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Super Wabbit CH Administrator
Joined: 18 Apr 2004 Posts: 3667 Location: Raleigh, NC
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Posted: Tue Mar 03, 2015 12:00 pm Post subject: Battlefield 4 Winter Patch is out, and it's a big one |
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Full Change List: http://static.cdn.ea.com/battlelog/customcontent/winterpatch/Patchnotes_WinterPatch.pdf
Some highlights I found particularly interesting:
- Huge Netcode Improvements
- Ranked Preset support - Players now have the added option to Quickmatch into Ranked servers as an addition to the Official preset available in the past.
- Several hit indicator and crosshair improvements
- In combat system now temporarily disables squad spawning when squad mate is in combat
- In combat system now temporarily disables Medic Bag healing based on damage taken and incoming suppression increase
- In combat system now temporarily disables First Aid Kit healing based on damage taken
- All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
- Deploy screen - Added deploy screen advanced options to show vehicle passengers, more details on occupants and squad mates.
- Deploy screen - Improved squad mate selection when in vehicles.
- Decouple vehicle aiming from turning option added
Last edited by Super Wabbit on Tue Mar 03, 2015 4:26 pm; edited 1 time in total |
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NTolerance Administrator
Joined: 13 Jul 2005 Posts: 1044
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Posted: Tue Mar 03, 2015 2:05 pm Post subject: |
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i poop on squad pooping |
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Super Wabbit CH Administrator
Joined: 18 Apr 2004 Posts: 3667 Location: Raleigh, NC
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Posted: Wed Mar 04, 2015 12:15 am Post subject: |
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Notes:
The color options for the hit indicators are fantastic. Doesn't really matter which colors you choose but have 3 separate colors depending on the hit you deal is great feedback. For infantry, the standard hit indicators are white are are sized according to damage. For me, a head shot will give an orange hit indicator and a kill-shot will be blue. I believe there are also setting for vehicles as I noticed a green kill indicator when I was in a tank. These settings are found under Gameplay/Advanced Options
The squad-pooping is greatly reduced due to the inability to spawn on a squadmate if he or she is in combat (ie taking damage or suppressed).
Under the Controls category, give "Decouple Aiming From Turning" a try. You'll need a second to get used to it (literally a second) then you'll find that your turret wont turn with the body of the tank. This makes shooting on the move a whole helluva lot easier.
The agile helicopter physics are nice but are well balanced. You can't snap roll a helo and I believe the top speed is still the same on all of the whirly-birds. Really what the agile physics means is that you'll be able to recover from more extreme maneuvers. Gone are the days where you can't pull out of a hammer head maneuver.
Netcode. Maybe it's physiological but it does feel easier to connect with your targets. Something not mentioned in the patch notes is what appears to be a change to the tracers. I believe now, tracers are more indicative of where your bullets are actually going. This makes controlling bullet spread a little easier. |
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