Battlefield 4
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4treyu




Posts: 23141

PostPosted: Tue, 30th Sep 2014 21:07    Post subject:
Laurentiu499 wrote:
the TTK has increased


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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Tue, 30th Sep 2014 21:09    Post subject:
I tried this for 10 minutes earlier today and liked it, I'll give it some more time later. Very Happy


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madness




Posts: 13320

PostPosted: Tue, 30th Sep 2014 21:42    Post subject:
Laurentiu499 wrote:
the TTK has increased. have to get used to it..feels off.


Couldn't really tell.. But then again, I don't use same guns all the time.
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garus
VIP Member



Posts: 34200

PostPosted: Tue, 30th Sep 2014 23:52    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:45; edited 1 time in total
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Wed, 1st Oct 2014 01:29    Post subject:
Yup, time to kill is longer now. Wish they would make headshots a bit more powerful tho. Surprised
I quite like the update so far but I'll give it a couple of more tries before making up my mind. Razz


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SaberBlade83




Posts: 96

PostPosted: Wed, 1st Oct 2014 01:53    Post subject:
Can't say I have noticed too much difference yet, playing 3 rounds. But one thing I LOVE is the defibs, I really hope they will be back in BF4 from now on. So easy to know who to revive now and the build up is quicker + you actually can hear when it is fully charged. Much appreciated! Smile

However I find the running/movement a bit odd, sometimes my guy feels so sluggish and then he runs like a sprinter on crack it feels. Haven't really felt any different when it comes to TTK though, but I belive I saw a video that showed you will hardly notice this anyway? One thing a patch will never fix is Locker though, good greif that map is terribly boring no matter if my team win or loose. No wonder I try to avoid it like the plague. Rolling Eyes At least on CQL, works on Domination though.
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Wed, 1st Oct 2014 02:19    Post subject:
Well, this has been weird. Either I joined a really shit server or I don't know but some weird shit was going on. Almost constantly getting trade kills and when I shot someone in the head with the ak5c from maybe 30-40 meters I had 4 bullets left in the mag before he died (and I constantly had hitmarkers on him).
Gonna try another server and see if the same crap happens there.

Edit:
Ohh, and them fixing movement....I still get stuck in random objects.
Played dawnbreaker and I was going to run through a door and I got stuck, I backed up and tried walking in, got stuck again. They sure as fuck need to fix this getting stuck in random places. -.-

Edit 2:
Just played on a different server and this time people are having difficulty shooting me as they said so in the chat. o.O


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madness




Posts: 13320

PostPosted: Wed, 1st Oct 2014 09:16    Post subject:
Oh and they finally added the most important thing in this patch

 Spoiler:
 
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Wed, 1st Oct 2014 10:19    Post subject:
Prefetian wrote:
Well, this has been weird. Either I joined a really shit server or I don't know but some weird shit was going on. Almost constantly getting trade kills and when I shot someone in the head with the ak5c from maybe 30-40 meters I had 4 bullets left in the mag before he died (and I constantly had hitmarkers on him).
Gonna try another server and see if the same crap happens there.

Edit:
Ohh, and them fixing movement....I still get stuck in random objects.
Played dawnbreaker and I was going to run through a door and I got stuck, I backed up and tried walking in, got stuck again. They sure as fuck need to fix this getting stuck in random places. -.-

Edit 2:
Just played on a different server and this time people are having difficulty shooting me as they said so in the chat. o.O

Get the new network graphs up and check if you're not getting loads of packet loss. Check the Network.* commands, there'll be a drawgraph one in there.

I had absolutely no trouble killing anyone last night (and didn't get banned this time Cool Face), despite the server struggling at a few points. Seems the server-side changes made things a little heavier.
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fable2




Posts: 6054

PostPosted: Wed, 1st Oct 2014 13:54    Post subject:
David Sirland or "Tiggr" said that servers were under performing
https://twitter.com/tiggr_/status/517076663511683073

hopefully they are better today though Smile
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Wed, 1st Oct 2014 14:48    Post subject:
@Werelds
Changing server made it actually possible for me to hit stuff. ^_^
Didn't use the graph at all since I was too lazy. Razz

Anywho, overall the changes feel quite nice but there are still some annoyances like getting stuck on random objects.

@fable2
Good to hear, perhaps it'll be a bit more stable on different servers today. Very Happy


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madness




Posts: 13320

PostPosted: Wed, 1st Oct 2014 14:49    Post subject:
Why does the hit marker get so big now I thought they are going to minimize clutter etc yet they made hit markers worse...
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bangalter




Posts: 223
Location: Sweden
PostPosted: Wed, 1st Oct 2014 15:25    Post subject:
madness wrote:
Why does the hit marker get so big now I thought they are going to minimize clutter etc yet they made hit markers worse...


They are updated (smaller) in the CTE, will probably come to vanilla at the next big update (maybe last stand)...


Latest and greatest...
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MinderMast




Posts: 6172

PostPosted: Wed, 1st Oct 2014 15:53    Post subject:
madness wrote:
Why does the hit marker get so big now I thought they are going to minimize clutter etc yet they made hit markers worse...

Hit markers change in size depending on what part of the body you hit. The largest ones are headshots, medium for body shots and smallest ones for limb hits. I think they might also be a bit more spread out so you can see the guy you are hitting at longer range instead of him being covered by the marker.

And yes, it has been updated since them in CTE and looks a bit different. There was a comparison image somewhere, but I can't find it now Sad
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Wed, 1st Oct 2014 15:55    Post subject:
I thought it was damage done, the more damage you do the bigger the hitbox gets.


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MinderMast




Posts: 6172

PostPosted: Wed, 1st Oct 2014 16:05    Post subject:
Prefetian wrote:
I thought it was damage done, the more damage you do the bigger the hitbox gets.

Well those two would be related anyway, but I don't honestly know if the size is a linear thing directly tied to damage dealt.
But again, either way, in a shootout with a specific target the only thing that would affect the damage and therefore the size would be the part of the body you hit.
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fable2




Posts: 6054

PostPosted: Wed, 1st Oct 2014 16:09    Post subject:
MinderMast wrote:
the only thing that would affect the damage and therefore the size would be the part of the body you hit.

well and the weapon itself obviously.
i think pref means that a weapon with high damage per bullet would make the reticule large anywhere you hit the enemy, but thats not the case i think.
it's like sniff said, it's dependent on location of impact.
anyways i like the fact that it's bigger so i can use things like the holographic sights easier.


Last edited by fable2 on Wed, 1st Oct 2014 16:17; edited 1 time in total
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Wed, 1st Oct 2014 16:14    Post subject:
Either way, I like the change. I just wish they stole the red headshot marker from hardline as well to indicate that you got one. ^_^


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MinderMast




Posts: 6172

PostPosted: Wed, 1st Oct 2014 16:18    Post subject:
fable2 wrote:
MinderMast wrote:
the only thing that would affect the damage and therefore the size would be the part of the body you hit.

well and the weapon iteself obviously.
i think pref means that a weapon with high damage per bullet would make the reticule large anywhere you hit the enemy, but thats not the case i think.

Range also has an effect, but what I meant was that regardless of how it works, you would only probably notice the difference in their relative sizes during a single continuous encounter. That is, after you switch weapons, I imagine it will be hard to say that the hit marker from one weapon was that much smaller than the marker from the other weapon, but if you keep shooting at one guy it will become obvious that you hit him where it hurts (or the opposite) due to the change in size.
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Wed, 1st Oct 2014 16:21    Post subject:
MinderMast wrote:
fable2 wrote:
MinderMast wrote:
the only thing that would affect the damage and therefore the size would be the part of the body you hit.

well and the weapon iteself obviously.
i think pref means that a weapon with high damage per bullet would make the reticule large anywhere you hit the enemy, but thats not the case i think.

Range also has an effect, but what I meant was that regardless of how it works, you would only probably notice the difference in their relative sizes during a single continuous encounter. That is, after you switch weapons, I imagine it will be hard to say that the hit marker from one weapon was that much smaller than the marker from the other weapon, but if you keep shooting at one guy it will become obvious that you hit him where it hurts (or the opposite) due to the change in size.

Wonder if the crosshair goes fullscreen if you hit them in the balls Confused
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MinderMast




Posts: 6172

PostPosted: Wed, 1st Oct 2014 16:45    Post subject:
Werelds wrote:
MinderMast wrote:
fable2 wrote:

well and the weapon iteself obviously.
i think pref means that a weapon with high damage per bullet would make the reticule large anywhere you hit the enemy, but thats not the case i think.

Range also has an effect, but what I meant was that regardless of how it works, you would only probably notice the difference in their relative sizes during a single continuous encounter. That is, after you switch weapons, I imagine it will be hard to say that the hit marker from one weapon was that much smaller than the marker from the other weapon, but if you keep shooting at one guy it will become obvious that you hit him where it hurts (or the opposite) due to the change in size.

Wonder if the crosshair goes fullscreen if you hit them in the balls Confused

It should definitely make a *ding* sound when you do, like you had for headshots in Wolfenstein! Very Happy
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Aeon




Posts: 8700
Location: Netherlands
PostPosted: Wed, 1st Oct 2014 19:44    Post subject:
This patch made the game a whole lot better Very Happy
I haven't changed my HUD entirely yet, but just making the minimap so much bigger and set it default to 50M is already fantastic. I like what they did with the reticle and the movement feels great.

Sucks that I got so little time while I still enjoy the game very very much Sad


Intel i7 6700K, RTX470 Super, Kingston HyperX Fury 32GB
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SaberBlade83




Posts: 96

PostPosted: Thu, 2nd Oct 2014 00:01    Post subject:
Okay I'll take it back, today I can't seem to kill most people despite pumping them full of lead apparently. Have no idea what is going on, 6-8 shots close range and I still die...all shots registered with hitmarkers (minimum upper body). I suppose it could be server related? Didn't seem to be lagging, like I did yesterday. Used the MG4 on Locker, went full Rambo on 2-3 dudes at the end of a hallway. Hitmarkers all day long but not even an assist. Laughing
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OnBoard




Posts: 2012

PostPosted: Thu, 2nd Oct 2014 07:35    Post subject:
Aeon wrote:
and the movement feels great.


edit: Spolered this, as it's not true, just FOV bug.
 Spoiler:
 


RUSH improvements are massive, not only are the MCOMs in better positions, there are actually added crates and what not for cover and not just an empty space where defenders can camp and kill everything that moves.

Oh forgot, DEAGLE is useless now and AWS is horrible. Need to read favorite weapon changes and find new ones. Still lots of guns I haven't even tried, so shouldn't be a problem to get the next best thing nerf hammer hasn't touched or actually made better.


LG 27UD58 27" 4K IPS | ASRock Z87M Extreme4 | i7-4770K @4.2GHz delid/reseal | Phanteks PH-TC14PE | Palit GTX 1070 Super JetStream coming! - Gigabyte GTX 970 G1 | 16GB G.Skill Sniper 1866Mhz | Samsung 850 EVO 250GB + Kingston UV400 480 GB | 2TB HDD | Fractal Design Newton R3 600W Platinum | Aerocool DS Window White | Logitech G9x | Corsair K70 Cherry MX Brown (MX Clear spacebar mod) | W10 Pro x64


Last edited by OnBoard on Thu, 2nd Oct 2014 12:25; edited 1 time in total
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madness




Posts: 13320

PostPosted: Thu, 2nd Oct 2014 07:35    Post subject:
Movement is slower? what the hell are you talking about? You forgot to change FOV back after patch? Very Happy

E:

Summary of weapon changes:

http://forum.symthic.com/battlefield-4-technical-discussion/8395-30th-september-bf4-patch-notes-symthic-style-site-database-updated/?s=836169e00d45043019f7946dc6d2b8d329976cda#weponchanges

Think I'll do L85A2 and P90 next Cool Face
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Areius




Posts: 14860

PostPosted: Thu, 2nd Oct 2014 10:30    Post subject: *****
*****


Last edited by Areius on Fri, 19th Sep 2025 16:19; edited 1 time in total
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OnBoard




Posts: 2012

PostPosted: Thu, 2nd Oct 2014 12:03    Post subject:
madness wrote:
Movement is slower? what the hell are you talking about? You forgot to change FOV back after patch? Very Happy


Well no wonder it looked so zoomed. Got to go through settings then, just played yesterday Smile

edit: OK, WTF is this thing, FOV from 55->90 (think I got that before) and now the guy is 100m sprinter? Shouldn't it be just the opposite, with more you see, the slower it feels.

Well glad the fix was that easy, but seems broken and cheating as 55fov is horribly unplayable and now movement seems faster than it was before and can agree with Aenonas comment that it's good Smile

55FOV running is as fast as 90FOV walking. I really need to test that with friend, if he can keep up with me on default FOV, feels that much different.


LG 27UD58 27" 4K IPS | ASRock Z87M Extreme4 | i7-4770K @4.2GHz delid/reseal | Phanteks PH-TC14PE | Palit GTX 1070 Super JetStream coming! - Gigabyte GTX 970 G1 | 16GB G.Skill Sniper 1866Mhz | Samsung 850 EVO 250GB + Kingston UV400 480 GB | 2TB HDD | Fractal Design Newton R3 600W Platinum | Aerocool DS Window White | Logitech G9x | Corsair K70 Cherry MX Brown (MX Clear spacebar mod) | W10 Pro x64
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Aeon




Posts: 8700
Location: Netherlands
PostPosted: Thu, 2nd Oct 2014 13:08    Post subject:
Haha OnBoard, you won't run faster if you have a FOV of 90 instead of 50 Razz You think you are going faster, but you're not. I have my FOV on 87 now, which feels the best for me.

Also, I should try the Universal Aiming Soldier! Very interesting, just read it all:
 Spoiler:
 

http://battlelog.battlefield.com/bf4/forum/threadview/2979150494051524581/


Intel i7 6700K, RTX470 Super, Kingston HyperX Fury 32GB
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Thu, 2nd Oct 2014 13:22    Post subject:
Whats interesting? They finally added the option to remove the difference in sensitivity between various zoom levels, which was a very dumb "idea" to begin with. Dice finally getting around the concept of muscle memory in their shooter, yey


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Thu, 2nd Oct 2014 13:25    Post subject:
You do realise that CS is the only shooter that has had a CVAR for zoom sensitivity, right? CoD doesn't have it; or at least didn't up to and including BO1.
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