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uhhhhahhhhohahhh posted:I'd be fine with it this way if RPGs gave a lock on tone, couldn't give a poo poo if it isn't realistic. doesn't matter now anyway, they've already hosed it up by the sounds of things. The chopper has to be locked with a PLD which gives a lock tone before the RPG can lock and fire. The issue people were complaining about was that there was no missile inbound tone for when someone sent a locked RPG your way.
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# ? Oct 16, 2013 19:46 |
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# ? Apr 28, 2024 18:57 |
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"The Battlefield Blog" posted:
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# ? Oct 16, 2013 19:47 |
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Atheist Sunglasses posted:-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced. gently caress. You. That was one of my favorite features.
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# ? Oct 16, 2013 19:58 |
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quote:-Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range. I don't really understand this change. Do they expect low ROF weapons to have less accuracy then their higher ROF counterparts? That makes no sense because then they have no "optimal" range. Up close, the higher ROF should win out and with lower accuracy, they'll lose at mid/long range since people can tap the higher ROF just as easily.
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# ? Oct 16, 2013 20:00 |
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I think it was a typo. Should read that high ROF weapons have worse full auto ranged accuracy.
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# ? Oct 16, 2013 20:07 |
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"Removed lock-on from RPG and SMAW" "Reduced lock-on range for RPG and SMAW" I know that's unfair because multiple people probably type up patch notes but still!
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# ? Oct 16, 2013 20:12 |
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I love how they state a fix was due to the item in question behaving in an "unauthentic" fashion, when tank shells experience 1 meter drop per 100 meters distance.
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# ? Oct 16, 2013 20:13 |
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uhhhhahhhhohahhh posted:the helicopter rockets were pretty overpowered bullshit in the BF4 beta, you could kill a tank with one burst in 3 seconds. You just never saw it happen because they were getting shot down by RPGs they didn't know were coming or were too busy fighting the other helicopters which respawned 10 seconds after getting shot down for who knows what reason. They could only do that if you hit all your rockets in the rear of the tank, that's not overpowered that's the tanker being in a bad position and being punished for it.
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# ? Oct 16, 2013 20:14 |
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quote:Fixed an issue where the knife stab didn’t align with the kill event. The accuracy nerfs on high ROF weapons means you will no longer get super accurate 10 round bursts even if you can compensate for recoil. The Coax LMG buff is kind of bullshit since the thing was already a laser. Also stinger buffs Edit: Wait, no fix to the transport heli/boat passenger guns that seem to drop off to ~0 dmg at range Sparticle fucked around with this message at 20:24 on Oct 16, 2013 |
# ? Oct 16, 2013 20:17 |
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OGS-Remix posted:I don't really understand this change. Do they expect low ROF weapons to have less accuracy then their higher ROF counterparts? That makes no sense because then they have no "optimal" range. Up close, the higher ROF should win out and with lower accuracy, they'll lose at mid/long range since people can tap the higher ROF just as easily. Sparticle posted:The accuracy nerfs on high ROF weapons means you will no longer get super accurate 10 round bursts even if you can compensate for recoil.
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# ? Oct 16, 2013 20:20 |
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Grouchy Smurf posted:I love how they state a fix was due to the item in question behaving in an "unauthentic" fashion, when tank shells experience 1 meter drop per 100 meters distance. And the TOW missiles only travel at 75 m/s? My immersion... DrPop posted:...Alborz (aka Battlefield Skyrim) was kind of a dumpy map all-around, despite being pretty looking... True story. Although I do have fond memories of the no HUD event PURE once ran on that map. Nobody had any idea what the hell was happening or what we were supposed to be doing (the most realistic military game?) but drat was it ever cool to just sit back and look at the scenery. PittTheElder fucked around with this message at 20:30 on Oct 16, 2013 |
# ? Oct 16, 2013 20:26 |
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Grouchy Smurf posted:I love how they state a fix was due to the item in question behaving in an "unauthentic" fashion, when tank shells experience 1 meter drop per 100 meters distance. They also have wire-guided munitions locking and top-smacking things, but that's fine. Pretty sure the "authentic fashion" stuff is their codeword for "people sperged wayy too hard to us about it." E: VVV It makes sense to me, I've just seen that exact line a few times in BF3 so I'm making the same assumptions. The RPGs/SMAWs are deadly as it is, so I don't think this change is that much of a deal. Naturally Selected fucked around with this message at 20:56 on Oct 16, 2013 |
# ? Oct 16, 2013 20:27 |
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Naturally Selected posted:They also have wire-guided munitions locking and top-smacking things, but that's fine. Pretty sure the "authentic fashion" stuff is their codeword for "people sperged wayy too hard to us about it." I suppose it's also a matter of being intuitive and internally consistent. If you have two launchers who's main defining features are "do more damage, but are completely unguided" then it'd be kinda counterintuitive when they turn out to actually be guided after all as long as some recon points his thing at a thing.
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# ? Oct 16, 2013 20:47 |
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I know its moot now that bf3 is almost done but I still don't get the an94 and it kind if irritates me. I set it to burst and tappa tappa tappa and everything and everyone annihilates me at all ranges. Is there something I'm missing? I feel like I should at least be able to kill at those distances semi easily given that I am competent with the sks at all ranges. But every time what happens is I'll start plugging bullets into them and they always kill me with whatever gun they have, and if I get an assist it's like 32 points. But on the sks I just zoom in and tap tap tap and they almost always go down. I don't use the grip or anything weird like that either. Usually a laser, pod, heavy barrel, 4x or dot sight, etc depending on the map. Tarranon fucked around with this message at 21:18 on Oct 16, 2013 |
# ? Oct 16, 2013 21:13 |
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Always use the HB. Are you standing still when shooting? The gun has a definite rhythm to how fast you can click depending on the engagement range. However, when you get it down it literally is just like pixel sniping. Click on the bad guys to make them go away.
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# ? Oct 16, 2013 21:17 |
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You need to learn a subtle compensation with the AN-94 when you're able to exceed 1000 RPM or more, it's more than just aiming & firing. Never don't use the HB, and there's no good reason whatsoever to use a bipod or laser. I don't recommend high zooms either, try the Holos which are a great compromise.
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# ? Oct 16, 2013 21:23 |
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TheRationalRedditor posted:You need to learn a subtle compensation with the AN-94 when you're able to exceed 1000 RPM or more, it's more than just aiming & firing. Never don't use the HB, and there's no good reason whatsoever to use a bipod or laser. I actually had quite a bit of success using it as a DMR that's more useful up close. Bipod, 4x, hbar. Bipodded it has no recoil at all. Then again, I also did decently well with a bipod/6x/hbar M416 But that one was tough as hell to use.
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# ? Oct 16, 2013 21:31 |
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"The Battlefield Blog" posted: posted:-Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%). I'm a little confused here. I was under the impression that the IGLA was supposed to be stronger than the Stinger because you had to remain locked on, unlike the Stinger's "fire and forget". If they take the same number of hits to kill, what is the point in using the IGLA if it is harder to use?
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# ? Oct 16, 2013 22:01 |
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What is the IGLA again?
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# ? Oct 16, 2013 22:02 |
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the IGLA will probably have .5 seconds faster reload
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# ? Oct 16, 2013 22:05 |
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keyframe posted:What is the IGLA again? A Russian shoulder launched SAM. In BF3 it was just the Russian Stinger.
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# ? Oct 16, 2013 22:05 |
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Anti-Hero posted:Always use the HB. Are you standing still when shooting? The gun has a definite rhythm to how fast you can click depending on the engagement range. However, when you get it down it literally is just like pixel sniping. Click on the bad guys to make them go away. At short to medium range I'll shuffle a little bit, which is something I picked up using the sks as an assault recon. Is that a straight up nogo for the an? I find that I'm pretty awful with most assault rifles, maybe there's just something unique to them I'm not exactly picking up on.
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# ? Oct 16, 2013 22:18 |
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Nope, strafe ADS spread for the AN is perfectly fine if the situation calls for it. Most ARs (F2000 lol) pull it off well as long as the HB is on.Naturally Selected posted:I actually had quite a bit of success using it as a DMR that's more useful up close. Bipod, 4x, hbar. Bipodded it has no recoil at all. TheRationalRedditor fucked around with this message at 22:22 on Oct 16, 2013 |
# ? Oct 16, 2013 22:19 |
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CombatBonta-kun posted:I'm a little confused here. I was under the impression that the IGLA was supposed to be stronger than the Stinger because you had to remain locked on, unlike the Stinger's "fire and forget". If they take the same number of hits to kill, what is the point in using the IGLA if it is harder to use? I think the point is that it's possible to reacquire the target after they flare.
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# ? Oct 16, 2013 22:28 |
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TheRationalRedditor posted:Nope, strafe ADS spread for the AN is perfectly fine if the situation calls for it. Most ARs (F2000 lol) pull it off well as long as the HB is on. Yeah I wouldn't recommend using 6x/HBars the way I did, it was just to qualify my statements about the Abakan. I used bipods a lot on Karkand maps though, there were enough sightlines and concealment to make it worthwhile. On anything outside of kark/caspian/firestorm though, yeah, it's not recommended at all. Actually, with the way the guns and the map were in beta here, I didn't use the bipod at all even on LMGs. The friggin T88 was controllable enough that you could lay down the same amount of fire while moving.
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# ? Oct 16, 2013 22:30 |
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CombatBonta-kun posted:I'm a little confused here. I was under the impression that the IGLA was supposed to be stronger than the Stinger because you had to remain locked on, unlike the Stinger's "fire and forget". If they take the same number of hits to kill, what is the point in using the IGLA if it is harder to use? I think it's also supposed to have a longer range than the Stinger? That way I could see one being used more to murder choppers when the oppoprtunity presents itself and the other to scare off planes straying too close.
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# ? Oct 16, 2013 22:35 |
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By the by, has anyone else noticed that one of the deployable gadgets is a soft-kill umbrella? Wonder which class gets em. If recon gets the PLD, SOFLAM, and the soft-kill, they'll probably be a really wanted class on the field Also, I wonder what the difference between the SOFLAM and PLD will be in this game.
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# ? Oct 16, 2013 22:53 |
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Soft kill? The support gets a gadget that redirects incoming laser-guided missiles if that's what you're talking about. Hopefully it also shoots down incoming grenades or dumbfires or something. One of the squad upgrade trees increases its uptime. If its anything like BF3, SOFLAMs auto-designate within a narrow arc and can be controlled by remote from a distance. The PLD requires you to expose yourself to your threat, but also probably doesn't get a giant red "shoot here" laser and can be used on the move and much more quickly than the cumbersome SOFLAM.
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# ? Oct 16, 2013 22:58 |
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Early trailers showed an Iron Fist system on boats. I hope I can use it to shoot down incoming tank shells, the only thing capable of stopping boat rage.
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# ? Oct 16, 2013 23:00 |
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Changelog posted:-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times. I knew something had to be up with that. The tank shell always seemed to be firing so low. Rather happy with all those changes other than the 40mm/25mm doing less damage to armour. It was nice as a assault knowing I could actually help kill a tank when other people were shooting it. I never felt it did a ton of damage so it was more like you could support engineers in killing armour. Oh well hopefully you can still do a little damage.
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# ? Oct 16, 2013 23:06 |
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Ravenfood posted:Soft kill? The support gets a gadget that redirects incoming laser-guided missiles if that's what you're talking about. Hopefully it also shoots down incoming grenades or dumbfires or something. One of the squad upgrade trees increases its uptime. Didn't see it before, guess I know what my support class will run. (And yeah, that's the soft-kill. as in, not actually blowing up the threat.) SOFLAMs I'm just not sure about, unless they get given loads of extra range or something. In 3 they weren't really much use auto-designating, and their laser was a bigger giveaway than the scope flash. Given that the PLD is just that drat good, I just don't see a niche for 'em currently. Especially with the pilots/drivers getting a directional indicator when they're being locked, I don't see a soflam survivng much past the first lock. PLD's work because 90% of the time, you can conceal yourself or just disengage for a sec until your target looks away. General Battuta posted:Early trailers showed an Iron Fist system on boats. I hope I can use it to shoot down incoming tank shells, the only thing capable of stopping boat rage. Pretty sure that's just what the first-tier smoke looks like, at least it did in beta-tanks had it all the time, the boat could get a smoke curtain-type upgrade that did something else, I'm not sure what. The IF-looking stuff didn't actually kill the missiles though, just broke the lock/guidance. Naturally Selected fucked around with this message at 23:10 on Oct 16, 2013 |
# ? Oct 16, 2013 23:08 |
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SAMARIX posted:Rather happy with all those changes other than the 40mm/25mm doing less damage to armour. It was nice as a assault knowing I could actually help kill a tank when other people were shooting it. I never felt it did a ton of damage so it was more like you could support engineers in killing armour. I definitely ruined some tanks' days with both, but I only ever took opportunistic shots at big fat tank butts so maybe it could use toning down from other directions. Like, even without considering my understanding that real Abrams are nigh invincible, a grenade to the front of a tank probably shouldn't even scratch it.
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# ? Oct 16, 2013 23:29 |
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CombatBonta-kun posted:I'm a little confused here. I was under the impression that the IGLA was supposed to be stronger than the Stinger because you had to remain locked on, unlike the Stinger's "fire and forget". If they take the same number of hits to kill, what is the point in using the IGLA if it is harder to use? The Igla can reacquire a target if it flares and the missile is still live when the flares are gone. It's designed to punish the super bad pilots who think flares are a license to hang around for another 5 seconds. The starstreak had the same behaviour in the beta. The Igla will probably also lock a little faster. You'll be choosing between the two based more on how much cover a map provides for air than anything else. Smegmatron fucked around with this message at 00:16 on Oct 17, 2013 |
# ? Oct 17, 2013 00:13 |
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IGLA also might be better against jets while the Stinger can punish helis more easily, depending on missile speed and flare mechanic interactions.
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# ? Oct 17, 2013 01:26 |
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Insert name here posted:I will fight you; CZECH POWERRRRRRRRRRRRRRRRRRRRRR
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# ? Oct 17, 2013 01:31 |
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General Battuta posted:Early trailers showed an Iron Fist system on boats. I hope I can use it to shoot down incoming tank shells, the only thing capable of stopping boat rage. Apparently you've never encountered a c-4 rigged 'jihad-ski'.
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# ? Oct 17, 2013 01:35 |
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Ckwiesr posted:Apparently you've never encountered a c-4 rigged 'jihad-ski'. The only place left to go is to Jihad-Ski a helicopter, jet or C130.
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# ? Oct 17, 2013 01:50 |
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General Battuta posted:I dunno, as an occasional pilot I really didn't like instant air vehicle respawns because it made dogfights meaningless. You never got to spend any time on the fun stuff (air to ground) - just an endless series of circle-at-313 dogfights. Anytime you can, since radar only shows azimuth, take the fight into the vertical or turn hard back into your opponent as he crosses your nose. The vertical fight clears your tail and you're usually not followed, and by turning back in over and over pulling him into a scissors maneuver it will put the zap on his brain pretty drat quick. Always use real combat tactics. https://www.youtube.com/watch?v=dajjO8RELMs edit: The best to start these maneuvers is when right when you hear the "WHOOSH" of the other plane passing by, you're in a state of mutual blindness, he can't see you and vice-versa. But you're about to take the fight 180 degrees away from where it was, and you know that, but he doesn't. That's where the advantage comes in. The timing is very important. Julius CSAR fucked around with this message at 01:59 on Oct 17, 2013 |
# ? Oct 17, 2013 01:54 |
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Naturally Selected posted:Yeah I wouldn't recommend using 6x/HBars the way I did, it was just to qualify my statements about the Abakan. I used bipods a lot on Karkand maps though, there were enough sightlines and concealment to make it worthwhile. On anything outside of kark/caspian/firestorm though, yeah, it's not recommended at all.
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# ? Oct 17, 2013 03:29 |
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# ? Apr 28, 2024 18:57 |
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It's just way too easy to control LMGs with the mouse while moving. If you could shoot while sprinting I bet you could still manage the recoil to a pin point accuracy. Setting up a bipod I think just auto spots you and laser designates you while giving everyone a javelin to lock on to you with because I always die as soon as I set a bipod up anywhere useful.
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# ? Oct 17, 2013 03:32 |