collision
  • Fixed icicles lighting issue
    No more green icicles!




This is what the green icicles bug looked like when testing



GAME DEVELOPMENT LINGO
As game developers we use a lot of specific words and terms when we describe something in the game – we’d like to share some of these with you so you know what we are talking about when we refer to some term you never heard of before!



LOD (Level Of Detail)
A LOD is a version of an object that is tied to a specific detail level. Either based on distance or graphics setting used. An example would be a regular rock model. The rock could have an Ultra, High, Medium and Low version, which one gets used is determined by settings/platform and distance to the object itself. The reason we use LOD’s is to get better performance.
A common issue with LODing is “popping” (objects like trees popping when swapping models)

Collision / Soldier Movement
Soldier movement and collision with world objects refers to things like invisible walls, getting stuck on small objects on the ground, etc.

Object Clipping
When the player in first person “clips” an object he can normally see “through” it, from the inside out.
When a player in third person is “clipped” he has part of his body inside or partly inside an object like a wall or rock.

Occlusion/Occluder
Think of occluders as mini black holes. These objects are placed on the levels to help rendering performance. They help speed up the process of “culling” which refers to the rendering process where the engine removes objects that are out of view.
Common issues with Occlusion and Occluders includes stepping out of a doorway/portal and seeing through the world, objects randomly disappearing when looking in certain directions from specific positions in the map.

Texture errors
If any surface in the game world looks broken or has a really odd color, it’s normally a texture error (this group of errors really consist of a plethora of different types, but let’s simplify a bit here).
An example of this would be seeing a pink development texture on the ground or an object, black spot on the terrain when surroundings are green, etc.

Z-fighting
Z-fighting is a term often used to describe flickering distant objects or textures that are overlapping, commonly you see this effect when aiming down the sights at a distance.

Believability issues
If something looks out of place or like it doesn’t fit, it usually is not intended.
An example would be something like wood grains in a piece of wood aligned in the wrong direction, Lamp posts placed in the middle of the pavement, etc.

Small scale Destruction
Do you see floating bits of a destructible wall or floating lights from the ceiling that’s no longer present? Chances are you have found a small scale destruction issue.

Levelution / Large scale destruction
Since levelution is such a large part of a level featuring it, we categorize these issues specifically.
Examples would be that traversing the terrain or ground where levelution events impact the game inconsistent and weirdly, that the event itself looks bad, or that your bullets can pass through the edges of a broken piece of bridge, etc.

Gameplay issues / Pathing
If anything affects the way the game mode and core mechanics – they are gameplay issues.
Common gameplay issues would be stuff like tables blocking doors making you unable to enter, buttons that can’t be pressed, objectives that cannot be captured, bad spawns, etc


October 16, 2014 Final Stand BETA, Patch #1 (152775)


Final Stand is now in Beta, and we are testing the beta build here on the CTE!
Your feedback from the Pre-release has really helped shape this pack, and we will be highlighting some specific cases for you in this update!



FINAL STAND BETA TESTING
As Stated, we are officially in Beta status for Final Stand – this means we are in the final stage of development, and looking for critical/game breaking bugs.

We are also going to utilize this second pass playing the Final Stand maps to stress test both server and client performance. There are several phases to this testing, which will be explained as we go.
Stress testing of the server (and client) is not a PC only thing, this step really helps us trim the servers for all console platforms as well!

Final Stand maps will be made available on our servers from today until Sunday, with an optional extension Monday-Tuesday next week.



COMMUNITY FEEDBACK
This is the first time we have tried pre-releasing content on the CTE, and we feel it has been immensely helpful. It’s definitely something we will continue doing in the future.
These are the areas where your specific feedback was extra helpful:

  • The sheer amount of testing hours and community issues found
    The amount of testing hours through the CTE and community combined with constructive feedback and issues reported – gave our QA team a huge pile of really good data. In many cases issues were reaffirmed (we knew about them), but you guys also found lots of things that haven’t been bugged before!
  • Gameplay feedback
    We got loads of feedback on how the maps played, how you could exploit particular things to get ahead, etc. This helped us decide on what kind of changes to make and what to focus on first.
  • Gadgets, Vehicles and Battlepickups
    In the detailed per-item feedback for all the new toys in Final Stand found several large issues that would have been very hard to cover the breadth of without CTE testing. For instance the exploit with the auto-spotter and vehicles was found, reported and fixed due to this!




The Final Stand team wants to give you all a BIG THANK YOU!


PATCH CHANGES
Since last update (yesterday) we have fixed a whopping total of ~500 bugs!
These are the notable changes in this patch:

  • Snowmobile
    Fixed issue with handlebars not changing position correctly
    Fix for animation issue upon entering vehicle from prone position
    Second seat positions now placed correctly
  • Stability improvements
    Fix for a common EOR crash
  • Customizable weapons menu
    Fixed issue where primary and secondary weapons looked overbright in menu
  • Controller fixes
    Fixes several issues with alternate stick layouts and button layouts
  • Interior Minimap
    Now correctly switches to indoor minimap upon entering base portions of all maps
  • Updated Frontend background
    Final stand Operation Whiteout vista now replacing the Dragon’s Teeth alley
  • XD-1 Accipiter
    Now properly sounds as scary as it is
    Made “floaty”, harder to control
    More feedback when taking hits or low on battery (screen fuzz, beeping, oscillation)
    Improved 3p camera
  • HT-95 Levkov (Hover Tank)
    Elevation meter in HUD now properly functions
    Soflams & AA-mine now properly explodes by driving over them
    Updated sounds (specifically at a distance)
    Improved recoil animation
    Improved Controls & Camera position
  • Rorsch (Railgun)
    Reload sounds now correctly plays in both 1P and 3P
    Shell casings eject timing improved
    Fire sound now louder vs other weapons
    Fixed issue with railgun HUD after exiting vehicles
    Improved HUD delay to better match actual timing
    Added tooltip for railgun usage (first pickup)
    Will no longer 1 shot air vehicles
    Improved projectile speed for more accurate shots over extreme distances
    Improved visibility of projectile and impacts
    Explosion no longer damages vehicles, must be a direct hit
    Reduced radius of one hit kills on soldiers while increasing the radius of non-lethal damage
  • Schipunov 42 (Stationary “Scrub Cannon”)
    Fix for killcard issue when exiting quickly
  • DS-3 Decoy
    Now has a short delay before activating giving you time to move away from it
    Can now be thrown 50% farther
    Audio improved
  • Quad bike
    Reverse torque now lowered a tad


All Final Stand maps

  • Fixed occlusion, clipping, texture, destruction, believability, small scale destruction, levolution and gameplay issues
    Several issues & improvements in all four maps (too numerous to detail here)
  • Final loading screens
    Loading screens updated
  • General performance improvements
    Improvements to effects, rock formation, memory usage etc
  • Sound
    Final mixing for all four maps
  • Gamemodes
    All base game game modes + CTF implemented




Operation Whiteout

  • Domination flag
    Fixed issue where C flag was floating
  • Tire tracks improvements
    Now looks and behaves better
  • Footsteps
    Now sounds like walking on snow




Hangar 21

  • Pod Launchers
    Final art in the game
    Launch sequence: No longer visible if another user activates pod at the same time/slightly after
    Correctly detonates M2 Slam mines
    Now kills enemies on impact
    Pods explode on impact with the ground, soldier is ejected
    Hud added with countdown to launch (like railgun)
    Pods now auto fire after a set time to prevent people from hiding inside one
    Pod 3p camera sensitivity improved for controllers
  • Elevator exploit
    Fixed issue where players get stuck in wall able to shoot opponents
  • Cloud visibility
    Clouds darkened in relation to moon
  • Smoke grenades
    Fixed issue with collision in water in south part of the map
  • Hangar doors
    Now properly destroys vehicles too




Giants of Karelia

  • Raining indoors
    It no longer rains inside the walker base
  • Objective C: Attack helicopter
    No longer spawns inside helipad exploding




Hammerhead

  • Snowing indoors
    It no longer snows indoors in the sub base
  • Fixed impregnable glass portions
    Now correctly lets bullets pass through glass/break glass at objective B
  • Breakable ice
    Breakable ice now functions as intended in sub base



October 22, 2014 Final Stand BETA, Patch #2 (153439)



Today we are patching the server & client to include some very promising server performance and netcode improvements we want to get lots of testing on to make sure it works and improves the game as internal testing suggests!

We once again thank our sister team working on Hardline for making a bulk of these changes!



PATCH CHANGES
These are the changes in this patch:

Server Performance & Netcode Improvements

  • Optimized High Frequency Update to only include players from enemy team
  • Bumped total bandwidth cap slightly
  • Fixed an issue with the bangermanager
    Explosive networked things/destructibe trees filtering improved
  • Increased High Frequency Update distance in front of vehicle compared to behind
  • Added a High Frequency Cone
    For Aiming down the sight (should help longer range engagements)
  • Optimized used bandwidth for soldiers, bangers, vegetation and vehicles in general
  • Added tickrate-falloff to the HFU Cone
    Should result in a smoother transition between min/max tickrate at the edges
  • Improved on how the engine extrapolates the soldier’s positions
    When this fails you get things like “Rubber banding” happening
  • Improved ghost (networked items) packet handling and efficiency
    Which should result in lower latency over all
  • Various ghost (networked items) priority and filtering improvements



October 23, 2014 Final Stand BETA, HUD-Glitch mini patch (153583)


Yesterday we identified and fixed an issue which affected all types of HUD’s. We now have a very small client only update to see confirm our fix makes this issue go away.

For more information about the issue and how it looks when you get it:
http://cte.battlelog.com/bf4/forum/threa…68005466008346/



PATCH CHANGES
These are the changes in this patch:

  • Fixed TDD, FLIR, IRNV zoom events to only show when zoomed in, and on local player or spectators only.
    This eliminates any HUD data or textures from showing on other players using vehicles, as well scoped weapons.


KNOWN ISSUES
I wanted to take this opportunity to talk about some known issues, and our plan for them. There are a multitude of smaller issues being reported, and several if not all of these are already fixed. We are not planning on updating the Final Stand content side of things however, as we are trying to gauge performance improvements, and doing something like that would taint the test case.
Some more glaring issues I’d like to address here so you guys know the plan for them:

  • Bodies & Wrecks stick around forever
    This is related to the netcode update from yesterday – and something we are working on a fix for. We’ll have to live with this in the meanwhile.
  • Soldier Collision issues
    Falling through the terrain, and through certain objects happening.
    This issue is (sadly) caused by the Soldier Collision update (the smoothness overload from running over previously snagging thing) – which means this will probably not make initial Final Stand release. We have a potential fix for this in the pipe – but it will need some more testing on ALL levels of the game by you guys (next week is the current plan).



October 28, 2014 Initiative #3: Prototypes - Patch #1 (153785)


As Final Stand is going through the release certification and finaling, the CTE is back to “normal” again (approximately two releases a week).

This time however, we are going to enable some prototypes that we want to start testing right away!



WELCOME CONSOLE PLAYERS!
All players with Premium are now able to register on the CTE, regardless of platform. This means we will be getting some new blood coming in to the CTE.

Please help these CTE-beginners in the best possible manner to make them feel welcome – we value input from all platforms and players here!

If you are a console CTE player, and have a decent PC – you can also download the PC-CTE client and can test the gameplay changes we are making.
If you don’t feel like playing or your framerate is too bad – I’d recommend spectating, it still works and you can take part!

As you might have guessed this is merely the first (tiny) step towards getting CTE console support, and it has been a long time coming. Sadly these things take much longer than you’d like.

In general the CTE Battlelog website works like the regular counterpart – but with severly limited amounts of functionality. I highly recommend looking through the recent news posts, forums etc to familiarize yourselves with the system and community!

Once again, Welcome to the CTE!





CTE PROTOTYPES
In this release we have two prototypes enabled, a Prototype normally includes something we’d like to change that is a large and scary change.

Under normal circumstances where there is no CTE – we’d think both twice and thrice about before committing to something of this magnitude.

Now however, we feel it is time to start attacking some of these things head on. Initially we will be enabling two prototypes:



Prototype 1: Attack Helicopter Physics

GOAL: Improve manuverability while still maintaining an approachable flight model.

THIS RELEASE: The Z-10 Chinese attack helicopter has new and improved physics in this release.We have replaced the US attack helicopter with the Chinese one, which means you can test CH vs CH heli (new physics) on maps featuring Chinese and US factions.



Prototype 2: “Headglitch” fix

GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesnt shoot over certain objects in first person

THIS RELEASE: An initial prototype solution has been implemented for one weapon per class: M1014, M40A5, M4A1, MG4, QBU88, SCAR-H, DEAGLE, MPX.Try these weapons and get behind objects where only your head sticks up and give it a whirl!



As you can imagine, changes of this magnitude needs alot of tweaking to get right – and we might never get there.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.

We will however from now on include you guys in the process, and let you see things at an even earlier stage – as we value your feedback highly.



PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

  • FAC boats main cannon sound no longer loops 4-ever
  • Soldier camo now correctly persists between rounds
  • Lumphini Garden Fixes
    Windows on trainstation no longer has green tint
    Fixed several collision issues near valves and in between post levelution.
    Fixed collision for EOD Bot near m-coms in Rush.
    Fixed C4 & Grenade issue with windows not breaking on the center houses.
    Fixed several clipping issues with post levelution
    Fixed missing texture issue near south east corner of the map
  • Marketplace fixes
    The rooftop sign now has its collision cleaned up
    Fixed issue where the player could see through the worls after destroying part of building near CH base.
    Fixed collision issue with scaffold near flag E
  • Zavod 311 Fixes
    Fixed collision/raycast on various objects to fix: shooting on the top of the roof, floating c4 on servicelamp
    Fixed grenades being blocked when thrown: http://cte.battlelog.com/bf4/forum/threa…68005233219718/
    Fixed clipping issue on radio tower.
    Fixed the collision for clipping into the ground after the collapse of the smoke tower
    Fixed bad collision on the high roofs at D and C:
    http://tinypic.com/r/2zxo2vl/8
    Collection of bad collision(mostly near C, D and E): [BF4 CTE] Collision Bugs On Zavod 311 - YouTube
  • Rogue Transmission Fixes
    Fixed slopes on the radar dish before levelution: imgur: the simple image sharer
    Fixed bad collision in the “standard” building on Rogue Transmission (repeated on other maps like Dawnbreaker) BF 4 CTE. Missing wall collision on Dawnbreaker - YouTube, BF4 CTE #29 - YouTube, BF4 CTE #30 - YouTube
    Fixed two indestructible poles that get vehicles stuck http://i.imgur.com/ImKitZ4.png
    Fixed fence that cannot be destroyed or shot through http://i.imgur.com/AA4Nleq.png
  • Propaganda Fixes
    Fixed collision issue near A Objective statue
    imgur: the simple image sharer
  • Sunken Dragon
    Fixed so you can run over this (on C flag)
    http://de.tinypic.com/r/1568qdj/8
    Fixed invisible extension from building (same as on Dawnbreaker)
    Sunken Dragon Hitwall - YouTube
  • Flood Zone Fixes
    Fixed collision for crates on the ground (between B and A)
    Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting
    Fixed shooting up from the ground made you hit collision boxes (ground level B)
    Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting
    Fixed rails next to stairs have bad collision (seen at C)
    Battlefield 4 - New Shotgun Glitch - YouTube
  • Lancang Dam Fixes
    Fixed concrete support at B clipping issue
    ebahfe2i.jpg - directupload.net
    6pfspjhl.jpg - directupload.net
  • Operation Metro Fixes
    Fix for C4 through roof kills from the subway on B Battlefield 4 | Operation Metro | C4 Glitch [PC] [HD+] - YouTube
    Fixed collision issue in windows: YouTube
  • Hainan Resort Fixes
    Fixed bad collision post-levelution, both sides of C
    battlefield_4 - Jiffier gifs through HTML5 Video Conversion.
  • Operation Locker Fixes
    Fixed the collision on the pillar:
    Battlefield 4 find glitched walls use C4 - YouTube
  • Kobra sight improvements
    On popular demand (while still working against snow), the Kobra sights now have a more exact point and look closer to what they do in Fall Patch.
  • Corrected the Estonian, Bulgarian flags on country dogtags
  • Fixed tracers showing through objects after hit
    Most prominent on soldiers when shot in the head, now correctly masks the tracer effect on other side of head.
  • Implemented first pass of Squad Spawn 2.0
    We are looking to change the way squad spawns work in the game to stop players from spawning into certain death/getting jumped by a full squad when fighting a single target.
    We’ve initially tied this to supression, and the built in cooldown of said supression – which means you cannot spawn on a squadmate that is in combat until he/she is out of combat for a little while.
    This is by no means the final implementation, but it is a start. We want specific feedback on this and how it plays in different settings!
  • Added vehicle occupancy and vehicle information to spawn screen
    Also added optional Rank (per player) option to show that here – never enter a noob heli again! ;)
  • Enabled PC gamepad aim assist for testing purposes
    Console users able to run PC game – please try this!
  • “New” Soldier Collision Fixes
    As Introduced with Final Stand BETA – the new Soldier Collision system caused some bad follow up bugs where you could end up under the map and inside objects jumping backwards in specific places.
    We believe this is now fixed – and need your help testing Soldier Collision all over the place!
  • Obliteration Competitive changes
    Light on 1P model of the bomb now synced to when the bomb UI is visible (use as cue!)
    Added No Squad Spawn volume functionality
    Dawnbreaker: Implemented new layout with new cover, levelution triggered from the get go, changed bomb drop locations and removed quads
    Golmud Railway: Added more cover to spawn areas, moved spawnpoints, moved a couple of the bomb locations from the road, added no squad spawn areas around bases, reduced combat area along the sides to reduce base camping



October 31, 2014 Initiative #3: Prototypes - Patch #2 (153904)


As some have found out already, we got some fun Halloween things for you in today’s release.

I recommend everyone to try finding the things we’ve added again (it’s quite a different thing with sound :)).

Happy Halloween from us here in LA!



PATCH CHANGES
This release has more than fun stuff however, here is the changes:

  • New Obliteration Competitive changes
    New layout for Siege of Shanghai, disabled elevators & added more cover
  • Added nosquadspawn volumes on Operation Locker
  • Added nosquadspawn volumes on Giants of Karelia Rush
  • Added nosquadspawn volumes on Zavod
  • Squad Spawn 2.0 – tweaked the way occupied vehicles work
  • Fixed an issue with the new tracers
    At very long ranges the tracer moved towards the origin, leaving a weird looking trail behind



November 4, 2014 Initiative #3: Prototypes - Patch #3 (154091)


Tuesday means an update, and here is todays!

We are keeping the halloween experience active until thursday, so if you really like the nighttime map and CTF modifications I’d suggest you play it now!



PATCH CHANGES
These are the changes in this release:

  • Obliteration Competitive updates
    New bomb will spawn after 2 minutes if noone picks it up.
    Dawnbreaker: Moved some bombspawn locations, moved dropoff away from fire damage.
    Golmud Railway: Moved bomb spawns, added forward spawns
    Siege of Shanghai: Disabled elevators, added more cover for team2 spawn, adjusted spawn points, spread out bomb spawns, disabled stair mesh on building near US spawn, moved US base C, Opened up new path from US Spawn, moved bombs closer to CH team, adjusted combat area to reflect spawn change.
    Operation Locker: Redjusted spawns, adjusted nosquadspawn areas, adjusted sunken bomb spawns.
    Hainan Resort: New bomb dropoff layout, same spawn locations, new combat areas, added nosquadspawn for each team, added forward base for each team, predestroyed building at team2 spawn area, disabled elevators, removed the jetskis
  • Fixed right line graphical error of the crosshair on scout helicopter HUD
  • Tracer rounds has new tweaked (slightly smaller) size
  • Operation Metro Fixes
    Fix for users being able to get C4 through the roof at B (this time actually included in the patch)

  • Dawnbreaker Fixes
    User was previously unable to deploy Radio Beacon, MAV and similar gadgets on the boardwalk north from the water and south from Objective C – no longer the case.
    Fixed collision for bridge: http://i.imgur.com/Ojnyzct.png
    Addressed collision for consolate office building near stairwell.

  • Tweaked the ranges of IRNV/FLIR Vehicle modes
    Fixing this: IRNV black out - YouTube
  • Soldier Movement updates
    A new improved animation setup for side to side motion has been implemented to make the third person soldiers move more smoothly from side to side, making soldiers move in a more predictive way.
  • Squad Spawns 2.0: Lowered in combat timer from 5s to 2s
    With this change we are hoping the time in combat feels more “right”.
    Coming changes to this includes making “being knifed” count as in combat, and to improve Squadmember spawned on you bonus points.
  • Updated required minimum Nvidia driver version
  • Massive Guilin Peaks collision pass/improvements
    We have gone through and fixed all the rocks in the problem areas of Guilin Peaks. We need alot of testing on this to make sure these are all good.
    Here are some examples showing the change using our collision debug render mode so you can see the difference.



November 6, 2014 Initiative #3: Prototypes - Patch #4 (154168)


Today it’s Thursday – and that means another update!

This update adds yet another prototype of ours, and we also have some more information on the status of the current active prototypes!



CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.



Prototype 1: Attack Helicopter Physics

GOAL: Improve maneuverability while still maintaining an approachable flight model.

COMING RELEASES: The Z-10 Chinese attack helicopter tests have given us confidence this model has potential after lots of testing. There are still some things we’d like to tweak before we start looking at the other choppers. We are considering looking at all air related items and vehicles in one fell swoop, including lock-on gadgets, rocket launchers and mobile AA.



Prototype 2: “Headglitch” fix

GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesn’t shoot over certain objects in first person

COMING RELEASES: We are torn on how this change works out in gameplay, but we are not giving up on the model yet. We are planning to combine this kind of solution with a new third person ADS stance (that brings guns to the eye), and possibly a new stance that lowers the gun when too close to certain height items. A combination in the right amounts of all these three items could net us the results we want. We are working on the initial implementation of these now.



Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.

Our long term goal includes:

  • Finding/prototyping a game mode that feels inherently Battlefield, and that can but doesn’t have to include vehicles. The game mode should contain two rounds, one guaranteed winning team and with match length at a maximum 15-20 minutes.
    As we believe the core of Battlefield involves Conquest so that is where we will start, but we will see where we end up.
  • Playing a competitive match should be as easy as pressing a button and waiting for a game. Initially we will want to support solo play (matchmaked into random teams of 5 players on each side), but we are going to experiment with the numbers here for sure.
  • The end goal of the matchmaker is to support one single game per player at a time (leaving a game in progress is a bad thing!), with rejoin functionality in case the client crashes or you get disconnected etc – pretty standard stuff. We are not focusing on these functions initially – the core reason for us to show this prototype this early is to get the game mode right, and to find the FUN!
  • Stats and ranking: We are looking at implementing a special ranking for playing this kind of matchmaking (again like other games). Probably will include things like placement matches, seasons, ladders and tiers (bronze, silver, gold etc).


THIS RELEASE: In this release we have a very rough, limited matchmaker that will collect 10 players (5 on each side) to join special servers running what we internally call Conquest Ladder game mode.
We are using a variant of Conquest called Double Assault (you can cap the other team’s home flag and shut them out, as seen in the older Battlefield titles).

What we are initially looking for here is your feedback on the game mode itself, initially we have only implemented this new layout/setup on the Zavod 311 map.

We know this first iteration is pretty rough around the edges to say the least – but we are really eager to get started on this!

NOTE: The Matchmaking button will be enabled for the first time sometime very soon a couple of hours, we need sweden to wake up :).



This is what the button currently looks like on the home screen once enabled.





PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

  • Lost Island
    Fixed cave collision allowing scout helis to hide inside the mountain
  • Dice LA camo now doesn’t show up on thermal vision
    Final stand snow and all – we need all the help we can get :)
  • Fixed graphical cut off issue on the helicopter hud
    Now correctly displays the full HUD without cutting it off on the right side
  • Operation Firestorm
    Look and performance tweaks to oil fires
  • Caspian Border
    Caspian border radio tower collision update
    Updated terrain UV’s (cleaning up graphical issues)
  • Fixed “overheat” displays on scout choppers and IFVs.
  • Commander Fixes
    Commander assets (cruise missile) are now unavailable during the time when players are not allowed to spawn in the beginning of round
  • Obliteration competitive
    Paracel Storm: Hid tower stairs, Move MCOM C for both teams, added new combat and nosquadspawn areas.
    Added prototype bomb drop functionality. Hold the jump button for 3 seconds to drop the bomb


Server Performance & Netcode Improvements
We are adding back the Final Stand BETA performance & netcode improvements which now also includes a potential fix for the wrecks and ragdolls staying around forever!
Note: These changes did sadly not make it into Final Stand release.

  • Optimized High Frequency Update to only include players from enemy team
  • Bumped total bandwidth cap slightly
  • Fixed an issue with the bangermanager
    Explosive networked things/destructibe trees filtering improved
  • Increased High Frequency Update distance in front of vehicle compared to behind
  • Added a High Frequency Cone
    For Aiming down the sight (should help longer range engagements)
  • Optimized used bandwidth for soldiers, bangers, vegetation and vehicles in general
  • Added tickrate-falloff to the HFU Cone
    Should result in a smoother transition between min/max tickrate at the edges
  • Improved on how the engine extrapolates the soldier’s positions
    When networking fails you get things like “Rubber banding” happening, this makes improvements here.
  • Improved ghost (networked items) packet handling and efficiency
    Which should result in lower latency over all
  • Various ghost (networked items) priority and filtering improvements
  • Potential fix for the wrecks and ghosts staying around forever
    Please help us test this, and let us know if this still occurs!



November 11, 2014 Initiative #3: Prototypes - Patch #5 (154273)


Tusday means patch day: Today we have a very nice update to the headglitch prototype, some general improvements – and a new DICE CTE liason to present!



CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.



Prototype 1: Attack Helicopter Physics

No update in this relase.



Prototype 2: “Headglitch” fix

GOAL: Make the issue of headglitching go away without confusing the player as to why his bullets doesn’t shoot over certain objects in first person

THIS RELEASE: With this release we have added a sought after third person ADS stance, which means the long range head glitching now results in slightly taller players when ADS-ing, but also the fact that you always see the muzzle flash and tracers when getting shot at “from a head”.

We feel that this change, in combination with the (still unimplemented) lowering of the weapon + the current changes to the weapons will give us a solution that if tweaked correctly will “fix” headglitching alltogether!

This is what it looks like:





We’re really happy with how this prototype is shaping up, and would love to hear your renewed feedback – and if you find any issues/bugs connected to this change!



Prototype 3: Casual Competitive Matchmaking

No update in this release – a larger update planned for thursday!



PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:

  • Casual Competitive Matchmaking
    Added support for resettable servers
  • Updated Sniper Tracers to match regular ones
  • Spawn Screen Improvements
    Made the full vehicles with squad mades onboard selectable and VEHICLE FULL message shown in the CCTV
    New color scheme for the squadmate list – all green = can spawn on him; icon green, name gray = can’t spawn because in combat or vehicle full; all gray = can’t select because not on the screen portion of the map; all dark gray = guy dead
    Added advanced options to select whether to show vehicle occupants, player ranks and vehicle loadout on the deploy screen
  • IFV Scout Chopper HUD improvements
    Fixed “overheat” and “wait” messages
    Overheat now triggers for IFV and Scout choppers
    “Wait” is now displayed when ammo is fully depleated, not just when actively reloading
    “Overheat” text box expaneded on scout chopper HUD so text isn’t cut off.
  • Gulf of Oman fixes
    Fixed issue where lights are still intact once building is destroyed
  • Caspian Border 2014 fixes
    Rock at the end of US runway has bad collision / raycast update – now fixed.
  • Spawn exploit fixes
  • Obliteration Competitive
    Siege of Shanghai: Lowered MCOM B on Siege, Added more cover to streets, Brought in domination cover
    Zavod 311: Moved Mcom A on OBL Comp
    Hainan Resort: Moved two bomb spawns so they’re inside the hotel, Added more cover around bomb drop offs, Brought in infantry mode cover objects
    Prototype bomb drop. Hold the jump button for 3 seconds to drop the bomb (this was incorrectly stated as being part of last update)


NETCODE IMPROVEMENTS UPDATE
We are renewing our efforts on the netcode side of things. The top issues looked at currently (which will get released in the future are):

  1. Wrecks & Ragdolls persisting through the round
    We need help reproducing this – when does it start happening? What causes this to start happening?
  2. Soldier bursts damage
    When hit by packetloss, the client currently retries to send the damage/bullets again, collecting damage which eventually get’s sent in one update. This is something we wish to change: A players bad connection should not end up making the experience for another player inconsistent or worse.
    As seen in this excellent video by Battle(non)sense: Battlefield 4 Netcode - Damage Issue - YouTube
  3. Projectile “dusting”
    When shooting a rocket for example, and the client believes the rocket hit a helicopter, it explodes – eventhough the helicopter might not in actuality have been hit at all.Our proposed “solution” is to at the very least make these on-hit explosions and effects only trigger _after_ the server acknowledges a hit.This means you’d only see explosions for actual hits (clarifying immensly). The secondary goal here is to look at improving the High Frequency Bubble handling and prioritization to make these occurances happen less often.
  4. Network status communication improvements
    We will look at communicating the network status in a clearer, faster and more correct way to tell the player he is lagging behind the server. It should be obvious when a bad connection or server experience is causing issues for a player.



TESTING EFFORTS
Today we will be starting to change how we handle longer term testing, feedback gathering, bug reports and your ideas.

This work will start crystallizing during the coming weeks, and probably result in a big change in how the forums is used in general.

I’d like to introduce you all to our QA liason Tyler (TheAntiCake) who is heading up our testing efforts!

Please come by the newly created Testing Efforts forum section and say hi: Open DICE Testing Efforts.


November 13, 2014 Initiative #3: Prototypes - Patch #6 (154444)


Today we have another patch for you, which should make competitive players and console players active on the CTE happy!



CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.



Prototype 1: Attack Helicopter Physics

No update in this relase.



Prototype 2: “Headglitch” fix

No update in this relase.



Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.



THIS RELEASE: In this release we have a bunch of really good changes to get the Conquest Double Assault game mode to a place where we can start testing it for real.

These are the changes in this release:
  • Reduced number of flags to 3.
  • Tickets should start to bleed faster when one team control no flags.
  • Vehicle experimentation
    Added a tank and jeep to flags A & C
    Vehicles cannot be entered from the deploy menu only by foot.
    Vehicles only spawn for one team. Flag A –Will only spawn vehicles if team 1 owns it. Flag C – Will only spawn vehicles if team 2 owns it.
  • Removed in-game round restart.
    Fixes the issue where tickets don’t bleed. I’ll have a new implementation of round restarts next week.
  • Added support for tie breakers.
    Team that captures the first flag will win tied games.



Current Map layout



COMING UPDATES: We are going to look at implementing “base spawns” that are not connected to a flag – but which gets disabled once the enemy team holds all flags on the map (only the squad spawns available then).


An example view of coming map update/layout



PATCH CHANGES
This release has more than prototypes enabled, these are the changes in this patch:
  • Removed the Halloween Fun data
    We are still investigating night mode maps and how we can enable this for proper release in the future!
  • Fixed the issue that caused Aim assist on PC not to work as expected
    Gamepads connected now should mimic console play.
    The next step is to start tweaking this with the goal to improve the player experience for noob and veteran alike.
    For feedback related to this, please refer to this forum: Open Aim assist testing forum



November 17, 2014 Initiative #3: Casual Competitive Matchmaking Update


Hi guys!

As you know the prototype for matchmaking to play a competitive game mode is currently active.



CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.



Prototype 1: Attack Helicopter Physics

No update in this relase.



Prototype 2: “Headglitch” fix

No update in this relase.



Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.



THIS RELEASE: Previously, the matchmaker cared about your region (and only two regions worked, NA and EU). Now we are removing this hinderance as we want more games to be played. The servers are now hosted in EU – which might give you less than stellar ping, but you can still test the game mode!

So, how do I test this?

First, login to the CTE – and then simply press the MATCHMAKE button:



Once you’ve done this, the matchmaker will find a game and join it for you.

Currently you will need 8 players in the server to start (this will change to the full 10 soon), so get some friends together and try it out!


November 18, 2014 Initiative #3: CTE Prototypes - Patch #7 (154536)


Todays update is mainly focused on the Casual Competitive Prototype and updates to the game mode. We also enabled Final Stand maps again on the CTE.



CTE PROTOTYPES
To re-iterate for any new readers, a Prototype on the CTE means we think we have a possible solution in need of lots of testing and several updates/iteration before it could even be considered to be released.

Note: Anything we prototype risk getting cut & never released!
For instance – we might decide it’s not fitting for Battlefield, it’s too hard to understand, or plainly not worth it.



Prototype 1: Attack Helicopter Physics

No update in this relase.



Prototype 2: “Headglitch” fix

No update in this relase.



Prototype 3: Casual Competitive Matchmaking

GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.



THIS RELEASE: In this release we have a couple of changes to the Conquest Double Assault game mode.

These are the changes in this release:
  • Added homebases to ConquestDA
    Homebase spawning turns off when all flags have been captured by other team
  • Added combatareas for team 1/2
  • Added basic halftime/fulltime EOR screens
  • Fast ticket bleed if no one is on the field and flags have been captured


PATCH CHANGES
This release has more than prototype updates:

Obliteration Competitive
  • Fixed bug where objects hidden for Obl Comp were also hidden in other gamemodes
  • Siege of Shanghai Updates
    Added stair cover near MCOM B for US.
  • Hainan Resort Updates
    More cover around MCOMS
    Swapped out destructible crates for non-destructible ones



New post because char limit
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.


Are you a scrub?

If it flies, it dies™.

This post has been edited 26 times, last edit by "NoctyrneSAGA" (Nov 20th 2014, 9:45pm)


MrT3a

The only man who ever reported his own post!

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Thursday, August 7th 2014, 8:03pm

There's hope then.

Sent from phone.
Stats thingy

Quotes of wisdom (maybe)


I'm a battlefield player, good sir. I don't play metro.

PC is no longer PC master race. It's PC mustard race, because consoles need to ketchup :'D

DICE gave so much into making commander better, but lemmings be lemmings I guess.

As a good guy that don't want to use overly glitched weapons, I'll quit using the MTAR and switch to the ACWR until it's fixed

The world needs more people like you


+1, I think we're all in agreement that more MrT3as would be an awesome thing :love:
Although if that was the case they'd use up so much of the world's awesome that there'd be none left for the rest of us! :D

yes, I know, I'm a big-ass hypocrite

The McGoat

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Thursday, August 7th 2014, 8:14pm

The only way we can improve commander is to get rid of the AC-130 entirely, or just make it not bound to a flag but instead make a team earn it by following squad orders or something like that. Then increase its survivability. I find it ridiculous how one person in that 105mm seat can completely stop any armor on the map from pushing flags, and be constantly up. The best way for the gunship to actually have a place in the game is to make it more powerful, harder to earn, and increase its downtime significantly. It needs more downtime!

Right now the AC-130 is pointless to kill because the downtime is so low, and infuriating to play against. Increasing its single life survivability would be ideal when given a longer downtime. Really anything that makes it feel more like a huge gunship instead of what it is now would be ideal. The 40mm gun could use a buff, but that is not as important.

This post has been edited 1 times, last edit by "The McGoat" (Aug 7th 2014, 8:26pm)


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4

Thursday, August 7th 2014, 8:17pm

I really expect to see the squad perks reworked this time.. like introducing the 3 all class options they left out and shifting alot of the perks around (WTF ammo perk for support).. Oh lets no forget making the perks stay with you all the time since even if you have a full bar they seem to vanish and give you no benefits until you perform a squad action, because now if you got the ammo perk you spawn with 124 bullets 80% of the time due to this mechanic (or bug).



NoctyrneSAGA

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Thursday, August 7th 2014, 8:26pm

Right now the AC-130 is pointless to kill because the downtime is so low, and infuriating to play against. Increasing its single life survivability would be ideal when given a longer downtime. Really anything that makes it feel more like a huge gunship instead of what it is now would be ideal. The 40mm gun could use a buff, but that is not as important.


IIRC, CTE already changed it to a 90 sec downtime but I may be wrong.

like introducing the 3 all class options they left out


There are 3 all class options.

Offensive, Defensive, and Shadow.
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Thursday, August 7th 2014, 8:27pm

Right now the AC-130 is pointless to kill because the downtime is so low, and infuriating to play against. Increasing its single life survivability would be ideal when given a longer downtime. Really anything that makes it feel more like a huge gunship instead of what it is now would be ideal. The 40mm gun could use a buff, but that is not as important.


IIRC, CTE already changed it to a 90 sec downtime but I may be wrong.

That is some wonderful news. I did not know that.

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Thursday, August 7th 2014, 8:44pm

Right now the AC-130 is pointless to kill because the downtime is so low, and infuriating to play against.

I play as Commander sometimes, and my problem with the way that AC-130 spawns is not necessarily its respawn timer... it's that the timer counts down AS SOON AS IT DEPLOYS.

So, if the enemy team doesn't use its attack jets to take it down, and the AC-130 stays in the air for a long time... not only does it deal quite a bit of damage to help its own cause by locking down the flag it's linked to, but most of the time by the time it's finally destroyed its respawn timer has ALREADY EXPIRED. Then, the Commander just has to deploy it again, with pretty much no downtime.

At the very least, I say move the respawn timer to start counting down AFTER it's been destroyed.

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Thursday, August 7th 2014, 9:02pm

If they want to improve teamwork, they should take a look at laser designation. Give players rewards for keeping a target designated for a longer period of time. Like, +10 score for every second.

AA missiles should also benefit from laser-designation. Allow them to lock onto lazed targets at longer ranges and without LOS.

SOFLAMs could auto-spot enemies in its field of view (and within a certain range) every couple seconds.

Maybe give the hand flare an actual reason to exist: if thrown at enemy vehicles, it could stick to them and designate them for 20 - 30 seconds. Tracer dart light, essentially.

The MP-APS should yield points for deflecting enemy explosives. IMO it should disarm hand grenades as well, that might help reduce grenade spam on some maps.

Field upgrades need fixing so they actually work when they are supposed to, and some of the perks should be re-arranged.

Indirect fire proposal:
Supply unit (automatically give ammo to nearby infantry, even in vehicles)
Indirect Fire ammo
Flak Vest
Suppression

Perimeter Defense proposal:
Suppression
More deployed explosives (Claymores & C4)
Awareness (Sprinting enemies in a small radius are marked on the minimap)
Quick Regen (time until auto regen reduced + health can regenerate while under suppression)

NoctyrneSAGA

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Thursday, August 7th 2014, 9:11pm

Give players rewards for keeping a target designated for a longer period of time. Like, +10 score for every second.


Lemme just lock on to an empty vehicle for the points...

AA missiles should also benefit from laser-designation. Allow them to lock onto lazed targets at longer ranges and without LOS.


Heatseekers on jeeps!

@Labby

How cool would that be?

SOFLAMs could auto-spot enemies in its field of view (and within a certain range) every couple seconds.


Good idea.

Maybe give the hand flare an actual reason to exist: if thrown at enemy vehicles, it could stick to them and designate them for 20 - 30 seconds. Tracer dart light, essentially.


Flare had locking code. It was scrapped/ditched for a reason. Since then, DICE has also addressed this by saying the flare is meant to be a joke weapon. Whatever the case, it's unlikely to happen.

The MP-APS should yield points for deflecting enemy explosives. IMO it should disarm hand grenades as well, that might help reduce grenade spam on some maps.


Points, yes. Grenades, no. You can simply walk away from a grenade. If the MP APS blocked grenades as well, I might as well chuck one smoke grenade and then fire my actual explosive payload when it's on cooldown.

Indirect fire proposal:
Supply unit (automatically give ammo to nearby infantry, even in vehicles)
Indirect Fire ammo
Flak Vest
Suppression


Indirect Fire is fine. This rearrangement makes no sense.

Perimeter Defense proposal:
Suppression
More deployed explosives (Claymores & C4)
Awareness (Sprinting enemies in a small radius are marked on the minimap)
Quick Regen (time until auto regen reduced + health can regenerate while under suppression)


Doubtful we'll see new perks. And this doesn't make much sense either.
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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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Thursday, August 7th 2014, 9:23pm

like introducing the 3 all class options they left out


There are 3 all class options.

Offensive, Defensive, and Shadow.
I think he's referring to the other options from the poll that got Shadow into the game : Shockwave (Ammo, Armor, Grenades, Suppression -- was my favorite of the bunch), Survivor (Reduced Fall, Ammo, Quick Regen and Cover) and Hunter (Advanced Spot, Sprint, Ammo, Grenades).
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