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Saturday, November 15th 2014, 9:10pm

I feel like conq assault worked pretty well asymmetrically for maps like Karkand, where if the teams are favouring RU, the US must make a ruse-play to the two back flags. Whether or not you think this makes for deeper play, or very shallow play is a matter of perspective.
Conquest Assault only really gives good games when the defending team is better, since the game mode heavily favors the attackers. If the teams are equal the defenders will quickly lose their vehicle spawning flags and get beaten over with no armor support. If the defenders concentrate on defending those flags, they won't have enough manpower to contend for the front line flags.


Pretty sure Gulf of Oman BF3 version was in direct contrast to this.

If the beach was capped, US lost their land armor AND they had to brave a wall of fire to reach the flags.

Gulf of Oman has been a broken map since BF2. Taking and then holding the beach as US is hard because you're spread out in a thin and very long line with virtually no cover and ample line of sight for vehicles to blast you to hell. RU can simply start from D and roll up the whole beach. E-F are meatgrinders that can be held in limbo by a single solid squad that spawns in dedicatedly.

The only way US can win with even teams is If they take and hold B-G and D right at the start and hold them until RU gets bottled up into their uncap. Otherwise, US faces a tank and lav swarm and it's GG.

NoctyrneSAGA

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Saturday, November 15th 2014, 9:18pm

The only way US can win with even teams is If they take and hold B-G and D right at the start and hold them until RU gets bottled up into their uncap. Otherwise, US faces a tank and lav swarm and it's GG.


And this is partially why it's so lame.

Securing those flags is something that US is required to do if they want to win. Both teams know this. There's no extra strategy involved.

For US it's secure those flags or lose. For RU it's defend those flags and win.
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™.

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Saturday, November 15th 2014, 11:33pm

The only way US can win with even teams is If they take and hold B-G and D right at the start and hold them until RU gets bottled up into their uncap. Otherwise, US faces a tank and lav swarm and it's GG.


And this is partially why it's so lame.

Securing those flags is something that US is required to do if they want to win. Both teams know this. There's no extra strategy involved.

For US it's secure those flags or lose. For RU it's defend those flags and win.

A serious question is whether or not unique/distinctive maps can be made without forcing a specific strategy. If you plop a dominant terrain feature with a flag on it, taking that flag now becomes a strategic cornerstone of winning that map.

In theory, you can win any map by holding flag majority for most of the round, but practically the layout and terrain of the map, and the assets on the flags play heavily into how you should go about winning.

Obviously a balance here is required. Distinctive map features are fun wheras, flat, symmetric maps are boring. Lopsided maps that always result in a single zero sum play (the above Oman example, or Metro), are also lame for at least 50% of the people playing.

Striking a balance between the two is hard.

IMO 2142 had the best "lopsided"/assault maps but even then those were arguably good.

R

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Sunday, November 16th 2014, 3:49am

Much competitive.

This post has been edited 1 times, last edit by "R" (Nov 16th 2014, 5:01am)


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Sunday, November 16th 2014, 5:51am

Double Ass-Ault Tank Lunch - YouTube

Most fun ever in this game mode.
[Aristocrat's Shoes]
TLDR -
Teamwork is where players function by themselves, but their effectiveness is multiplied when they work together. Not a checklist of "did we bring a healer so we can start playing?"

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Sunday, November 16th 2014, 5:53am

Double Ass-Ault Tank Lunch - YouTube

Most fun ever in this game mode.


BF4: Competitive Tank Launching

Rated on explosives used, launch, flight trajectory, style/tricks, and landing.
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™.

NoctyrneSAGA

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Thursday, November 20th 2014, 9:43pm

New post because char limit

November 20, 2014 Initiative #3: CTE Prototypes - Patch #8 (154635)


Todays update is mainly focused on the Casual Competitive Prototype as we are doing art-bugfixes in a new branch. All these bugfixes/improvements will hopefully be published on the CTE next week.



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 fixed an issue with handguns where the gun would move into a weird position in third person.



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 basic EOR screen to keep track of halftime/fulltime game
  • Removed flag initial ownership (all three flags are now neutral initially)
  • Centered homebases (see image below)
  • Updated combat areas
  • Disabled fast ticket bleeding
    (due to bug, will come back)
  • “New” Spawn rules
    All flags neutral: Base spawns active
    Some flags captured/neutral (by any team): Base spawns active
    All flags capured by enemy team: Base spawns disabled (only squad spawns remain)
  • Added loading screen to Conquest DA
    We will update the minimap overlay in the loadingscreen when we change map layout to make clear what the current setup is:




PATCH CHANGES
This release has more than prototype updates:
  • Cleaned up texts for weapon and vehicle mastery dogtags
    Part of a full persistence cleanup and improvement pass (stat dogtags are coming!)


Obliteration Competitive
  • Dawnbreaker: Added more cover objects
  • Golmud Railway: added more cover objects
  • Paracel Storm: Adjusted Mcom stations for team2, brought in more cover objects


FEEDBACK
As the CTE has grown and scaled up to proportions we did not anticipate when we did the initial setup – we have started to look at how we effectivise the feedback and bug report loops.
The first step in this process is to rewamp the forum, there now are a couple of distinct forum sections:

  • Report a bug
    This is where you report problems and issues with the game. Divided into sections for better separation and quicker turnaround for our Quality Assurance liason TheAntiCake
  • Developer Efforts
    This is where we want feedback from you guys on our changes and our prototypes. Normally there will be one general forum here, and more specific per-feature forums (like the prototypes) for that kind of thing.
    We are also looking over how we work with initiatives (we need more flexibility) – something we’ll talk about again soon ™!
  • Testing Efforts
    In this forum we have two sections, one being Developer driven testing efforts that we (the developers) specifically ask help with (like soldier collision changes and potential follow up issues).
    The second section is for community driven testing efforts (like the very appreciated bullet collision thread).
  • Community Efforts
    This is where we put forums dedicated to community efforts like tournaments etc. If you have an idea you’d like to discuss in it’s own forum (within reason) – let us know!


All these changes to the forum is the first step in making the feedback loop tigher and more efficient – so we can get more of your feedback quicker and hopefully be able to adress the pieces we’d like to sooner.
More changes to how this works will be coming up in the near future, we are looking at ingame reporting tools, new forum solutions etc. We will keep you posted when this starts to happen.


As part of the forum cleanup, we locked some of the older forums and archived them (we still look at these, but we’d like to mode all general feedback into one single forum instead).
If you are part of a thread or there is a thread that needs to be moved (it’s still active and important) – let us know here:
http://cte.battlelog.com/bf4/forum/threa…68005551833233/


Check out the “new” rewamped forums here:
Open CTE Forum


December 4, 2014 Initiative #3: CTE Prototypes - Patch #9 (154911)


Todays update does not contain the full integration from our second branch yet (sadly) – it’s taking a bit longer than expected.

However – we got some really good new changes anyways – including a new skillbased Team balancer prototype!



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

We have decided we like the new physics – alot. Enough to warrant spawning a new larger AIR prototype (Prototype 4: Core Air Gameplay).

This means we lock the current helicopter threads and start over with this new goal!



Prototype 2: “Headglitch” fix

No changes in this release.



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:
  • Fast ticket bleed now works on ConquestDA
  • Current layout:




Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.



THIS RELEASE: All helicopters now have their roll limiter removed (much like the initial Attack helicopter changes).
Jet turning physics have change drastically (For the ones in the know: 313 is dead!).
Stealth Jets now have limited afterburner.
Updside down damage of helicopter TV-missile issue is also fixed in this release.



Prototype 5: Skill-based Team Balancing

GOAL: Create a skill based team balancer that considers squads and friends and minimizes lopsided games in our most popular game modes.



THIS RELEASE: Today marks the first release of the new built in team balancer!
There are quite a few scripts to team balance servers out there (for PC atleast) – but we think this is something that should be handled by the game in a more graceful manner. In this release the balancer rebalances at End of round and when new players join:

New players will be placed in the team where they are deemed most needed (this can lead to lop sided teams in terms of numbers – this is ok).

Team switching is now also handled by the team balancer, so at times you won’t be able to switch teams in the current setup.

What is still missing (coming in future updates) is clear announcements to the players on what is going on (this will be coming in future updates).

We have plans to test Mid-round balancing as well, but we need to get the initial logic right before we start testing this.





PATCH CHANGES
This release has more than prototype updates:
  • Squad Spawn 2.0: Fixed bug for multiple squad mates in the same vehicle
    This is currently an issue in the retail game as well
  • Hit indicator improvements
    Added Kill-hit type (killing bullet now gets an orange hit indicator by default)
    Also made color of hit indicator tweakable in options for: regular/small, head and kill.
  • Red dot sight improvements
    Special hi-res versions implemented for GEN4/PC (give us feedback on the “thickness” of these).
    (Hint: Next update will include scaling and alpha options for red-dot sights)


Obliteration Competitive
  • Added an alarm that triggers 5s before bomb detonates
  • Forced bomb drop when carrier tries to take the bomb back to home base
  • Added separate combat areas per team on all maps
  • Changed bomb drop message when taking bomb back to home base
  • Fixed issue with mapmarker in spectator – opt in.
  • Fix for bomb site interactions not updating properly when bomb is dropped, fixes bug where you could plant on your own bombsite



December 12, 2014 Initiative #3: CTE Prototypes - Patch #10 (155040)


Today we have a smaller update for you! (still not the full integration from our secondary branch – it is taking a little longer than expected).



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 2: “Headglitch” fix, Prototype 3: Casual Competitive Matchmaking, Prototype 4: Core Air Gameplay

No changes in this release for these prototypes



Prototype 5: Skill-based Team Balancing

GOAL: Create a skill based team balancer that considers squads and friends and minimizes lopsided games in our most popular game modes.



THIS RELEASE: Todays update includes:
  • Improved handling on how servers fill up when players join (one by one).
  • Manually switching teams in more situations
  • Added skill balance chat annoucement notification (like the ban messages from anti cheat systems). This change should make it clearer what happens on the server – we will add more of these notifications as needed. If you have a suggestion on something you think the system should let the players know, let us know in the Prototype thread!



PATCH CHANGES
This release has more than prototype updates:
  • New advanced Red dot sight options added
    Scaling, visibility, custom colors
  • New avanced Hip fire reticule options added
    Scaling, visibility, custom colors
  • Obliteration Competitive changes
    Fix for bomb drop by non bomb carriers
    Fix for alarm sound not deactivating when stopped
    New spectator areas and cameras.
    Reduced bomb drop hold time to 1 second
    Switched button from jump to the “Select Primary Weapon” on the keyboard.
    Added bomb drop on gamepad and mapped to “Switch Primary Weapon” (Y button)
    Bomb drop is exclusive to Obliteration Competitive (not available in standard)
  • Dogtags with stats implemented
    Shows playername, statname/statvalue on appropriate dogtags (the weapon dogtags now make lots more sense!)
  • Fix for out of bounds effect not getting cleaned up properly when dying out of bounds
  • Potential fix for wrecks staying around on full 64 player servers
    Will continue to be tested on the CTE – if you see this issue (wrecks, bodies, medbags, grenades persists for a _LONG_ time) past today – let us know! This is super important!



Footstep Audio Mixing fixes
A change has been made that allows friendly/enemy footsteps to be more audible in general, especially during loud combat gameplay. Also, now by default enemy movement sounds are slightly louder than friendly movement sounds.



These are the changes/goals in more detail (let us know if you find any issues here!):
  • During quiet moments, close enemy sprint \ walk footsteps should always be audible.
  • When there is mid \ distant combat happening, close enemy sprint footsteps should be audible.
  • When there is distant combat happening, enemy walk footsteps should be audible. However, enemy walk footsteps become less present in the mix the closer you get to combat.
  • When the player weapon is being fired, enemy sprint footsteps should barely be audible. Immediately as the player weapon stops firing, enemy sprint footsteps should be clearly audible again.
  • When the player weapon is being fired, enemy walk footsteps will disappear in the audio mix almost entirely. When’s the best time to sneak up on someone? When they are firing their weapon, of course.
  • When an extremely loud sound is playing in close proximity to the player (explosions, levelution, etc.), enemy sprint \ walk footsteps will disappear in the audio mix almost entirely. However, enemy footsteps will become audible again very quickly once the loudest part of the event sfx is over. A big part of this change is how quickly enemy footsteps become clear in the audio mix after a loud sound event happens.
  • Keep in mind that enemy walk footsteps will always be harder to hear than enemy sprint footsteps. If you are going stealth, walking or a combination of sprint \ walk is the way to go.
  • Jump \ land movement sfx added for 3P soldier jump animation
  • Fixed bug where 3P footsteps continued during jump animation



December 15, 2014 Initiative #3: CTE Prototypes – Patch #11 (155068)


Today we have something we actually haven’t had before – a patch to fix a gamebreaking bug (the chat bug).. Sorry we missed to release this friday!

Thanks for so quickly pointing this out and bearing with us, as the CTE is all about communication, no chat is a top level issue for us.



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 2: “Headglitch” fix, Prototype 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing

No changes in this release for these prototypes



Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.



THIS RELEASE: With first pass Jets/Heli physics out there, on to step two – start looking at a first pass on weapons.

Remember – this is a prototype (I am talking to you aviator boy/girl!) – and might all be subject to change. We need to get a first pass in on _all_ parts of the Core Air Gameplay prototype before we start iterating on the changes.

We are going to be making alot of changes to air weapons and damage modifiers in particular. With these changes possibly not all being released at once we wanted to warn you that there might be slight imbalances in terms of air weapons in the near future until we have touched all parts.



THIS RELEASE: Todays update:
  • Increased manuverability of jets slightly (tighter turns possible)
  • Increased duration and cooldown of afterburners to 7:18


First pass on TV missiles
  • Reduced damage of the TV missile but haven’t yet changed its damage modifier (which we plan to)
  • FOV for TV missiles now aligned with attack helicopter launcher camera
  • Aligned TV missile launchers across attack helicopters. Launchers now have same FOV and angle of attack.
  • Reduced range of TV Missile by reducing time to live, adjusted screen flicker scripting to account for new time to live.
  • Changed reload logic for tv missiles and now only use a single launcher. Reduces high burst damage, trading it for more consistent damage over time.
  • Aligned TV Missiles and cameras on attack jets.


PATCH CHANGES
This release has more than prototype updates:
  • Obliteration Competitive Changes
    Fix for Squad Spawn not working
    Bumped up imminent bomb alarm 5s -> 8s
  • Testrange is back (really back this time)
    Button on the frontpage now works too! :)



December 16, 2014 Initiative #3: CTE Prototypes – Patch #12 (155129)


Tuesday update today – and good news, hopefully thursday we will be getting the full integration from the new branch!



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 2: “Headglitch” fix, Prototype 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing

No changes in this release for these prototypes



Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.


EXTRA UPDATE: I want to address something that somehow seems to get lost in our communication regarding this prototype – remember that all these changes are in a prototype state available to see and touch for you guys much earlier than we ever before, and they are far from being the final thing.


We won’t even KNOW what the final solution is until we have touched all parts of the Core Airplay Puzzle (as changing something like a RPGlauncher damage against air changes the balance as much as adding more agility to aircraft, etc etc).


So – when talking about the jet changes, please try to be both patient (we are doing all the changes as soon as we can – and showing you our process while doing so), be constructive and use the GOAL statement above as a lens through which you view the changes made.


Hopefully we’ll get to a point where we feel we reached the goal or came close, and we hope you’ll stick with us in the process!

/t1gge



THIS RELEASE: Continued first pass of weapons for the Core Air Gameplay prototype.

In todays update:
  • Removed dual launcher logic from AHs. Now a single launcher with 2 magazines that resupply faster
  • Increased initial speed and reduced maximum speed for AH rockets
  • Reduced range of AH rockets slightly
  • Reduced damage of AH rockets slightly
  • AH Smart missiles use new MBT-LAW style tracking (longer range, smaller radius)
  • AH Smart Missiles no longer attempt to top attack and can lock onto empty vehicles
  • AH Smart Missiles no longer have spread
  • All AH missiles now “ForceSpawnToCamera”
  • TOW made consistent between AHs
  • Laser Guided TOW variant given more gravity when target is lost and reduced blast radius so they do not do full damage when a tank pops smoke
  • AH Gunner cannon range reduced so it no longer outranges MAA
  • Enabled weapon speed inheritance for miniguns so targeting reticule is accurate
  • Miniguns no longer stuck at min spread (Will feel like a nerf until material grid changes)
  • 30mmGAU reduced impact impusle so it wont flip aircraft it fires at


PATCH CHANGES
This release has more than prototype updates:
  • UPDATE: only partially, not available – Added vehicle HUD customization options
    Now able to change color on tanks and air vehicles
  • Minor tweaks to reticule customization
  • Wrecks Issue
    Added extra logging to try and find the reason for the Wrecks
  • Obliteration Competitive Changes
    Added timestamp scoring summary to PreEndOfRound screen
    Siege of Shanghai: Tweaked some cover objects so you can vault over more easily. Disabled levolution triggering. Adjusted homebase icons. Adjusted spectator area.
    Golmud Railway: Predestroyed buildings near spawn points, Reduced radar sweep from 15m -> 8m



December 18, 2014 End of 2014 & Holiday Celebration – Patch #13 (155284)


Today we have a big ol’ chunk of an update for you guys!

I am happy to finally get aligned with both Final Stand and our second branch that the artists have been working on for a while now.



What this means is that bugs currently fixed in the retail game will now also be fixed on the CTE, and a big pass on collision/bullet collision and art consistency that we’ve been working on can get tested finally!






IT’S THE HOLIDAYS!
We haven’t forgotten about one of the bigger holiday season of the year – and there are a few gifts to find and unwrap in today’s update that will hopefully last you for a while!



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 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing

No changes in this release for these prototypes





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 the ultimate solution for headglitching! Promise! *crosses fingers*





Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.



THIS RELEASE: Continuing work on air gameplay – Lots of damage multiplier adjustments, tv-missile (and other) damage is now at its correct first pass value.
Jet cannons now have similar DPS vs other jets with 20mm being anti-heli high velocity, 25mm anti infantry and 30mm anti vehicle(unarmored) low velocity. I’ve also touched the Railgun and SRAW in an attempt to make them less frustrating for pilots.
MAA tweaks will be coming soon!



Known Issue:
Some weapons that got new multipliers or damage changes won’t damage certain destructible assets in the world.



In todays update:
  • Manual SRAW turning reduced
  • Manual SRAW range reduced
  • SRAW inner blast radius increased
  • SRAW blast damage reduced
  • Laser Designated SRAW damage reduced
  • Jet launchers to 1/1 with shorter reload instead of 2/0
  • StealthJets have slight reduction in nose up\down speed
  • StealthJet Belt Feeder now functions on all cannon types (This will be fixed on other vehicles soon)
  • Jet and chopper cannons now inherit speed which should fix the predictive sight being inaccurate
  • Lots of changes to multipliers, jets now have separate multipliers for 20,25,30, GAU to allow for more fine tuning
  • HeliTOW resupply increased to 16s
  • JDAM given more gravity and higher top speed (it hits faster)
  • Reduced acceptance angle on smart rockets by .5
  • No vehicle collision time removed from TV missile


Railgun changes
Sadly, we messed up a little here – bear with us, these were the proposed changes, (nerfs & buffs), but only the buff made it into this build. Still wanted you guys to know the nerfs ARE coming here..

  • Railgun ammo increased
  • Railgun impulse reduced
  • Railgun damage reduced
  • Railgun blast radius decreased





OTHER PATCH CHANGES
This release has a bunch of updates:



  • Squad Obliteration (FKA Obliteration Competitive)
    Added timestamp data to spectator mode in Tabletop view
    Removed points for picking up bomb as you can drop itDawnbreaker: disabled awning ramps
  • Solider Optics reticule improvements
    Added Soldier optic preview when tweaking colors
    Tweaked the color creation to closer match real world usage.
    Red Dot textures are now higher quality (same assets, gen4/PC)
  • Fix for not dropping a battlepickup when in range of a vehicle or other interaction
  • Fixed an issue where textures would flicker when streamed in on Xbox One
  • Hainan Resort: Bullet collision mega-update. Hotel now has proper bullet collision.
  • Hangar 21: Reduced volume of ambient big world haunting distant owl. faded in/out of asset a bit more smoothly, Fixed two broken sound areas (stairs inside gas tank room, trench near the satellite)
  • Fixed CS5 reload audio by matching the sync properly
  • Fixed UTS 15 (UTAS) shotgun reload looping issue, and Dao-12 dito
  • Fixed issue where 3P shotgun reload sounds was inaudible
  • Paracel Storm: Improved collision on trailer object
  • Hammerhead: Improved destruction collision on Gen4 for warehouse building
  • Sunken Dragon: Improved collision on restaurant floor near center hole
  • Lumphini Garden: Optimized collision for pipestack object, removed one instance that caused players to get stuck to a wall, improved mud decal art
  • Propaganda: Fixed corner building glass collision
  • Fixed an audio issue where sound could get “deadlocked” when firing primary weapons at the same time as an audio update took place
  • Improved timings for READY HUD icon for heatseekers
  • Lost Island: Fixed glitch where the cave had no collision in the ceiling (no more little bird camping in there),
  • Fixed a crash related to Squad Join
  • Fixed an issue in Friend join that sometimes would not work if the user previously had played SP
  • Fixed an issue with endless black loading screens




Final Stand fixes now on the CTE as well (in sync with retail):

  • Updated ESN dogtags to show new name UPRISE
  • Fixed right line of Scout helicopter HUD being too short
  • Tweaked ranges on vehicle IRNV/FLIR Effects
  • Lancang Dam: Addressed collision for consolate office building near stairwell
  • Dawnbreaker: Fixed issue where players were unable to deploy Radio beacon, MAV and similar gadgets on the boardwalk located north from the water and south from objective C, Fixed collision for bridge (http://i.imgur.com/Ojnyzct.png)
  • Siege of Shanghai: Fixed issue where players were unable to throw grenades/use UCAV on the roof
  • Operation Locker: Fixed collision issue with the arching wall
  • Fixed a bug with Parachute Camo not being selectable
  • Hainan Resort: Improved collision of hotel post destruction
  • Fixed collision on Terrace objects (Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting)
  • Fixed collision on truck object (Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting)
  • Sunken Dragon: Fixed several collision issues with the Sunken Dragon Restaurant and buildings
  • Propaganda: Improved collision for destructible flagstatue, and removed red particla
  • Rogue Transmission: Fixed collision for railing, construction building and made poles desrtuctible when tanks run over them
  • Operation Metro: Fix for the C4 kills through floor kills near B, added destruction to entrance glass doors
  • Fix for tracers showing post hit
  • Adding faction support for Parachute Camo
  • Fixed a crash bug related to occlusion system
  • Pearl Market: Fixed issue with a hole in the world near CN base, Fixed collision issue below flag E hindering the player to jump over the scaffold
  • Zavod 311: Fixed bullet collision on top of roof, floating c4 on servicelamp, fixed bad grenade collision, Fixed a collision issue on the radio tower, fixed floating tower issue, improved collision to pipeline object and trains
  • Corrected the estonian flag dog tag
  • Lumphini Garden: Fixed collision for large sign bridging buildings, green tint on station building, Refined post levolution collision, Fixed issue with c4 on glass, Fixed road splines to line up better with terrain, Improved collision on destroyed railtrack pieces
  • Camo on soldier now persist correctly between rounds
  • Fix for a sound issue where one layer would continously loop
  • Fix for an issue where TV missiles spawned two instances sometimes



January 6, 2015 Initiative #3: CTE Prototypes – Patch #14 (155407) UPDATED 1/7/15


Happy New year! We are starting up the year on the CTE with an update!



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 2: “Headglitch” fix, Prototype 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing

No changes in this release for these prototypes



Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.



THIS RELEASE: A couple of railgun tweaks (more to come soon)

In todays update:
  • Railgun Update: impulse reduced, blast radius decreased, damage reduced


IN COMBAT DISABLES
As you probably know, we changed the way the Medic Bag worked in the Fall patch. While inline with out goal, we need to revisit this and similar systems to create a coherent player experience.

Consider this list our goal – in this patch we get closer to having this – but we are looking for your feedback now!

When looking to balance in combat disables (as we have named it internally due to lack of imagination :)), we want to make sure we make this mechanic consistent across the board, and these are the items and systems we’ve identified being effected by this:
  • Health (Medic bag, First aid pack, Auto-heal, Field upgrade vehicle heal aura)
  • Ammo (Ammo bag, Ammo pack, Field upgrade vehicle ammo aura)
  • Spawn (Squad spawn)


These are the states we are working with:
  • Out of Combat
    0.0 suppression value (or decaying below the threshold)
  • In Combat
    Being hit or bullets passing nearby
  • Increasing Suppression
    Being hit or bullets passing nearby, possible before the minimum threshold
  • In Suppression
    Above the minimum suppression threshold
  • Suppression Decaying (Exiting Combat)
    Suppression level actively declining, regardless of thresholds


HEALTH RELATED DISABLES
The current state of the health disable (Medic bag in particular) has a couple of issues, it’s too easy to get suppressed enough to have the heal disabled, and takes too long to turn back on as well.
With this in mind, these are our proposed changes to how we want it to work once finished:
  • Auto heal (personal)
    Disabled when damage is received, Disabled when in suppression.
    No real changes here, this is the way Auto heal has been working always. Of course only affected if game mode/server setting enables it.
  • First aid pack (Small pack)
    Disabled when damage is received.
    We want the small pack to be the offensive pack you pickup before going on the offensive.
  • Medic bag (Large pack)
    Disabled for X seconds when suppression is increased.
    We want the large bag to act as the “safe haven” to be used after a fight occurred, or in a safe place (you can still be in combat behind low cover, place them out of combat!).
  • Field upgrade Sphere (in vehicle)
    Disabled for X seconds when suppression is increased.
    We want to align these with the med bag for consistency.
    Note: First pass tuning would be to match the X seconds exactly to suppression decay so they start working again the second suppression levels start decaying at all. It should not wait for zero suppression.


AMMO RELATED DISABLES
Again, for consistency the goal here is to align how health and ammo works, and make these new timings correlate so a player can learn what to expect when coming out of In Combat state.

More information on specific ammo related changes in coming updates!



SQUAD SPAWN RELATED DISABLES
The intent here is to minimize the issue where an enemy spawns on the player you are actively engaging in a firefight. Where a mid fight reload (of the faster kind) won’t mean more enemies spawn if you keep engaging the enemy post reload.
  • Blocked for X seconds when suppression is increased.
  • Note: First pass tuning would be to match the X seconds exactly to suppression decay so they start working again the second suppression levels start decaying at all. It should not wait for zero suppression.




PATCH CHANGES
These are changes in this patch:
  • No more Santas!
    As the holidays are over (for this time around), the reindeer, heads and other things have been reverted to normal again – until next time!
  • Netcode fixes
    Potential fix for the “wrecks” issue: This will need specific testing, and we are going to try and break it in the CTE-playtest this week
    Increased High frequency cone rate to 128k from 100k (should improve this slightly)
  • In Combat disable changes
    Fixed the bug where healing a soldier was resetting the last damage timer in his health component.
    Fixed the deploy screen spawn on soldier suppression check to test for real active suppression (over the threshold) instead of just testing the suppression value building up.
    Medic Bag data set to check for 1.5 seconds of last damaged time.
    Changed the supply spheres to test soldier last damaged time instead of the suppression directly (real active suppression already zeroes the last damage time so that case is still handled).
  • Obliteration Competitive Changes
    Competitive radar sweep was never getting activated. Set to 10m
    Operation locker: Added more cover to outside area of prison
    Capture playername when bomb is armed in case the bomb armer disconnects early. Fixes empty string in scoring summary.
    Fix bomb detonator names not showing up on spectator late join
    Hide scoring summary text if no one detonates bomb
    Bomb can only be dropped in the crouched or standing position
    Bomb can be picked up again after 1.5s if carrier drops the bomb (originally it was 0.5s before the bomb was ready to be picked up)
    Disabled 10% speed penalty when carrying the bomb on competitive only.
    Fix for 1P light not synced up to when bomb carrier is in delayed beacon mode.


PATCH UPDATE
As of 7th of January release (to fix Hammerhead crash) contained these changes:

  • Made SRAW more nimble (About 40% more)
  • Increased viewable area for SRAW Launcher
  • Squad Obliteration changes
    Do not render 3D bomb icon when bomb is picked up for Obl Comp. Want to get some feedback here! (/Whitewalrus)



January 9, 2015 Initiative #3: CTE Prototypes – Patch #15 (155508)


Today is patch day! Yay!



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 2: “Headglitch” fix, Prototype 3: Casual Competitive Matchmaking, Prototype 5: Skill-based Team Balancing

No changes in this release for these prototypes



Prototype 4: Core Air Gameplay

GOAL: Increase skill depth to all flying mechanics while still maintaining an approachable flight model for all air vehicles. Includes re-tuning air and anti air weapons to accommodate the new flying mechanics, and also more clearly define roles of different aircraft types.



THIS RELEASE: Continuing work with the damage revamp and starting to look at MAA.

In todays update:
  • Damage Multiplier tweaks
    Blast damage on jet guns can now damage soldiers (was being zeroed out before)
    GAU better vs helicopters
    Brought 25mm and 30mm damage closer together vs ground. (25mm buff, 30mm nerf)
    Rockets should destroy props correctly now
    Lased SRAW and LAW can now disable helis and kill jets
  • MAA
    Added damage falloff out to 50 meters (no longer fixed damage)
    Increased near damage
    Increased velocity of 20mm
    Increased range of 20mm
    Adjust spread increase and decrease so it is no longer a fixed value, spraying will reduce accuracy
    Added a minimum spread to 30mm
    Increased looking angle to 80 from 65 (Closer to real life values, prevents jets from circling an AA that can’t engage them)
  • Increased viewable area of the SRAW
  • Changed gravity works on LGMs so you have a better chance to reacquire a lost lock
  • Reduced blast area of LGMs (more effective countermeasures)
  • Improved railgun accuracy to make up for previously decreased blast radius


PATCH CHANGES
These are changes in this patch:
  • Squad Obliteration
    Siege of Shanghai: Adjustments to the combat area
  • Premium & Phantom program debug tool
    Added indicators (for per player debugging) to the pause menu (bottom left corner). If you have issues with not getting assignments unlocked, premium content etc – this is where we’d start looking at your player data.
  • Reticule & Hitmarker customization
    Added preview for hitmarkers, vehicle 1p & 3p reticles in the advanced options screen
    New improved vehicle 3p reticle
    Added vehicle 1p & 3p scaling option
  • AEK decreased FSM and increased recoil
  • ACE23 reloads and ammo capacity corrected
  • Changed the ammo box to not supply soldiers taking damage (or being supressed) and later until after 1.5 second cooldown
    We are unsure about this one (severly). For consistency.



January 13, 2015 Initiative #3: CTE Prototypes – Patch #16 (155545)


This tuesday patch contains our first (initial) tuning for In Combat (Medic Bag, Pack, squad spawn timings). Hopefully this will (finally) show you guys what we mean to do.



CTE PROTOTYPES
No changes in this release for any prototype.



PATCH CHANGES
These are changes in this patch:
  • Squad Obliteration
    Potential fix for pre-destruction bug (invisible houses) – let us know if you see this!
    Adjusting scoring summary position for ingame and spectator
    Fix for invisible awning on Dawnbreaker and Siege
    Golmud Railway: Tweaked spawn positions, extended combat area near both forward spawns towards bomb locations
    Operation Locker: adjusted forward spawner, adjusted Mcom placement and combat areas
    Zavod 311: Added new forward spawn, adjusted combat areas, adjusted cover objects
    Paracel Storm: NEW layout, need feedback on this one – better, worse? Removed Rhibs, rotated bombs into correct position, fixed dloating Mcoms and cover objects
  • Squad Deathmatch Team Deathmatch end of round music fix
    Tension now properly ramps up for all teams.
  • In Combat changes
    Spawn and medic bag disables now respond to suppression increase only now (instead of being in suppression)
    Separate data for suppression increase vs getting damaged time for the supply spheres disable
    Medic bag supply sphere set to be disabled for 2 seconds after damage and 1.5 seconds after suppression increase. Medic pack set to be disabled for 1 second after tamage and doesn’t react to suppression. Spawn screen spawn on buddy disable remains 1.5 seconds for both past damage and past suppression increase. (all these initial values, WIP)



January 15, 2015 Initiative #3: CTE Prototypes – Patch #17 (155630)


Todays patch finalizes the vehicle hud customizations, adds the Phantom Bow for all players (on the CTE) – and some other goodies.



CTE PROTOTYPES
No changes in this release for any prototype.



PATCH CHANGES
These are changes in this patch:
  • Fix for LMG overheat messaging
    Now should work correctly
  • Squad Obliteration changes
    Separated Squad Obliteration into it’s own game mode (not a subset of Obliteration).
    Hainan Resort: Adjusted combat areas, moved spawnpoints closer to the middle
    Updated loading screen
    Golmud Railway: Speculative fix for buildings dissapearing
    Paracel Storm: Added cover around bomb areas
  • Reorganized dog tag menu to be similar order as on Battlelog (console only)
  • Vehicle HUD customization
    Changing color, visibility for jets, helicopters etc.
  • In Combat changes
    Initial testing has shown Med Bag timings work pretty well, but the In combat delay for spawning needs a little tweak upwards. Increased the in combat delay from 2.5s to 3s for squad spawns (in testing we saw a few stray spawns on squadmembers which should be considered in combat). This change hopefully makes this not happen without making the delay to severe.
  • Phantom Bow now available – to all!
    The Phantom Bow being a Premium only weapon and all is now also available to everyone on the CTE. Happy hunting!



January 21, 2015 Initiative #3: CTE Prototypes – Patch #18 (155757)


Todays patch continues the balancing and tweaking of the Squad Obliteration game mode and finalizes some option additions for the pending release.



CTE PROTOTYPES
No changes in this release for any prototype.



PATCH CHANGES
These are changes in this patch:
  • Squad Obliteration changes
    Golmud Railway: Added some cover around spawn areas, adjusted base icons in 3d view.
    Operation Lockers: adjusted combat area outside
    Zavod 311: disabled ladders
    Hainan Resort: Lowered some floating cover objects, Fixed bomb spawning in wrong location
    Disabled parachute spawning for all maps
    Increased bomb explosion reset timer 20s -> 25s
    Potential fix for friendly bomb UI getting stuck.
    Fixed final score music so it plays properly
    Added to quickmatch screen (console)
  • Added display of squad mate soldier health in the CCTV at the deploy screen
  • Showing dead players in darker colors in the scoreboard screen
    Both teams
  • Added console aim assist setting
    Both server and client setting (Ranked, Custom servers, client setting always available).
  • Added option for “easter egg” vehicle aiming scheme
    Decouples vehicle aiming from turning option
  • Vehicle and weapon optics HUD customization optimizations



FEEDBACK
As you might have noticed – we are in the process of testing using a subreddit as a communications channel for the CTE. This process will go on for approximately two weeks, and then we will decide on what form (if any) this subreddit is used for.
The aim of this change is to make communication faster and more easily accessible for devs and community alike, but also as a way for you guys to show us what you believe is important that trumps bumping threads :).
There will be bumps in this road, but we are pretty happy with the turn out so far, constructive and good posts mostly.


To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
Battlefield 4 Community Test Environment


Also, for information of our current projects and goals – check out the wiki:
index - Battlefield_4_CTE


January 23, 2015 Initiative #3: CTE Prototypes – Patch #19 (155834)


Somewhat small patch today as we are wrapping up our items for the coming retail patch End of next week things will kick off again with night maps etc (hopefully) on the CTE!



CTE PROTOTYPES
No changes in this release for any prototype.



PATCH CHANGES
These are changes in this patch:
  • Enabled aim assist enable/disable options and the procon server command
    On the CTE for PC since we have gamepad aim assist enabled here for testing
    The previous single aim assist option is now split into two options:
    - aim assist auto rotation (AKA snap zoom)
    - aim assist slowdown
    This way the players can choose which component of the aim assist to turn off. We need lots of feedback from you the active Console player on these options.
    We also added a server side option to force the aim assist auto rotation off on the clients, which disables enabling this option on the client side (ranked & custom servers).
    NOTE: In the retail game aim assist will of course stay a console only feature, and we only have this enabled on PC CTE for testing purposes.
  • Idle kick system enhancements
    Option to enable when player count is equal or greater than a percentage of max players
    Exposed to procon and console server admin
    Default is 22% for official servers
  • Commanders are excluded from darkening in the scoreboard
    (introduced with the first version of the scoreboard darkening system)
  • Hit indicator & Crosshair improvements
    Always show crosshair for hip fire crosshair customization
    Remove blur when customizing weapon optics or vehicle hud
  • Squad Obliteration changes
    Another speculative fix for the friendly bomb icon becoming static when picked up
    Disabled delayed bomb tracking for all spectator views.
    Fix for music not stopping after bomb is defused.
    Zavod 311: Moved US Base spawn closer, Adjusted MCOM position inside warehouse


FEEDBACK
As you might have noticed – we are in the process of testing using a subreddit as a communications channel for the CTE. This process will go on for approximately two weeks, and then we will decide on what form (if any) this subreddit is used for.
The aim of this change is to make communication faster and more easily accessible for devs and community alike, but also as a way for you guys to show us what you believe is important that trumps bumping threads :).
There will be bumps in this road, but we are pretty happy with the turn out so far, constructive and good posts mostly.


To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
Battlefield 4 Community Test Environment


Also, for information of our current projects and goals – check out the wiki:
index - Battlefield_4_CTE


January 27, 2015 Initiative #3: CTE Prototypes – Patch #20 (155959)


Another patch today, some really neat Mantle fixes in here – we are really looking for mantle feedback to see if these changes improved your gameplay!



CTE PROTOTYPES
No changes in this release for any prototype.



PATCH CHANGES
These are changes in this patch:
  • Mantle fixes
    Several mantle changes in this patch. This should result in a much better game for you guys.
    Remember however that the AMD driver issue is still not updated in their driver (Win 8.1 + specific AMD cards = memory leak)
  • Squad Obliteration changes
    Fixed the musc playing after a bomb is planted.
    Added OOB combat visual effect when player tries to walk the bomb back to their base
    Added new forward spawn icon
    Updated quickmatch text
    New screenshot for quickmatch screen
    SquadObl bombs spawn in sequence instead of random
    Fix loading image not showing up.
    Adjusted forward base icon locations
    Siege of Shanghai: Moved bomb spawn near stairs to near the container, Disabled power to elevators when levolution happens.
    Removed auto force bomb when trying to return the bomb back to your home base. Players can actually bypass the force drop and hide out in the spawn area. Switched to a system where the player has 3s warning before the bomb gets reset completely. Going out of bounds also works the same way as well.
    Removed build up music on the last bomb plant. Only plays the win/lose music.
  • Improved new vehicle control scheme (decouple driving from aiming adv. option)
    The decoupling now works for all control methods (incl. keyboard/mouse and veteran)
  • Added new bullet impact sounds
    Headshots, body etc. This is a first draft – and might need lots of tweaking before we like it. Give us feedback!
  • Squad Spawning 2.0
    Spawn screen vehicle occupants showing player class fixed
  • Stabilized IRNV and FLIR crosshairs
    Removed mesh center dot and replaced with texture. Adjusted shaders to make the center dot glow.
  • Jet HUD improvements
    Increased size of jet ALT, Speed and PMS displays





SQUAD OBLITERATION CONFIGURATION ISSUE
On the CTE when currently we run a server with Squad Obliteration it shows up as Conquest (due to CTE Battlelog needing an update). These servers named “OFFICIAL SQUAD OBLIT” and have 1 users really is Squad Obliteration however!





FEEDBACK
As you might have noticed – we are in the process of testing using a subreddit as a communications channel for the CTE. This process will go on for approximately two weeks, and then we will decide on what form (if any) this subreddit is used for.
The aim of this change is to make communication faster and more easily accessible for devs and community alike, but also as a way for you guys to show us what you believe is important that trumps bumping threads :).
There will be bumps in this road, but we are pretty happy with the turn out so far, constructive and good posts mostly.


To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
Battlefield 4 Community Test Environment


Also, for information of our current projects and goals – check out the wiki:
index - Battlefield_4_CTE


January 29, 2015 CTE Prototypes – Patch #21 (156079)


Todays release contains lots of goodies!

Please keep in mind a majority of the changes in this release and future ones from the Prototypes branch will NOT make the next patch release, these changes are slated for coming patch releases.

Also keep in mind that prototypes are still not going to be released unless they get promoted to proper projects. – I’m looking at you headglitching!



THE NIGHT MAPS PROJECT
With today’s release we have our very first playable night map. For more details about the project itself, please see our project page on reddit:

projects/night_maps - Battlefield_4_CTE

UPDATE: The Night map is not working in this build :(. We are looking at publishing another build later tonight that HOPEFULLY makes the map work

Known Issues – Shanghai
What follows is our list of missing/broken features in the current released map:
  • There are a lot of light sources that will destroy but the lights will not go out.
  • Some glass will reflect a day time image.
  • Some lights are not destructible.
  • There will be many lights without light sources.
  • Optics like FLIR and INLV might not work well because they were built for daytime.
  • Vehicles will not have headlights in this version.
  • Flashlights need to be tweaked.
  • There has been no spotting work done yet.


CTE PROTOTYPES
No changes in this release for any prototype – but soon!



PATCH CHANGES
These are changes in this patch:
  • Night maps: Siege of Shanghai (new name pending) changes
    Moved C flag to ground floor
    Disabled elevators
    Added extra IFV’s to home bases
    Working on glass reflections and adding fills to the big signs
    Turned down overall ambience to make darker.
    Color correction work
    Lower glass reflection pass finished
    Added uplighting to trees (city style) – still need physical light sources
    Replaced CeilingLights with destructible night versions
    Changed up the load screen images (very temp)
    Added sign lights
  • Reduced brightness of center dot on IR scopes
    Created a separate shader for the IR/FLIR scopes vs other HUDTexture shaders (preparing for night)
  • Removing infinite time damage from small gas canister on MP_Damage (Lancang Dam)
    Player no longer recieves damage when standing by destroyed wall.
  • Bullet collision – Destroyed houses special
    Fixes to destructible buildings’ bullet collision in Golmud railways. Also used in Propaganda – we need your feedback on the new collision volumes!
  • Mantle fixes
    Another mantle fix related to longer sessions
  • Squad Obliteration changes
    Art pass – Operation Locker:Swapped human height crate cover for more natural rocks
    Disable player controlled bomb dropping when player is in restricted areas
    Updated forward-base icon with new version
    Updated loading screen with new description
    Operation Locker: Fix for cover objects intersecting metal detectors
    Golmud Railway: Adjusted some cover objects, Reduced terrain destruction depth in some cases
  • UI improvements
    Show squadmate requests in the squad list and option to select when to show them.
    Scaled down the rank icons in the HUD squad list
  • UCAV & Mortar change
    UCAV on cooldown for 60 seconds after spawning
    Mortar on cooldown for 30 seconds after spawning or 30 seconds after picking up
  • Increased viewable area of SRAW scope (20->18)
  • Decreased suppression sway on low power sights by 60%
  • Decreased suppression sway on medium power sights by 30%
  • “Netcode” fixes
    Occasionally, the local player’s health is displayed incorrectly when they get hit while regenerating health. This will look like a really bad net-code issue.
    Fixed an issue where a latent health update that was before a hit would set the health to the old, higher health value. This would then prevent new health updates at the lower health value from setting the health since we only allow health changes that are higher than the current confirmed value.
    The fix was to keep a heath update count on the server and send that along with the health updates. On the client, so we only take “newer” health values.
    Also fixed an issue where a player would get hit with a resulting health near 0 and not see their health update to the correct value. Because we quantitize the health, the server thinks the player is still alive but the client gets a quantitized health of 0. The client ignores that health update since the health is 0 and it waits for the kill message which never comes.
  • UPDATE: Blinking “need” icons logic updated
    Blinking icons for squadmate with request. Static icons for squadmates who can fulfil request.
    No more auto request for soldiers who can self fulfill a request.
  • UPDATE: Siege Of Shanghai spawn fix
    Moved helicopters down from rooftops
    Also fixed the attack boat exploding when skyscraper falls




SQUAD OBLITERATION CONFIGURATION ISSUE
On the CTE when currently we run a server with Squad Obliteration it shows up as Conquest (due to CTE Battlelog needing an update). These servers named “OFFICIAL SQUAD OBLIT” and have 1 users really is Squad Obliteration however!





FEEDBACK
As you might have noticed – we are in the process of testing using a subreddit as a communications channel for the CTE. This process will go on for approximately two weeks, and then we will decide on what form (if any) this subreddit is used for.
The aim of this change is to make communication faster and more easily accessible for devs and community alike, but also as a way for you guys to show us what you believe is important that trumps bumping threads :).
There will be bumps in this road, but we are pretty happy with the turn out so far, constructive and good posts mostly.


To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
Battlefield 4 Community Test Environment


Also make sure to check out our snazzy new post flairs and filtering, for more information about anything CTE related – check out the wiki page, where we post more in depth information:
index - Battlefield_4_CTE


February 2, 2015 CTE Winter Patch – Retail Testing (156197)


Hi all!

This week will be divided into two parts:
  1. “Winter patch” Retail patch testing (Mon-Wed, possible extension)
    We will limit number of servers, run 11am playtests and secure our build is working as it should for the march retail game patch release.
  2. Prototypes – Night Map! (Thursday->indefinate)
    As soon as enough testing has been collected for the retail patch build we will go back to our prototypes branch and we will make sure this time the map works :).
    For more information, see my reddit post that I will update as we go through this week:


CTE Patch: Next Main release - Stability Week : Battlefield_4_CTE



DAILY DEV PLAYTESTS
Every day at 11am PST – we will run a playtest to try and focus the number of players around these times.

That means:
  • Monday 11am PST
  • Tuesday 11am PST
  • Wednesday 11am PST (with potential extension if needed)

11am PST means 19:00 GMT in Europe.
See you in there!


February 5, 2015 CTE Prototypes – Patch #22 (156325)


In todays release we finally get our first version of the Shanghai nightmap – dubbed Infiltration of Shanghai.

With this release, we mark the end of our Winter Patch stability testing (a BIG thanks goes out to all that helped!). We got some good telemetry from these 3 days of testing, and the patch is looking really good!

With that said, we are back to the drawing board and starting work on the features and improvements that will make up the next patch following the Winter patch.

This means going back to prototypes, and you will see alot of movement on the CTE in the coming weeks!





THE NIGHT MAPS PROJECT
With today’s release we have our very first playable night map. For more details about the project itself, please see our project page on reddit:

projects/night_maps - Battlefield_4_CTE



Known Issues – Shanghai
What follows is our list of missing/broken features in the current released map:
  • There are a lot of light sources that will destroy but the lights will not go out.
  • Some glass will reflect a day time image.
  • Some lights are not destructible.
  • There will be many lights without light sources.
  • Optics like FLIR and INLV might not work well because they were built for daytime.
  • Vehicles will not have headlights in this version.
  • Flashlights need to be tweaked.
  • There has been no spotting work done yet – there will be


PATCH CHANGES
These are changes in this patch:
  • Destruction Fix
    The terrain deformation timing is now in sync with the explosion effect.
  • Rogue Transmission
    Removed damage states from dish parts to fix bug where they were being destroyed but their occluder was remaining.
  • Visual Recoil fixes
    Destabilized 6XCL6 optic (this was never intended to be stabilized)
    Fixed Gen4 ACOG crosshair texture
  • HUD Options
    Made the soldier weapons auto zoom in when players is tweaking the soldier optics customization options
  • Mortar and UCAV visibility pass
    Added contrail and lights to UCAV
    Increased visibility and duration of Mortar trails
  • Infiltration of Shanghai
    Started working on power surge levolution
    Added some big fill lights in lit city metro (B) area
    Removed dust shader
    Metro sign emission
    Added tree light physicals
    Checking in frozen down lighting
    Fix to windows not emissiveAdding more buildings to block01 blackout
    Adding shaders for those buildings
    More lighting in city center and back toward spawn
  • Set values for damage and suppression preventing health and ammo gain from supply spheres on vehicles
    Aligned with Big Box gadgets 2 and 1.5 delay
  • Squad Obliteration changes
    Operation locker: Scaled new cover so they are closer to player height
  • Fixed issue where you sometimes where able to spawn on in combat team mate (in Winter Patch as well)
    When suppression ceiling was reached the timers started counting because there was no increase. Also added a couple safety checks for dead players
  • Fixed two issues related to turboloader causing crashes




FEEDBACK
As you might have noticed – we have more or less decided to switch from our forums to using a subreddit as a communications channel for the CTE. We are in the final stages of testing, and we feel pretty good about this change overall. Night map response and feedback will be the ultimate test.
The aim of this change is to make communication faster and more easily accessible for devs and community alike, but also as a way for you guys to show us what you believe is important that trumps bumping threads :).
There will be bumps in this road, but we are pretty happy with the turn out so far, constructive and good posts mostly.


To report a bug, open the subreddit push the “Report CTE Feedback/Bug” within:
Battlefield 4 Community Test Environment


“Infiltration of Shanghai” feedback:
weeklyplaytests - Battlefield_4_CTE

Also make sure to check out our snazzy new post flairs and filtering, for more information about anything CTE related – check out the wiki page, where we post more in depth information:
index - Battlefield_4_CTE


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 30 times, last edit by "NoctyrneSAGA" (Feb 11th 2015, 12:01am)


Octopuss

Rocktopus

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: Feb 16th 2013

Platform: PC

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348

Thursday, November 20th 2014, 11:15pm

Which changes mentioned in the first post are already in the game? Could this be marked by different colour?

NoctyrneSAGA

PvF 2017 Champion

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  • "NoctyrneSAGA" started this thread

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349

Thursday, December 4th 2014, 11:18pm

Updating OP post

Updated post
^ Just do that, make it a link. Will make it easier to find in the future. When eventually that post is buried a few pages back. - Element
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 2 times, last edit by "elementofprgress" (Dec 8th 2014, 8:49pm)


MrT3a

The only man who ever reported his own post!

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Location: Grenoble, France

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350

Monday, December 8th 2014, 5:51pm

On phone, can't check right now, but I support Octopuss' suggestion as it would help with maximum readability (and that's always a good objective)

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