Yup, time to kill is longer now. Wish they would make headshots a bit more powerful tho.
I quite like the update so far but I'll give it a couple of more tries before making up my mind.
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!
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. At least on CQL, works on Domination though.
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
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 ), despite the server struggling at a few points. Seems the server-side changes made things a little heavier.
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
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.
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
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.
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
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
It should definitely make a *ding* sound when you do, like you had for headshots in Wolfenstein!
This patch made the game a whole lot better
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
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.
edit: Spolered this, as it's not true, just FOV bug.
Spoiler:
Movement is horrible It's like running in tar all the time. They made it sooo slow and it was slow to begin with :/ Play some BL2 and then try BF4 and I doubt it feels great anymore
Everything else seemed fine, but I won't be running anywhere anymore. Need to wait for vehicle and make team lose.
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.
Movement is slower? what the hell are you talking about? You forgot to change FOV back after patch?
Well no wonder it looked so zoomed. Got to go through settings then, just played yesterday
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
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.
Haha OnBoard, you won't run faster if you have a FOV of 90 instead of 50 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:
Quote:
If you've looked in your input settings post patch, you'll see a lot of new sensitivity options, either right there on the main control options, or hidden in the advanced menu.
DON'T TOUCH EM YET! You need to LEARN about them first!
I was very much involved with coming up with the concept behind the option known as "Uniform Soldier Aiming" (Which I abbreviate to UsA). I'm basically the expert on this. The only person who knows it better is probably Jjju, the dev who coded it.
It's vital you read this guide before you go screwing around playing with sensitivity sliders, because you can end up ruining your muscle memory if you don't do things properly.
Please share this and comment if you find it useful, otherwise nobody will know of the glory of Uniform Soldier Aiming.
DEALING WITH FOV
If post patch, your turn rate felt funny and running felt slower, it's probably because the FOV system changed to become clearer. Basically before the FOV ran on the Hor+ fov system which many games use. The problem is that this hides the actual FOV number. BF4 actually runs on vertical FOV, which is the number on the left of the new FOV slider.
So if you ever want to geek out and do calculations involving FOV, the slider now tells you your actual screen independent FOV.
However if you want to set your FOV back to what it was pre-patch, you need to match the number on the right in brackets to your old FOV number. Once you do that, things should feel normal again.
UNIFORM SOLDIER AIMING
If you look at the options, especially the advanced options, you may see lots of separate aiming sliders and want to go "Oooh! look! I can set all these sliders how I want to have the sensitivities I want!".
DON'T DO THAT.
The problem is if you go setting all your options manually, you'll play around till it feels "good enough", and you probably wont set them at the proper levels.
We've come up with a proper way to set your sensitivities with each sight to the correct level without any effort, and because it follows a clever mathematical formula, it should be easier to learn, reducing any negative effect on your accuracy when you switch scopes.
This system is called Uniform Soldier Aiming.
WHAT DOES UNIFORM SOLDIER AIMING DO? (SIMPLE VERSION).
Uniform Soldier Aiming is meant to make your sensitivity feel the same when you switch between infantry ADS sights.
When UsA is OFF, if you switch from a close range sight like an RDS to an optical zoom sight like a X4 sight, you'll probably notice a jump in sensitivity. Typically the close range sights feel less sensitive, and the long range sights feel more sensitive, which isn't very helpful.
This is because the old system of compensating for the magnification of sights by reducing the turn rate was based on poorly tuned tables of sensitivity settings for each sight which didn't adapt to your base FOV.
If you turn UsA on (with stock settings), you should feel like the difference between sensitivity is no longer present. If you switch from 8x scope to canted iron sights, it should feel natural. If you use the flip up magnifier, it should feel natural. No matter what sight you use, your sensitivity should feel sensible.
This theoretically allows you to build up superior muscle memory.
HOW TO CONFIGURE UNIFORM SOLDIER AIMING FOR DUMMIES.
This is the method that I recommend everyone uses. If you don't want to read below and know what Uniform Soldier Aiming is actually doing, that's fine, just follow these instructions and you'll get all the benefit of Uniform soldier aiming.
If you're a CS:GO player you definitely shouldn't differ from this because according to the theory, this should get the sensitivity system working basically same way CS:GO does on it's telescopic rifles.
WARNING: Uniform Soldier Aiming changes sensitivities on your sights to try to make them better. Don't be surprised if it feels funny at first. Sensitivity changes always do.
Step 1: Make sure all your "sight" sensitivity options are at 100%
Sight specific sensitivity sliders are in the advanced part of the control menu. They need to be at their default 100% because they also alter sight sensitivities so they will interfere with the work of Uniform soldier aiming and you won't get a proper feel for the unadulterated effect of UsA.
Step 2: Make sure your soldier zoom sensitivity is at 100%
You should start off with no change to soldier zoom sensitivity to get a feel for the unadulterated effect of UsA. You might find that you don't need to change the soldier zoom sensitivity from 100% when UsA is enabled.
If you don't like it later, this can be changed.
Step 3: Make the Uniform Soldier Aiming Coefficient is at it's default.
The UsA Coefficient is hidden in the advanced menu again. It should be 1.33
You can learn what it does later, but I wouldn't recommend touching this until you know what it does.
Step 5: Turn on Uniform Soldier Aiming
It's in the control options.
Step 6: Consider Changing the option "Field of View Scaling in ADS"
Uniform Soldier Aiming makes your turn rate dependant on your ADS FOV. FOV Scaling heavily changes your ADS FOV on close range sights.
You might find that using UsA allows you to use ADS FOV Scaling on if you couldn't before, because it removes the perceived sensitivity reduction caused by the wide FOV with no change to sensitivty.
I like to call playing with UsA and FOV Scaling on "Oh man! This is just like counter-strike!" mode.
[youtube.com]
I'm not saying you should or shouldn't change it. I'm just saying if you turned FOV scaling off before because it gave you nasty sensitivity, think it over again because now it doesn't effect perceived sensitivity.
Now you just have to choose whether you want high RDS fov or low RDS fov. It's purely up to you.
Step 7: TEST!
Play with Uniform Soldier Aiming on for a bit and see if you like it, then switch it off and see if you prefer that.
The best way to test is to try using loadouts that involve switching between close range and long range sights a lot. Canted irons show off the difference especially.
Be prepared to play worse for a bit because you always have to get used to changes in sensitivities.
Optional Step: Tweak zoom sensitivity (only if you must).
If you really need lower sensitivity when you go ADS, you can use the main zoom sensitivity slider to do that.
Only do it if you feel the need though.
DONE!
All that's left to do is decide whether you like it or whether you don't. I recommend you stick with it for at least a day before you write it off.
WHAT DOES UNIFORM SOLDIER AIMING DO? (ADVANCED MODE).
WARNING: Everything beyond this point may either make no sense or cook your brain.
Uniform sensitivity defines a "control distance" on your screen, a fixed distance from crosshair, and says "anything at that distance should take the same distance of mouse movement to aim at, at every scope FOV", then it uses clever maths to calculate how the mouse distance should translate to angular displacement changes to make that happen.
Or, if you use a console, it defines a distance on your screen from your crosshair, and says "anything at that distance should take the same amount of time to move to your crosshair if you move your joystick in it's direction at maximum displacement, no matter what the scope FOV".
Now if you are wondering what that control distance is, it's defined by the coefficient.
The distance from the cross hairs at which things are 100% uniform between different scope FOVs is equal to the distance from your crosshair, to the top of your screen, times the UsA coefficient.
So you must be wondering why the default coefficient is 1.33
First, because 1.33 seemed to work best, second, because that's what CS:GO used and compatability is awesome, and third, because when you times your vertical screen height by 1.33, you would get your horizontal screen width if you were using a 4:3 screen, which is the smallest aspect ration screen people use for games.
By setting a distance from your crosshair where it always takes the same distance/time to move an object to the centre of your screen, we provide a framework for our brain to work with as you build up muscle memory.
If anyone needs a more detailed description than that, you can ask.
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
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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