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BF4 Fall Patch Notes

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  1. FALL UPDATE PATCH NOTES
  2. UPDATE HIGHLIGHTS
  3. The main focus for this update has been the finalization of the Community Map Project, resulting in the
  4. map “Operation Outbreak” which we built openly on the Community Test Environment.
  5. This release also includes a pretty extensive vehicle balance pass, which prompted us to change the
  6. format of the patch notes list in order to explain our changes better – we hope you like this new and
  7. more detailed version!
  8. OPERATION OUTBREAK – THE COMMUNITY MAP
  9. The Community Map Project is unique in many ways. We’ve allowed insight into the process of making a
  10. Battlefield map from the prototype stage until the finished product shipping with the Fall Update!
  11. Our initial goals for this map were to have an infantry focused, terrain based, medium sized map (like
  12. Zavod 311) featuring all out destruction but sporting no massive set-piece event, and it was to be a
  13. pleasant place to play for longer periods.
  14. With this as a starting point, we asked the community through polls and our channels what direction we
  15. should take, and everything from the theme (Jungle won the first vote), the name (Operation Outbreak)
  16. and points of interest (Waterfall, Temple, among few) were picked by and influenced by the active
  17. community.
  18. We are very happy with the outcome of this experiment, and the map really speaks for itself.
  19. A big Thank you to everyone that took part in this project!
  20. A top down view of the Harau Valley
  21. Operation Outbreak supports the following game modes:
  22.  Conquest Large/Small
  23.  Rush
  24.  Domination
  25.  Obliteration
  26.  Squad Obliteration
  27.  Team Death Match x2
  28.  Gun Master x2
  29.  Squad Death Match x2
  30.  Chainlink
  31.  Capture The Flag
  32. VEHICLE BALANCE PASS
  33. In this release we have an extensive amount of improvements and changes to vehicles, vehicle related
  34. gadgets and infantry gameplay related to vehicles.
  35. To understand what our rationale or intent was with these changes, let’s start with a brief summary:
  36.  Ground vehicles: Improve mobility and countermeasures to make vehicles more powerful overall
  37.  Air vehicles: Add below radar support, improve counter measures and overhaul AA-missile
  38. balance for a more dynamic setup
  39.  Vehicle weapons: Re-balance vehicle weapons to give a more meaningful spectrum of choices
  40. between competing options per vehicle. All weapons should have a good use case and niche
  41. now.
  42.  Mobile Anti Air: Reduce effective range of MAA so it has to advance into the fray a bit more, while
  43. still maintaining its role as the counter to aircraft
  44. To put the pretty massive change list in context, we decided to list everything grouped by category and
  45. with a clear intent statement at the top followed by the detailed changes list.
  46. COMMON VEHICLE WEAPON CHANGES
  47. Secondary Weapon: Active Radar
  48. The new role of the Active Radar missile is long-range combat. It has worse tracking at low to medium
  49. range, and the lowest damage of all AA-missiles. With less available ammo shots have to be taken with
  50. more care.
  51. These changes impact all vehicles with the weapon: Mobile Anti-Aircrafts & Stealth Jet:
  52.  Physics: Impact impulse reduced to 1500
  53.  Ammunition: Auto replenish increased to 30s from 25s
  54.  Damage increased to 135 from 100
  55.  Ray length increased to 650m from 500m
  56.  Guidance delay set to 0.5s
  57.  Guidance no longer tracks within 100m
  58.  Turn rate reduced to 350 max
  59.  Increased maximum velocity to 350m/s
  60.  Enabled force spawn to camera for more accurate aiming
  61.  Enabled locking empty vehicles
  62.  Time to activate guiding system is now 0.5s
  63.  Acceptance angle has been reduced to 1.8° from 2.0°
  64. Secondary Weapon: Passive Radar
  65. The role of the Passive Radar is now focused on being anti-jet. It will have good top speed and pre-firing.
  66. Pre-firing allows for setting up traps, but the hold-lock mechanic gives targets good chances of evading.
  67. Also prevents use of main cannon. These changes impact all vehicles with the weapon: Stealth Jets,
  68. Mobile Anti-Aircrafts, & Attack Boats.
  69.  Physics: Impact impulse reduced to 2000
  70.  Ammunition: Auto replenish decreased from 30s to 20s
  71.  Damage increased to 195 across all vehicles
  72.  Ray length increased to 650m from 500m
  73.  Time to live reduced to 6s from 10s
  74.  Turn rate reduced to 350 max
  75.  Enabled pre-firing
  76.  Increased acceleration to 75m/s²
  77.  Unified lock time to 1.1s
  78.  Unified acceptance angle to 5°
  79.  Enabled force spawn to camera to increase aiming accuracy
  80. Secondary Weapon: Heat seekers
  81. Easy fire-and-forget style missile, for closer ranges than active radar with better damage and ammo
  82. availability. Medium damage. These changes impact all vehicles with the weapon: Stealth Jets, Attack
  83. Jets, Scout Helicopters, Attack Helicopters, and Mobile Anti-Aircrafts.
  84.  Physics: Impact impulse reduced to 2000
  85.  Ammunition: Auto replenish decreased to 20s from 30s
  86.  Damage increased to 195 across all vehicles
  87.  Ray length increased to 650m from 500m
  88.  Time to live reduced to 7s from 10s
  89.  Turn rate reduced to 250 max
  90.  Increased acceleration to 50m/s²
  91.  Increased maximum velocity to 250m/s
  92.  Unified lock time to 1.3s
  93.  Unified acceptance angle to 5°
  94.  Unified guidance delay to 0.2s
  95.  Enabled locking empty vehicles
  96. Secondary Weapon: Laser Guided
  97. Damage against laser designations has been corrected. Lock range has been increased, except for jets.
  98.  Laser designated now no longer one-hits aircraft
  99.  Laser designated now can properly track and hit fast moving ground targets
  100.  Fixed issue where some laser designated missiles did not track properly at launch
  101.  Lock range for designated missiles increased to 650m from 500m
  102.  Reduced lock time to laser designations to 1.2s from 1.5s
  103. Secondary Weapon: TOW missile
  104. Damage against laser designations has been corrected, lock range has been increased.
  105.  Laser designated now no longer one-hits aircraft
  106.  Laser designated now can properly track and hit fast moving ground targets
  107.  Lock range for designated missiles increased to 650m from 500m
  108.  Reduced lock time to laser designations to 1.2s from 1.5s
  109. Secondary Weapon: Zuni Rockets
  110. Changed speed and acceleration to give them a more natural trajectory. This change applies to the
  111. Attack Boats, Mobile Anti-Aircrafts, and Infantry Fighting Vehicles. This does not affect the Attack
  112. Helicopter primary weapon.
  113.  Engine strength increased to 125m/s² from 50m/s²
  114.  Max speed reduced to 200m/s from 300m/s
  115.  Time to live reduced to 5s from 6s
  116. Gunner Upgrade: Gunner Incendiary
  117. Added blast damage to make it actually dangerous, improved velocity and increased range.
  118.  Initial speed is increased to 40m/s from 15m/s
  119.  Initial upward speed increased to 3m/s from 0m/s
  120.  Blast damage increased to 60 from 0
  121.  Blast radius reduced to 5m from 7m
  122.  Reload time reduced to 5s from 10s
  123.  Time to live increased to 3s from 0.5s
  124. Passenger Weapons: Mini-guns
  125. Boosted damage up close, but with reduced max range
  126.  Boat mini-gun damage increased to 6-12 from 2-10 damage
  127.  All mini-gun damage now drops faster - reduced to 200-300m from 250-500m
  128. COUNTERMEASURE CHANGES
  129. Countermeasure: IR Flares
  130. Reduced reload to allow aircraft to get back into combat faster, pop more flares to increase duration of
  131. protection slightly. This was an issue for jets, as they popped flares only once and could be relocked
  132. almost right away previously.
  133.  Reload time reduced to 15s from 20s
  134.  Increased amount of flares that are fired to improve efficiency and increase protective duration
  135.  Flares now work better against passive radar missiles
  136.  Flares work a little better against heat seeker, stinger missiles and IGLA
  137. Countermeasure: ECM Jammer
  138. Reduced reload like on IR flares. Longer protection than flares, but also longer reload. The longer
  139. protection allows you to stay in combat for a bit while with flares you have to run away almost
  140. immediately. Can also be used to prevent lock-ons, as an option for very defensive players.
  141.  Reload time reduced to 20s from 25s
  142. Countermeasure: Fire extinguisher
  143. Lowest reload of all countermeasures, as it does not prevent any incoming damage, it solely removes
  144. the effects of mobility hits.
  145.  Reload time reduced to 8s from 25s
  146. Countermeasure: Active Protection
  147. Reduced both uptime and downtime. This means players will have to time usage better and it will no
  148. longer stop a complete strafe from an aircraft. Improved reliability when active.
  149.  Reload time reduced to 22.5s from 35s
  150.  Up time reduced to 2.5s from 5s
  151.  Removed early shutdown mechanic. Previously, the protection would get cancelled earlier than
  152. the expected 5 seconds from specific weapons. This will no longer be the case and will continue
  153. for the full duration.
  154.  The red lights will no longer appear while the Protection System is on cooldown.
  155. Countermeasure: IR Smoke
  156. Reload time changed to be in line with other countermeasure timings.
  157.  Reload time reduced to 15s from 15.8s (HUD previously incorrectly stated 25s)
  158. Countermeasure: Smoke screen
  159. Reload time changed to be in line with other countermeasure timings.
  160.  Reload time was changed to match intended reload of 12s
  161.  Minimum damage angle radius has been increased by 1m
  162. AIR VEHICLE CHANGES
  163. General: Below Radar
  164. Previously there was no reason to fly at low altitudes in air vs air combat, as flying low only prevented
  165. the player from aiming upwards. It was also extremely hard to avoid lock-ons from enemy aircraft, as
  166. they could chase you and physical cover barely helped against enemies above you.
  167. Allowing to trade altitude for not being lockable solves this. Also creates a distinctive downside to
  168. passive radar: Your target going low will mean the missiles cannot track anymore!
  169.  Below Radar has been enabled on all air vehicles – this means locks on your aircraft can not be
  170. completed when below a certain height!
  171.  Below radar triggers below 25m for helicopters and below 50m for jets
  172.  Affects all vehicle based AA missiles, but none of the infantry based ones – watch the ground for
  173. stinger wielding infantry!
  174. General: Critical hits
  175. Critical damage models have been changed for aircraft to make them less likely to crash from a critical
  176. hit. Critical hits are meant to impair mobility, not crash and kill players.
  177.  Critical behavior tweaked to make an aircraft less likely to crash when critically damaged.
  178. Helicopters should spin less and jets should pitch less.
  179. General: Helicopters
  180. Improve AA missiles hit consistency across the board.
  181.  AA Missiles now no longer fly through Transport or Scout helicopters
  182. General: Jets
  183. Re-inforce the rock-paper-scissor model by making jets more powerful against scout helicopter and less
  184. so against the both infantry fighting vehicles and the overall less powerful mobile anti air.
  185.  Damage of jets against scout helicopters increased by 20%
  186.  Damage reduced against IFV and MAA
  187. Attack Jets Primary: 30MM GAU Cannon
  188.  Enabled speed inheritance to improve crosshair accuracy
  189.  Damage increased against scout helicopters
  190. Attack Jets Secondary: Hydra Rockets
  191.  Reticle updated
  192.  Range reduced to 750m
  193. Stealth jets: General
  194.  Doubled the amount of AA missiles carried (Heat-seekers, Passive Radar, and Active Radars)
  195.  Primary weapon damage increased against scout helicopters
  196.  Deviation of jet 20mm and 25mm cannons reduced to 0.36° from 0.4°
  197. Attack helicopters: General
  198.  Removed speed inheritance from the co-pilot gunner seat
  199.  Reduced range of rockets to 750m
  200. Attack helicopters Primary: Smart rockets
  201.  Ammunition: auto-replenish time reduced to 16s from 18s
  202.  Removed dispersion fully
  203. WATER VEHICLE CHANGES
  204. General
  205. All primary weapons are now more evenly balanced against each other. Boat mobility improved with
  206. faster reverse, and angle damages is a bigger factor allowing for more skillful positioning.
  207. You now take less damage with good angles towards your opponent, but more damage with a bad angle.
  208. Tank shells are now less likely to inflict critical hits due to the new angle multipliers.
  209. The new angle damage multipliers shown across the side of an attack boat
  210. Primary weapon: 25MM cannon
  211. Highest damage per magazine. Good against infantry.
  212.  Blast damage increased to 22 from 20
  213.  Initial speed increased to 300m/s from 200m/s
  214.  Gravity increased to -6m/s² from -3m/s²
  215.  Damage reduced to 13.5 from 15
  216.  Physics: Blast impulse reduced to 500 from 750
  217.  Ammunition: Auto replenish delay reduced to 12.0s from 20.0s
  218.  Max angle reduced to 0.2° from 1.0°
  219.  Inner blast radius increased to 2m from 1m
  220.  Blast radius increased to 5m from 3m
  221.  Damage reduced against tanks
  222. Primary weapon: 30MM cannon
  223. Highest damage output over time against ground vehicles, delivers damage very quickly. Low range.
  224.  Blast damage reduced to 22 from 25
  225.  Damage reduced to 24 from 30
  226.  Ammunition: Auto replenish delay reduced to 12s from 16s
  227.  Dispersion: Min angle reduced to 0.2° from 0.5°
  228.  Dispersion: Max angle reduced to 0.2° from 1.5°
  229.  Gravity reduced to -6m/s² from -9.81m/s²
  230.  Inner blast radius increased to 2m from 1m
  231.  Blast radius increased to 5m from 3m
  232.  Number of magazines decreased to 3 from 4
  233.  Damage reduced against tanks
  234. Primary weapon: Burst cannon
  235. Very high damage output against aircraft. Good at range.
  236.  Damage reduced to 8 from 10
  237.  Physics: Blast impulse reduced to 500 from 750
  238.  Ammunition: Auto replenish delay reduced to 12s from 20s
  239. Primary weapon: Passive Radar Missile
  240.  Passive Radars are now properly firing Passive Radars, instead of Heat-seekers which were used
  241. previously
  242. Primary weapon: Laser guided
  243. Corrected inconsistency with magazine counts and auto-replenish differing across factions.
  244.  Magazine count normalized at 2 on all boats
  245.  Ammunition: auto-replenish is now 15s on all boats
  246. Transports: RHIB
  247. Improved survivability of the RHIB.
  248.  Health increased to 750 from 500
  249.  Rear bonus damage removed
  250. LAND VEHICLE CHANGES
  251. General
  252. Improved velocity and handling and tweaked all weapons to make them viable options
  253.  Increased the size of the Active Protection shield. Now works better when moving
  254.  Corrected reticles for tanks, IFVs and MAAs
  255. Main Battle Tanks
  256. Improved survivability in vertical environments, bad/back angles now cause more damage. Increased
  257. speed and acceleration, normalized the faction differences somewhat
  258.  Angle multipliers
  259. o Top: Reduced multipliers for angles better than 45° to improve tank survivability in
  260. environments with high verticality.
  261. o Front: Increased multipliers for angles better than 45° a smidge so they make a bigger
  262. difference
  263.  Handling: M1 Abrams
  264. o Improved acceleration
  265. o Increased maintained top speed to 61 km/h from 53 km/h
  266.  Handling: T-90 A
  267. o Increased maintained top speed to 57 km/h from 54 km/h
  268.  Handling: TYPE 99
  269. o Increased maintained top speed to 60 km/h from 54 km/h
  270. Main Battle Tanks Primary: AP Shell
  271. The default shell. Good at killing infantry and vehicles. Reduced impulse to give helicopters a better
  272. chance of recovering after a hit.
  273.  Physics: Impact impulse reduced to 2500 from 5000
  274.  Physics: Blast impulse reduced to 1500 from 5000
  275. Main Battle Tanks Primary: Sabot Shell
  276. Excels at taking out armor due to high velocity, making it very hard to dodge and better against aircraft
  277.  Physics: Impact impulse reduced to 2500 from 5000
  278.  Physics: Blast impulse reduced to 1500 from 5000
  279. Main Battle Tanks Primary: HE Shell
  280. With Sabot shells covering the anti-armor role, HE has been turned into HE-DP (high explosive, dual
  281. purpose), offering better damage against infantry. Great against destructible cover.
  282.  Blast damage increased to 120 from 50
  283.  Inner blast radius reduced to 1.3m from 1.5m
  284.  Blast radius increased to 5.5m from 4m
  285.  Reload time reduced to 3s from 4s
  286.  Damage reduced to 200 from 280
  287.  Velocity increased to 200 from 150
  288.  Renamed to HE-DP
  289.  Physics: Impact impulse reduced to 1500 from 5000
  290.  Physics: Blast impulse reduced to 1500 from 5000
  291. Main Battle Tanks Secondary: Guided shell
  292. Turned it into a valid long range option, comparable to Laser Guided missiles. Damage no longer relies on
  293. what angle you hit your target but is consistent.
  294.  Ammunition: Auto replenish delay reduced to 15s from 30s
  295.  Reload time reduced to 4s from 5s
  296.  Undesignated hits
  297. o Ray length increased to 550m from 300m
  298. o Inner blast radius reduced to 2.99 from 4.49
  299. o Blast damage increased to 150 from 100
  300. o Damage is now 450
  301. o Blast radius reduced to 3.0m from 4.5m
  302. o Physics: Impact impulse is now 2500
  303. o Physics: Blast impulse is now 1500
  304. o Max turn angle is now 720°
  305. o Gravity increased to –20m/s² from -7.2m/s²
  306.  Designated hits
  307. o Inner blast radius reduced to 2.99m from 4.49m
  308. o Blast damage reduced to 225 from 250
  309. o Damage is now 450
  310. o Blast radius reduced to 3.0m from 4.5m
  311. o Physics: Impact impulse is now 2000
  312. o Physics: Blast impulse is now 1000
  313. o Max turn angle is now 720°
  314. Main Battle Tanks Secondary: Staff shell
  315. Now a close-medium range option to land critical hits on enemy vehicles. Low ammo count. Tracking
  316. similar to MBT-LAW.
  317.  Ray length increased to 150m from 15m
  318.  Acceptance angle decreased to 1.8° from 20.0°
  319.  Check visibility length increased to 150m from 15m
  320.  Velocity decreased to 150m/s from 180m/s
  321.  Number of magazines reduced to 2 from 5
  322.  Ammunition: Auto replenish delay increased to 20s from 10s
  323.  Damage reduced to 0 from 37.5
  324.  Inner blast radius reduced to 2.99m from 4.49m
  325.  Blast damage increased to 150 from 100, material changed
  326.  Blast radius reduced to 3m from 4.50m
  327.  Reload time increased to 4s from 3s
  328.  Lock on visible targets only is now enabled from being disabled
  329.  Physics: Blast impulse reduced to 1500 from 5000
  330. Main Battle Tanks Secondary: Coaxial LMG
  331. Reduced overheat to allow for more generous use in sticky situations. LMG is intended as an easy and
  332. reliable anti infantry option.
  333.  Heat per bullet reduced to 0.0635 from 0.07
  334.  Suppression Max multiplier increased to 9 from 8
  335.  Suppression Min multiplier reduced to 9 from 12
  336. Main Battle Tanks Secondary: Coaxial HMG
  337. Faster overheat, but better velocity to signify its intended use as a long range alternative to LMG.
  338. Damage and suppression reduced. Unlike the LMG, the HMG can hurt unarmored vehicles.
  339.  Velocity increased to 670m/s from 500m/s
  340.  Heat per bullet increased to 0.145 from 0.1
  341.  Heat drop per second increased to 0.5 from 0.34
  342.  Suppression Max multiplier reduced to 20 from 25
  343.  Suppression Min multiplier reduced to 20 from 34
  344.  Start damage reduced to 45 from 50
  345.  End damage reduced to 30 from 38
  346. Infantry Fighting Vehicles: General
  347. Cannons can shoot up higher to deal with verticality. Acceleration on steep slopes improved.
  348.  Increased turret upwards angle constraints from 15° to 25°
  349.  Enabled top hitbox for hits to the flat top, not only the turret
  350.  Increased top speed slightly
  351.  Improved acceleration on steep slopes
  352. Infantry Fighting Vehicles: 25MM HE Shell
  353. Slightly improved damage against vehicles, greatly improved damage against infantry. HE shell should
  354. be seen as the all-round option
  355.  Inner blast radius reduced to 2.0m from 2.5m
  356.  Blast damage increased to 35 from 20
  357.  Damage increased to 24 from 20
  358.  Velocity increased to 225m/s from 200m/s
  359.  Dispersion Min angle reduced to 0° from 0.5°
  360.  Physics: Impact impulse reduced to 500 from 1500
  361.  Reduced damage against tanks
  362. Infantry Fighting Vehicles: APFSDS Shell
  363. Improved damage against vehicles compared to the two other options
  364.  Damage increased to 32 from 24
  365.  Physics: Impact impulse reduced to 500 from 1500
  366.  Reduced damage against tanks
  367. Infantry Fighting Vehicles: Canister Shell
  368. Anti infantry option compared to the other two shells
  369.  Damage model: Changed material
  370.  Damage multiplier against helicopters increased to 0.6 from 0.6
  371. Infantry Fighting Vehicles: Coaxial LMG
  372. Similar changes as to tank LMG, but damage has also been increased to make it more competitive with
  373. TOW missiles and Zuni rockets.
  374.  Heat per bullet reduced to 0.0635 from 0.07
  375.  Suppression Max multiplier increased to 9 from 8
  376.  Suppression Min multiplier reduced to 9 from 12
  377.  Start damage increased to 27 from 22
  378.  End damage increased to 18 from 15.6
  379. Mobile Anti Aircraft: General
  380.  LAV-AD can climb mountains as well as its MAA siblings now
  381.  Damage of MAA cannons has been decreased against jets and tanks
  382. Mobile Anti Aircraft: 20MM Cannon
  383. The better choice against fast moving targets (jets) and easier to use than its 30mm counterpart.
  384.  Drop off moved to 600-1000m
  385.  Maximum damage reduced to 12.6 from 15
  386.  Minimum damage reduced to 4.2 from 12.6
  387.  Reduced damage against infantry in general
  388. Mobile Anti Aircraft: 30MM Cannon
  389. Better at closer ranges (within 800m) than its 20mm counterpart. Perfect for going closer to the
  390. frontlines and negating airspace.
  391.  Drop off moved to 700-1000m
  392.  Maximum damage reduced to 49 from 50
  393.  Minimum damage reduced to 20 from 42
  394.  Reduced damage against infantry in general
  395. Transports: AAV-7A1 AMTRAC
  396. Improved survivability of the AMTRAC
  397.  Health increased to 1250 from 1000
  398.  Gunner turret restraints are set to match the angle indicator of the HUD
  399. Transports: LYT2021, VDV Buggy, M1161 ITV
  400. Improved survivability of the unarmored jeeps
  401.  Front damage bonus removed
  402. INFANTRY BALANCE CHANGES
  403. The majority of the changes for infantry sits in direct relation balance wise to the vehicle changes,
  404. sprinkled with some general improvements and balance changes for shotguns and the Mare’s leg.
  405. GENERAL CHANGES
  406. Battle pickup HVM-II
  407. HVM-II is now turned into a High Velocity Missile. Powerful, but no longer kills any aircraft in one hit.
  408. Previously, the HVM was the best AA missile in the game, as its awkward velocity lets it bypass
  409. countermeasures easily. Highest damage.
  410.  Damage reduced to 52 from 100
  411.  Initial speed increased to 20m/s from 1m/s
  412.  Acceleration increased to 75m/s² from 20m/s²
  413.  Maximum speed increased to 350m/s from 200m/s
  414.  Time to live reduced to 6s, when lased: 10s
  415.  Turn rate reduced to 350 max
  416. Battle pickup M136 CS (AKA AT4)
  417. Set to constant velocity, increased blast radius to improve performance against infantry.
  418.  Initial speed increased to 70m/s from 40m/s
  419.  Engine strength decreased to 0m/s² from 10m/s²
  420.  Max speed reduced to 70m/s from 100m/s
  421.  Inner blast radius increased to 1.5m from 0.35m
  422.  Blast radius increased to 5m from 4m
  423. Shotguns
  424. Reduced efficiency of buckshot and flechette at medium range and balanced shotguns better against
  425. each other.
  426.  Reduced damage of Buckshot and flechette ammo to lower performance at range
  427.  Reduced number of pellets on the UTS 15, Saiga 12k, DAO-12, DBV-12, & M1014 to improve balance
  428.  Damage drop-off reduced to 24-32m from 25-50m
  429. Mare’s Leg
  430. Improved damage at medium range to give it an advantage over the .44 Magnum
  431.  Damage drop-off increased to 60m from 45m
  432. C4
  433. Damage reduced. With its throw distance and the absence of reactive armor blocking damage, it was too
  434. easy to destroy vehicles with. Increased time to resupply as well.
  435.  Blast damage reduced to 400 from 500
  436.  Inner blast radius reduced to 1m from 2m
  437.  Blast radius reduced to 4m from 5m
  438. ASSAULT CHANGES
  439. Assault gadget: M320 GL
  440. Improved velocity and blast damage. Added one magazine. M320 3GL is now able to land significant
  441. blast damage with all three shots combined.
  442.  Initial speed increased to 32m/s from 25m/s
  443.  Number of magazines increased to 3 from 2
  444.  Blast damage increased to 45 from 35
  445. Assault gadget: M320 DART
  446. Applied changes similar to normal shotguns: More pellets, less damage, tighter cone. Performance
  447. should be more consistent.
  448.  Number of bullets per shell increased to 24 from 12
  449.  Pellet cone reduced to 2.0° from 2.5°
  450.  Start damage reduced to 11.2 from 25
  451.  End damage reduced to 5.6 from 8.4
  452.  Damage fall-off start distance increased to 24m from 12m
  453.  Damage fall-off end distance increased to 32m from 30m
  454. Assault gadget: M26
  455. Increased accuracy when moving and aiming to be in line with other shotguns.
  456.  Min angle reduced to 0.4° from 1.2°
  457. ENGINEER CHANGES
  458. General
  459.  Removed the ability to use lock-on launchers in vehicles (dumb-fire launchers is still allowed).
  460. Vehicles are supposed to be able to get away from infantry, this was made nigh impossible when
  461. engineers could use lock-on launches from vehicles.
  462. Engineer gadget: FGM-172 SRAW
  463. The SRAW is now less extreme and more attractive to use. It has less damage, but better velocity at
  464. close range and the ability to dumb-fire. It also has more agile tracking for small corrections.
  465.  Damage reduced to 188 from 215
  466.  Initial speed increased to 30m/s from 15 m/s
  467.  Engine strength increased to 30m/s² from 25m/s²
  468.  Tracking range increased to 500m from 450m
  469.  Changed the physics property from Missile to Tank Shell (this increases damage against IFV,
  470. MAA, FAC...)
  471.  Min turn angle increased to 2° from 0°
  472.  Turn angle multiplier increased to 3 from 2
  473.  Max turn angle reduced to 30° from 35°
  474. Engineer gadget: FIM-92 STINGER
  475. A dangerous point defense option. With drastically reduced acceleration and increased lock time, targets
  476. gets a much better warning period than previously. High damage.
  477.  Acceleration reduced to 50m/s² from 100m/s²
  478.  Lock time increased to 1.3s from 1.0s
  479.  Ray length increased to 400m from 350m
  480.  Damage increased to 270 from 175
  481.  Time to live reduced to 7s from 10s
  482.  Matched static position with IGLA
  483.  Physics: Impact impulse reduced to 2000 from 2500
  484.  Acceptance angle reduced to 5° from 7°
  485.  Turn rate reduced to 250 max from 360 max
  486. Engineer gadget: SA-18 IGLA
  487. Similar to Stinger, but more focused against jets with better velocity and hold-lock mechanic. High
  488. damage.
  489.  Acceleration reduced to 75m/s² from 125m/s²
  490.  Maximum speed reduced to 350m/s from 500m/s
  491.  Lock time increased to 1.1s from 1.0s
  492.  Damage increased to 270 from 175
  493.  Time to live increased to 6s from 10s
  494.  Physics: Impact impulse reduced to 2000 from 2500
  495.  Acceptance angle reduced to 5° from 8.5°
  496.  Turn rate reduced to 350 max from 360 max
  497. Engineer gadget: MBT LAW (AKA NLAW)
  498. Matched trajectory with the crosshairs.
  499.  Initial position_y to -0.05m from 0m
  500.  Initial speed_y to 0.5m/s from 0m/s
  501.  Force spawn to camera disabled
  502. Engineer gadget: AA Mine
  503. Changed behavior to work more like a mine with instant lock-on and reduced range, allowed use with
  504. engineer launchers, this gadget is only supportive, like AT mines.
  505.  Set lock-on to instant
  506.  Ray length reduced to 75m from 200m
  507.  Max count reduced to 1 from 2
  508.  Increased damage to 210 from 150
  509.  Can now be equipped together with engineer launchers
  510. SUPPORT CHANGES
  511. Support gadget: UCAV
  512. UCAV has been made weaker against vehicles, especially aircraft. Direct impact is against vehicles,
  513. airburst is against infantry. You now get a fresh UCAV every 40 seconds.
  514.  Ammunition: Auto replenish delay to 40s from 60s
  515.  Direct attack:
  516. o Blast damage to 200 from 400
  517. o Physics: Blast impulse to 1500 from 15000
  518. o Physics: Shockwave impulse to 500 from 5000
  519.  Airburst:
  520. o Blast damage to 125 from 200
  521. o Inner blast radius to 2.5m from 2m
  522. Support gadget: Mortar
  523. Mortar delays have been toned down
  524.  Reduced time before you can use it to 15s from 30s
  525.  You will automatically get a new mortar every 60 seconds
  526. Support gadget: Ammo Box & Ammo Pack
  527. Most gadget resupply times have been tweaked to be more consistent and better balanced
  528.  Grenades
  529. o M67: 8 seconds
  530. o RGO: 7 seconds
  531. o V40: 7 seconds
  532. o Incendiary: 7 seconds
  533. o Flashbang 7 seconds
  534. o Hand Flare: 7 seconds
  535.  Gadgets
  536. o XM-25 Airburst/Smoke: 7 seconds
  537. o XM-25/M320 Dart: 2.5 seconds
  538. o M320 HE/LVG/3GL/Flash: 7 seconds
  539. o C4: 8 seconds
  540. o Engineer launchers: 8 seconds
  541. RECON CHANGES
  542. Weapon: CS5
  543.  Zeroing corrected
  544. TEAMPLAY & OBJECTIVE PLAY UPDATES
  545. With this release we’ve pinpointed some specific changes to help improve objective based and squad
  546. team play.
  547. Marksman bonus removed
  548. Marksman distance based points bonus removed as its existence promotes a less objective play style
  549.  Marksman bonus now gives a flat score of 25, shows distance within parenthesis
  550. Objective score re-balance
  551. When looking at stats like score per minute per game mode from launch we identified some modes in
  552. need of a scoring boost
  553.  Conquest
  554. o Flag capture score increased to 400 from 150
  555. o Conquest Win ribbon score increased to 3000 from 1500
  556.  Obliteration
  557. o Bomb pickup score increased to 150 from 100
  558. o Bomb possession score increased to 25 per tick from 10 per tick
  559. o Obliteration Win ribbon score increased to 2000 from 1500
  560.  Rush
  561. o M-COM disarm score increased to 500 from 400
  562. o M-COM destroy score (team wide) increased to 500 from 400
  563. o Rush Win ribbon score increased to 3000 from 1500
  564. Objective Squad: Squad leader replacement
  565. Targeting inactive squad leaders, we integrated the Hardline solution with some tweaks to the setup to
  566. promote active squad leaders
  567.  Squad member requesting an order triggers a cooldown of 30s which if left unanswered swaps
  568. the squad leader role to the requesting member
  569.  Attack orders now no longer automatically convert to defend orders on objectives after capture
  570. NETCODE IMPROVEMENTS
  571. With this release we are continuing our quest for the best “netcode” in a multiplayer game.
  572. Included this time are fixes for a majority of the high tick rate known issues that were present in the
  573. Summer Patch, and some pretty great general optimizations as well!
  574. If you play on PC, you might have found some high tick rate servers and played at 60hz or more already,
  575. and with this release we significantly improve on the experience.
  576. High tick rate specific changes
  577. With this release we addressed several of the known issues from the Beta which only surface when
  578. running servers at tick rates higher than 30hz, as well as optimizing and tuning existing features
  579.  Enabled high tick rate servers. Previously released post summer patch, enabling Rental Server
  580. Providers to rent servers running higher tick rates than 30hz
  581.  Battlelog: Added high tick rate server browser indicators and filters
  582.  Fixed an issue where jet's pitch up gets cancelled almost instantly when using the mouse on
  583. high tick rate servers
  584.  Fixed an issue in which wings on any aircraft behaved inconsistently at higher rates (this also
  585. applied when having low framerate)
  586.  Soldier Movement: Implemented sprint acceleration modifiers for high tick rates the same way
  587. we did the walk modifiers some time ago
  588.  Weapons: Fixed an issue where burst fire, recoil, spread and gun sway was not applied in a
  589. consistent manner
  590.  Fixed some issues related to general movement & vaulting
  591.  Added stronger rubber-banding prevention for high tick rate
  592.  Fixed an issue related to pickup entities fixes (battle pickups etc.)
  593.  Improved server/client synchronization for character input when running at low fps
  594.  Significantly reduced bandwidth usage at higher tick rates
  595. Dual Frame History Time support
  596. With dual Frame History Time we can minimize both dusting and the worst of the high ping issues!
  597.  Infantry & everything not considered a vehicle use FHT 0.125 value. This means that with a ping
  598. >250ms you will have to lead your shots to compensate
  599.  Vehicles use FHT 1.0 value. This allows for a majority of projectiles to hit even at higher speeds
  600. or pings when in a vehicle
  601.  Bump max allowed latency to 1s as frame history time protects impact on other players now
  602. Visualization & Tools
  603. In this release we’ve made some pretty extensive improvements and additions to our networking graph
  604.  Performance overlay: General
  605. o Shows a longer time period in its window, making it easier to follow what is happening
  606. o Added orange and red colors (warning, severe) to indicate problems. These values are
  607. also synced with the HUD icons for corresponding problems (latency, server performance
  608. etc.)
  609. o Changing the latency variation calculation for the warning icons
  610. o PC: Added RCON command to return the server tick time (request by the RSPs)
  611.  Performance overlay: Updated tracking properties
  612. o Tickrate(hz)
  613. Shows the current active tick rate used by the server
  614. o Latency(ms)
  615. Shows the latency of the client (like ping, but within the game), lower is better
  616. o LatVrtn(ms)
  617. Shows the current latency variation, lower is better
  618. o PktLoss(%)
  619. Shows the current packet loss, lower is better
  620. o CliFired(num)
  621. Shows the current number of bullets fired on the client
  622. o CliHit(num)
  623. Shows the current number of bullets hit on the client, should match CliFired normally
  624. o SrvDmgBnd(num)
  625. Shows the current number of damage bundles sent by the server. Can’t be used to
  626. compare the CliHit value
  627. o SrvTick(ms)
  628. Shows how long it takes for the server to process a “tick” (an update), lower is better,
  629. should stay consistent over time
  630. o SrvOffset(ms)
  631. Shows how far behind or ahead of the server the player is, a value between 0 and 50 is
  632. good. Below zero means the server is having a hard time keeping up, higher than 50
  633. means client bandwidth have a hard time catching up
  634. o DownStr(kbit)
  635. Shows how much bandwidth (in kbit) that is used by the game coming from server to
  636. client
  637.  CONSOLE: Revised the ping bar segments in the server browser & rental server UI to properly
  638. represent expected values:
  639. o Five bars Great connection (0ms-50ms)
  640. o Four bars Good connection (50ms-100ms)
  641. o Three bars OK connection (100ms-170ms)
  642. o Two bars Almost bearable connection (170ms-220ms)
  643. o One Bar Bad connection (220ms-300ms)
  644. Optimizations & Improvements
  645. With this release we have several optimizations on both server and client side, low level and
  646.  Increased the vehicle High Frequency bubble size (utilized for both 30hz and higher)
  647.  Several low level optimizations related to bandwidth and ordering
  648.  Use 3d distances instead of 2D for better ghost (networked items) utilization
  649. GENERAL FIXES
  650. Last, but not least - the list of the changes in this release that didn’t fit into featured section or was a
  651. straight up bug fix. All changes apply to all platforms unless explicitly stated otherwise.
  652.  Pillbox bunker featured in Zavod 311, Operation Hammerhead and others
  653. o Bipods can now be deployed on the window sills
  654. o Fixed an issue where players would get stuck in the ceiling when attempting to vault
  655. through the windows
  656.  Fixed an issue with the team balancer that forced players to constantly attack or defend in Rush.
  657. Balancer will now cycle between two different tie breaking behaviors every time that teams are
  658. rebuilt for a new round
  659.  Fixed an issue with the team balancer were it was enabled by default in Defuse. This is now set
  660. to OFF by default.
  661.  Fix from Hardline. Invincible soldier bug caused by its collision turned off on the local client. Also
  662. called the “bullet soaker bug”
  663.  Single Player: Fixed an issue on the third mission of the campaign, the South China Sea mission
  664. that was blocking player progress
  665.  Squad Obliteration changes
  666. o Increased the size of Home Team restricted areas to prevent bomb holding exploit.
  667. o Players should have the bomb reset out of their hands
  668.  Fixed Bug for no ladder movement sounds for 3P soldiers
  669.  PC: Fixed stability issue involving RSP Servers
  670.  PC: Potential fix for the "French jump glitch" where players can jump while prone
  671.  PC: Fixed several crashes seen on the Community Map on the Test Environment
  672.  PC: Fixed an issue related to Origin and the BF4 client version
  673.  PC: Fixed a common crash in live environment (3rd most common)
  674.  Xbox One: Fixed an issue where the Kinect Leaning Enabled option does not function in active
  675. gameplay
  676. UI
  677.  Added the Hardline capture area visuals on the mini map, added support for square, shape and
  678. circle
  679.  Added the Hardline mini map mechanic that shows player icon relative elevation
  680. o Above player icons: Scales up slightly with added transparency.
  681. o Below player icons: Scales down slightly with added transparency.
  682. o Both states start scaling at 3.5m distance below or above respectively, reaching final
  683. size at 7m+
  684.  Corrected HUD string when active protection is active
  685.  Countermeasure HUD fixed. HUD should reset correctly again, even if you use countermeasures
  686. right as they reload
  687.  Added a fix for the static "Killed In Action" message that appears when joining as commander
  688. from a regular soldier while in-game.
  689.  Consoles: Changing sorting for elements in the quick match menu (newest on top).
  690. WEAPONS & GADGETS
  691.  Smoke grenades now block FLIR/IRNV
  692.  M18 and 40mm smoke grenades now un-spot players inside of them when they explode. This
  693. behavior is also consistent with the XM25's smoke grenade
  694.  Added the M-60 ULT battle pickup (for Operation Outbreak)
  695.  Motion Sensor text update: the string now correctly say 14 seconds, instead of 24 seconds on
  696. longevity
  697.  Laser designators lock on time reduced to 1.5s from 2.0s
  698.  PLD lock range increased to 500m from 350m
  699.  Extended PLD glow distance to match locking distance
  700.  Fixed an issue where PLD/Lock-on missiles would not prioritize occupied vehicles.
  701.  Fixed inconsistencies with incendiary FX:
  702. o Split effect so both grenades could have their own effect
  703. o Slightly reduced radius and duration of handheld effect to match damage over time
  704. values
  705. o Increased radius and duration of tank effect to match Damage over Time values
  706. o Made both effects slightly better at blocking night scopes
  707.  Fixed an issue where flares left craters on terrain
  708.  Fixed an issue where M240B have magnifier + FLIR/IRNV and all medium range scopes. Magnifier
  709. can no longer be equipped with FLIR/IRNV or medium range scopes
  710.  Fixed a bug where grenades would bounce back towards the player if the grenade was thrown on
  711. an ammo box or med pack. Now the grenade passes through the box, breaking it and the grenade
  712. lands where the player expects it to.
  713. VEHICLES
  714.  Fixed an issue where Attack helicopter hydra/smart rockets did no damage to the environment
  715.  Fixed an issue where the enter button prompt on the jet vehicles were located in the left wing tip
  716. instead of the middle
  717.  Thermal camo upgrade reduces visibility of the vehicle through thermal scopes
  718.  Increased the draw distance of Tunguska to match other tanks
  719.  Increased visibility of stealth jet tracers
  720.  Fixed an issue where passive radar missiles spin around the targeted vehicle if the target is lost
  721. or the weapon is changed
  722.  Transport helicopter: Fixed an issue with side mini-guns to prevent them from turning too quickly.
  723.  Attack boats. Fix to the side mini-guns to prevent them from turning too quickly.
  724. BATTLELOG
  725. • Added support for high tick rate server filters and server browser lists
  726. MAPS
  727. ZAVOD 311
  728.  Fixed an issue where US soldiers could spawn out of out of bounds at (CQS) Objective A upon
  729. redeploy.
  730. LANCANG DAM
  731.  Fixed an issue on in Rush where the user was able to deploy under the map at the second
  732. attacker base
  733. PEARL MARKET
  734.  PC: Fixed a specific crash issue on Pearl Market with Users running a NVIDIA GeForce GTX 770
  735. with a Driver version 353.30
  736. ROGUE TRANSMISSION
  737.  Fixed an issue where players could spawn-camp enemy transport helicopters on conquest large.
  738. SIEGE OF SHANGHAI
  739.  Fixed an issue where the player was is able to get underneath the map near objective A
  740. THE DEPICTION OF ANY WEAPON OR VEHICLE IN THIS GAME DOES NOT INDICATE AFFILIATION,
  741. SPONSORSHIP OR ENDORSEMENT BY ANY WEAPON OR VEHICLE MANUFACTURER.
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