Loakum Ugh….scratch that previous comment. The upcoming Game of Thrones video game is a F’in mobile phone game. Why can’t they came an open world GoT game, like Witcher 3 or God of War? (> 3 Months ago)
Loakum By FAR, the upcoming Game of Thrones King’s Road was the Game of the Show! It plays like God of War Ragnarok! :) (> 3 Months ago)
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (> 3 Months ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (> 3 Months ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (> 3 Months ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
I welcome the changes.. I was a little more confident in Battlefield 3's infantry balance. And there's been some strange occurrences since the last server patch.
I wish they'd do a deep discount on premium.
Have you been flying the Littlebird or been pestered by it?
Major patch incoming according to Xfactor with balance changes as well.
http://www.youtube.com/watch?v=Y3OriBfwJ74
This is something I have to try once the damn battlepacks gives me a NV-sight. I have the nades, all i need is the sight...
http://www.youtube.com/watch?v=LYgVkYqayOU
This is a very interesting discussion about the netcode (with some DICE participation): http://www.reddit.com/r/battlefield_4/comments/1ui...
Buffing DMRs is fucking stupid.
1) Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. The total carried missiles were making it impossible for helicopters to use counter measures to avoid the MAA’s attacks.
2) Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. This reduction reduces the distance projectiles will travel and should prevent situations where the MAA could engage enemy vehicles without leaving its protected home base. The damage of the cannons remains unchanged, and aircraft, especially helicopters, should remain wary of getting too close to a MAA.
3) Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
4) Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. The missiles were previously too easy to aim at long range, making them a guaranteed hit and a clear advantage over the other missile types.
5) Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
6) Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
7) Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. These weapons were too effective against infantry with a higher splash, making them a clear choice over the 7.62 MINIGUNS in all combat situations. The 25MM CANNONS are intended to give the Scout Helicopter some measure of effectiveness against vehicles, at a clear trade off in effectiveness vs. infantry.
Tanks and Anti-Tank
1) Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. This keeps the MBT LAW in its role of an easy to use, fire and forget weapon available to all Engineers, while also balancing it with the other rocket launchers in favor of skilled AT shots. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
2) Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
3) Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. Players will now need to be craftier when placing the M2 SLAM in order to get the full damage potential of this ambush anti vehicle weapon. This change is to primarily counter a tactic of placing 3 mines in the same spot to guarantee a kill on any vehicle passing within 6m. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
4) Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
And fuck M2 SLAMs!
Weapon unlocks seriously? who do these benefit? all it does is punish new players due to the ranking system been useless, as a level 1 i got put in a game with people averaging level 50.. yeah my pea shooter with crappy "iron sights" which sprays all over the place due to not having unlocked "grips" vs a guy spawning with a rocket launcher..
But who do these unlocks benefit? Players? everyone i speak to on this despises weapon unlocks and pine for the days when you did not have load outs and relied on map specific weapons (see halo 1 through reach)
Does it benefit the publishers? maybe if it was free to play (and lets be honest it plays like a free to play) and they offered the ability to pay to unlock weapons, but there is no pay to win button..so..?
Replay value? CS-Halo-Goldeneye-Doom-Unreal-Quake none of the classics had this issue.
To keep the player from trading it in? Having something to always aim for? this only will appeal to the OCD crowd and i think there is far less of them than there is players lost due to been cannon fodder for 3 levels
Is it because they can not be bothered to balance weapons and just throw every possible add on to every gun and go "fuck it, let the community balance it"
Just do not get it.
The load screen just hangs for AGES sometimes making think it has crashed.
The menu is awful, i still have not found how to change load outs around when NOT in game, least let us do it on the load screens.. there is enough time.
The kill cam, i want to see how he killed me not how he is running around in the distance behind a wall so the camera just stares at some blank wall for 20 seconds.
The maps are a cluster fuck of nastiness (to be fair i did not play them all) i think the only one i liked was locker? that indoor prison thingy that was fantastic, the out door maps are fucking lazy.
There was other things but i can not think straight right now, got banging headache from way to much coffee.
Couple of lads at work play the PC version and say it is totally different on pc, well i hope it is or else i just can not see what poor grift sees in this :( aside from stunning visuals i'm left with a piss poor excuse for a multiplayer game.
Roll on Destiny.
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
Your favorite map is the least "Battlefield" thing in the game. Maybe you just don't like Battlefield. The outdoor maps are "fucking lazy?" How? Can you articulate that a little better? The sandbox and squad gameplay is still what sets this apart from everything else. A lone noob goes into a server and rages.. and expects to understand the game immediately. Come on.. Those "Battlefield Moments" are indeed a real phenomenon, and you're not likely to find them elsewhere.
I actually agree with the sentiment that unlocks are unnecessary, but they're also very popular. They benefit the players who enjoy unlocking shit. That seems to drive most players forward.
There are bits of design I despise in BF4 (knife! defibs.. some kit stuff).. but the gunplay and level design aren't particularly offensive things.
Play with friends or find a squad if possible.
As for the maps when i say lazy i just feel like there something chucked together on garys mod maybe it is because i grew up with symmetrical maps making these just looked scattered, also annoying that some walls can be destroyed but not others but the walls look exactly the same o.0
Yeah this rant is a noobs rant at his first day of BF4 you should of watched my stream, it was pretty funny :)
But the unlocks.. christ the unlocks..
And yes i was using burst fire and was controlling the spray i learned pretty fast on how to use them, But when i head shot a guy in the head (starter sniper) and he was left with 5 health and he turned round and one shot me with his support gun (my gun was spending about a hour sorting the next shots so annoying)and he was about 150ft from me.. at this point i kinda started to twitch..
But IMO as a solo player, man this sucks shit.
Everyone is waiting for them to fix it before they come online :( i have platinum on killzone so need a new shooter until new maps come on that, and fuck ghosts.
Oh and playstation suffers with xbox live issues now, as in NO ONE chats because there all in private chat, at least before no one chatted because they did not have headset..
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
I think it was 2nd gun i unlocked, anyway i just dont want to waste my time leveling a gun to find it's shit.
Love snipers but that starter sniper is painfull i would buy premium if it unlocked everything.. honestly that is how much i hate this set up.
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
I play a lot of infantry so I do like Locker.. but Floodzone and Dawnbreaker are also pretty fun infantry maps (even with vehicles), and that role is plenty valuable in every map. My favorite complete sandbox is probably Rogue Transmission.
Overall--and this is not popular opinion--I'd say BF3 is still slightly ahead in terms of map quality. That's including every expansion though, which gives you nearly 30 to pick from, so that's probably not fair anyway.
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
Maybe they should concentrate on making Battlefield a good Battlefield game instead.
Supposedly there's a larger easter egg in here that remains unfound.
And people still not found that easter egg? i will be honest the pc crowd are slipping, thought you guys would of just stripped the contents to find it?
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
That's not Battlefield. That's another game.
Announcing the Battlefield 4 Player Appreciation Month
http://blogs.battlefield.com/2014/01/bf4-player-ap...
FTL: Faster Than Light-Lego, make it happen: http://lego.cuusoo.com/ideas/view/35223
PSN:ManThatYouFear
GT: ManThatYouFear
Steam: Psn_ManThatYouFear
Real Life: ThatTwat
The L85A2 has still been my go-to thing lately, but I also ran a little recon tonight. With the M98B+IRNV sight. Fun stuff if you're quick/aggressive with it. It's not really recon's fault that most recon players need to put down the kit :D
Good times. Don't camp. Check corners. Revive. Repair. Play the objective.
DMRs
1) Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
Pump Action Shotguns
1) Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. The accuracy has been approximately doubled. These weapons did not have any available barrels or grips that would allow a player to enhance their aimed accuracy. This change should make the use of pump action weapons with slugs much more viable at medium and close range by allowing more accurate fire.
Carbines
1) Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
General
1) Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. Previously, if a player began firing before aiming, he would keep his hip inaccuracy while aimed, until he stopped firing. This was especially obvious with LMGs on the move. Players will now only be subject to the maximum aimed inaccuracy after the transition. While still terribly inaccurate, this allows for substantially more accurate fire than the old method and should allow players with LMGs to panic fire in close quarters, provided they are aiming.
2) The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
3) Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
1) Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked. This gives the M1911 a clear accuracy advantage for range, while the COMPACT 45 has a clear ammunition per magazine advantage.
2) Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45. This will allow all pistols to bypass Body Armor at close range. Additionally, the FN57 and the QSZ-92 have had their long range damage increased to allow them to properly bypass Body Armor at all distances. Finally, the CZ-75 has also had its long range damage raised to give it a diverse role among the handguns.
3) Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM. This delay represents the way these weapons work in real life, while also improving their responsiveness in game.
4) Increased the magazine capacity of the QSZ-92 to 20 rounds, the proper amount for this weapon in real life. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
5) Corrected a small error with the COMPACT 45 accuracy when crouched or prone. The weapon was accidently less accurate than intended.
1) Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3. A player may now have 3 active HAND FLARES, up from 1 before. The HAND FLARE remains mostly a gadget of comic relief, though its ability to blind IRNV sights should not be forgotten. The increase in the number the player can carry should allow for a larger tactical use of both the HAND FLARE and the M84 FLASHBANG.
2) Increased the effect of M84 FLASHBANG grenades on friendly and enemy players. When Friendly Fire is OFF, friendlies receive approximately half the effect duration. Previous duration was 4 seconds, now 5 seconds for enemy players. Additionally increased the range at which a player feels the full effect of the flash, and increased the effect on players not looking directly at the flash bang. This should sufficiently improve the reliability of the M84 FLASHBANG, and make it a viable choice in the grenade category.
3) Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion. The RGO was essentially an instant kill in Hardcore, it now has a reduced 1 hit kill range, however accurate throws will yield higher damage values in Core. This clarifies the role of the RGO as an accurate impact hand grenade, while still not allowing 1 hit kills in Core.
4) Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied. The player continues to carry 3 V40 grenades, and is still able to use 2 of them to get a kill in Core. Previously the V40 was entirely superior to the M67 in Hardcore, this change aims to balance them in Hardcore, while also keeping their effectiveness intact in Core.
The DMR buff would be fine if DMR's were still sniper rifles. Demize knows why this is a bad idea and they're doing it anyway. More DMR spamming morons is exactly what this game does not need. And a shotgun buff. FFS.
The hip-fire-to-aimed-fire accuracy handling is going to bring the pacing of close combat closer to Battlefield 3. That's great. And if they fix the REX? Fix the REX!
I abuse V40 minis and welcome their nerf.
They should:
1) Fix the knife. It's stupid.
2) Remove DMRs. All kit sniper rifles model horrible player behavior.
3) Not buff any shotgun ever.
4) Remove C4 and Claymores from the support kit.
5) Go back to BF3 defibs. New system is too unpredictable/unreliable.
http://www.youtube.com/watch?v=y0-2p7UnUDA
Me getting my hands on it would mean going premium or buying the dlc though...
FTL: Faster Than Light-Lego, make it happen: http://lego.cuusoo.com/ideas/view/35223
A fixed REX and an F2000 and they can do whatever the fuck they want.
The VAL is already unlockable for those who have premium. You can't unlock the F2000 without playing Operation Metro, so not until second assault lands.
I played with some shotties and DMR's last night. I feel a bit dirty. My assault rifles are still better, but I was in a 1-v-1 scenario with an 870 MCS and my L85A2 was failing me. So far my 870 MCS accuracy is 125% :D
I'd love even a slight discount on premium.
We know where we're headed but it's still fun.
If you want a laugh, play shotties. They're so ridiculous in this game. Choke mods punish hipfire, but the range you can get out of buckshot is fucking insane. The DBV-12 can clear a room in about a second. And boy does that piss people off. You will be out ranged if you're not careful about how you engage the enemy, but use your head.
I've concluded that the DMR buff is essentially meaningless to me since the real DMR issue was over-use and the fact that no one can hit you anyway! PEW PEW PEW PEW.. right by your head.. that's all you hear in some maps. But it was already like that. The only way to fix DMRs is to make them sniper rifles again and call it a day. For a game that tries at length to use design to model player behavior.. oh boy do they fuck it up sometimes.
I can't wait to see the final three expansions. I hope they really bring it with the urban combat.
Recent netcode post: http://battlelog.battlefield.com/bf4/news/view/add...
If we get high tick-rate servers, Battlefield 4 will be the best Battlefield game since BF2.